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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/text/text_draw_3d.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
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+/*******************************************************************************************
+*
+* raylib [text] example - Draw 3d
+*
+* NOTE: Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
+* where the texture coodinates of each quad map to the texture coordinates of the glyphs
+* inside the font texture.
+*
+* A more efficient approach, i believe, would be to render the text in a render texture and
+* map that texture to a plane and render that, or maybe a shader but my method allows more
+* flexibility...for example to change position of each letter individually to make somethink
+* like a wavy text effect.
+*
+* Special thanks to:
+* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
+* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
+*
+* Example originally created with raylib 3.5, last time updated with raylib 4.0
+*
+* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2021-2024 Vlad Adrian (@demizdor)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "rlgl.h"
+
+#include <stddef.h> // Required for: NULL
+#include <math.h> // Required for: sinf()
+
+// To make it work with the older RLGL module just comment the line below
+#define RAYLIB_NEW_RLGL
+
+//--------------------------------------------------------------------------------------
+// Globals
+//--------------------------------------------------------------------------------------
+#define LETTER_BOUNDRY_SIZE 0.25f
+#define TEXT_MAX_LAYERS 32
+#define LETTER_BOUNDRY_COLOR VIOLET
+
+bool SHOW_LETTER_BOUNDRY = false;
+bool SHOW_TEXT_BOUNDRY = false;
+
+//--------------------------------------------------------------------------------------
+// Data Types definition
+//--------------------------------------------------------------------------------------
+
+// Configuration structure for waving the text
+typedef struct WaveTextConfig {
+ Vector3 waveRange;
+ Vector3 waveSpeed;
+ Vector3 waveOffset;
+} WaveTextConfig;
+
+//--------------------------------------------------------------------------------------
+// Module Functions Declaration
+//--------------------------------------------------------------------------------------
+// Draw a codepoint in 3D space
+static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
+// Draw a 2D text in 3D space
+static void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
+// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
+static Vector3 MeasureText3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
+
+// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
+// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
+static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig *config, float time, Color tint);
+// Measure a text in 3D ignoring the `~~` chars.
+static Vector3 MeasureTextWave3D(Font font, const char *text, float fontSize, float fontSpacing, float lineSpacing);
+// Generates a nice color with a random hue
+static Color GenerateRandomColor(float s, float v);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
+
+ bool spin = true; // Spin the camera?
+ bool multicolor = false; // Multicolor mode
+
+ // Define the camera to look into our 3d world
+ Camera3D camera = { 0 };
+ camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ int camera_mode = CAMERA_ORBITAL;
+
+ Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+ Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
+
+ // Use the default font
+ Font font = GetFontDefault();
+ float fontSize = 8.0f;
+ float fontSpacing = 0.5f;
+ float lineSpacing = -1.0f;
+
+ // Set the text (using markdown!)
+ char text[64] = "Hello ~~World~~ in 3D!";
+ Vector3 tbox = {0};
+ int layers = 1;
+ int quads = 0;
+ float layerDistance = 0.01f;
+
+ WaveTextConfig wcfg;
+ wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f;
+ wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f;
+ wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f;
+
+ float time = 0.0f;
+
+ // Setup a light and dark color
+ Color light = MAROON;
+ Color dark = RED;
+
+ // Load the alpha discard shader
+ Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
+
+ // Array filled with multiple random colors (when multicolor mode is set)
+ Color multi[TEXT_MAX_LAYERS] = {0};
+
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, camera_mode);
+
+ // Handle font files dropped
+ if (IsFileDropped())
+ {
+ FilePathList droppedFiles = LoadDroppedFiles();
+
+ // NOTE: We only support first ttf file dropped
+ if (IsFileExtension(droppedFiles.paths[0], ".ttf"))
+ {
+ UnloadFont(font);
+ font = LoadFontEx(droppedFiles.paths[0], (int)fontSize, 0, 0);
+ }
+ else if (IsFileExtension(droppedFiles.paths[0], ".fnt"))
+ {
+ UnloadFont(font);
+ font = LoadFont(droppedFiles.paths[0]);
+ fontSize = (float)font.baseSize;
+ }
+
+ UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
+ }
+
+ // Handle Events
+ if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
+ if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
+ if (IsKeyPressed(KEY_F3))
+ {
+ // Handle camera change
+ spin = !spin;
+ // we need to reset the camera when changing modes
+ camera = (Camera3D){ 0 };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
+
+ if (spin)
+ {
+ camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
+ camera_mode = CAMERA_ORBITAL;
+ }
+ else
+ {
+ camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
+ camera_mode = CAMERA_FREE;
+ }
+ }
+
+ // Handle clicking the cube
+ if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
+ {
+ Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
+
+ // Check collision between ray and box
+ RayCollision collision = GetRayCollisionBox(ray,
+ (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+ (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
+ if (collision.hit)
+ {
+ // Generate new random colors
+ light = GenerateRandomColor(0.5f, 0.78f);
+ dark = GenerateRandomColor(0.4f, 0.58f);
+ }
+ }
+
+ // Handle text layers changes
+ if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; }
+ else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; }
+
+ // Handle text changes
+ if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
+ else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
+ else if (IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
+ else if (IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
+ else if (IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
+ else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
+ else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
+ else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
+ else if (IsKeyPressed(KEY_TAB))
+ {
+ multicolor = !multicolor; // Enable /disable multicolor mode
+
+ if (multicolor)
+ {
+ // Fill color array with random colors
+ for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
+ {
+ multi[i] = GenerateRandomColor(0.5f, 0.8f);
+ multi[i].a = GetRandomValue(0, 255);
+ }
+ }
+ }
+
+ // Handle text input
+ int ch = GetCharPressed();
+ if (IsKeyPressed(KEY_BACKSPACE))
+ {
+ // Remove last char
+ int len = TextLength(text);
+ if (len > 0) text[len - 1] = '\0';
+ }
+ else if (IsKeyPressed(KEY_ENTER))
+ {
+ // handle newline
+ int len = TextLength(text);
+ if (len < sizeof(text) - 1)
+ {
+ text[len] = '\n';
+ text[len+1] ='\0';
+ }
+ }
+ else
+ {
+ // append only printable chars
+ int len = TextLength(text);
+ if (len < sizeof(text) - 1)
+ {
+ text[len] = ch;
+ text[len+1] ='\0';
+ }
+ }
+
+ // Measure 3D text so we can center it
+ tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
+
+ quads = 0; // Reset quad counter
+ time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()`
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+ DrawCubeV(cubePosition, cubeSize, dark);
+ DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
+
+ DrawGrid(10, 2.0f);
+
+ // Use a shader to handle the depth buffer issue with transparent textures
+ // NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/
+ BeginShaderMode(alphaDiscard);
+
+ // Draw the 3D text above the red cube
+ rlPushMatrix();
+ rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
+ rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
+
+ for (int i = 0; i < layers; ++i)
+ {
+ Color clr = light;
+ if (multicolor) clr = multi[i];
+ DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
+ }
+
+ // Draw the text boundry if set
+ if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark);
+ rlPopMatrix();
+
+ // Don't draw the letter boundries for the 3D text below
+ bool slb = SHOW_LETTER_BOUNDRY;
+ SHOW_LETTER_BOUNDRY = false;
+
+ // Draw 3D options (use default font)
+ //-------------------------------------------------------------------------
+ rlPushMatrix();
+ rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
+ char *opt = (char *)TextFormat("< SIZE: %2.1f >", fontSize);
+ quads += TextLength(opt);
+ Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing);
+ quads += TextLength(opt);
+ m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing);
+ quads += TextLength(opt);
+ m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+ pos.z += 1.0f + m.z;
+
+ opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF");
+ quads += TextLength(opt);
+ m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
+ pos.z += 0.5f + m.z;
+
+ opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF");
+ quads += TextLength(opt);
+ m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
+ pos.z += 0.5f + m.z;
+
+ opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
+ quads += TextLength(opt);
+ m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
+ rlPopMatrix();
+ //-------------------------------------------------------------------------
+
+ // Draw 3D info text (use default font)
+ //-------------------------------------------------------------------------
+ opt = "All the text displayed here is in 3D";
+ quads += 36;
+ m = MeasureText3D(GetFontDefault(), opt, 10.0f, 0.5f, 0.0f);
+ pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
+ DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
+ pos.z += 1.5f + m.z;
+
+ opt = "press [Left]/[Right] to change the font size";
+ quads += 44;
+ m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = "press [Up]/[Down] to change the font spacing";
+ quads += 44;
+ m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = "press [PgUp]/[PgDown] to change the line spacing";
+ quads += 48;
+ m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = "press [F1] to toggle the letter boundry";
+ quads += 39;
+ m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+ pos.z += 0.5f + m.z;
+
+ opt = "press [F2] to toggle the text boundry";
+ quads += 37;
+ m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+ pos.x = -m.x/2.0f;
+ DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+ //-------------------------------------------------------------------------
+
+ SHOW_LETTER_BOUNDRY = slb;
+ EndShaderMode();
+
+ EndMode3D();
+
+ // Draw 2D info text & stats
+ //-------------------------------------------------------------------------
+ DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n"
+ "Press [F3] to toggle the camera", 10, 35, 10, BLACK);
+
+ quads += TextLength(text)*2*layers;
+ char *tmp = (char *)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin? "ORBITAL" : "FREE", quads, quads*4);
+ int width = MeasureText(tmp, 10);
+ DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
+
+ tmp = "[Home]/[End] to add/remove 3D text layers";
+ width = MeasureText(tmp, 10);
+ DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY);
+
+ tmp = "[Insert]/[Delete] to increase/decrease distance between layers";
+ width = MeasureText(tmp, 10);
+ DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY);
+
+ tmp = "click the [CUBE] for a random color";
+ width = MeasureText(tmp, 10);
+ DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY);
+
+ tmp = "[Tab] to toggle multicolor mode";
+ width = MeasureText(tmp, 10);
+ DrawText(tmp, screenWidth - 20 - width, 70, 10, DARKGRAY);
+ //-------------------------------------------------------------------------
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadFont(font);
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//--------------------------------------------------------------------------------------
+// Module Functions Definitions
+//--------------------------------------------------------------------------------------
+// Draw codepoint at specified position in 3D space
+static void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
+{
+ // Character index position in sprite font
+ // NOTE: In case a codepoint is not available in the font, index returned points to '?'
+ int index = GetGlyphIndex(font, codepoint);
+ float scale = fontSize/(float)font.baseSize;
+
+ // Character destination rectangle on screen
+ // NOTE: We consider charsPadding on drawing
+ position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding)/(float)font.baseSize*scale;
+ position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding)/(float)font.baseSize*scale;
+
+ // Character source rectangle from font texture atlas
+ // NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
+ Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
+ font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
+
+ float width = (float)(font.recs[index].width + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;
+ float height = (float)(font.recs[index].height + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;
+
+ if (font.texture.id > 0)
+ {
+ const float x = 0.0f;
+ const float y = 0.0f;
+ const float z = 0.0f;
+
+ // normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
+ const float tx = srcRec.x/font.texture.width;
+ const float ty = srcRec.y/font.texture.height;
+ const float tw = (srcRec.x+srcRec.width)/font.texture.width;
+ const float th = (srcRec.y+srcRec.height)/font.texture.height;
+
+ if (SHOW_LETTER_BOUNDRY) DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
+
+ rlCheckRenderBatchLimit(4 + 4*backface);
+ rlSetTexture(font.texture.id);
+
+ rlPushMatrix();
+ rlTranslatef(position.x, position.y, position.z);
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+
+ // Front Face
+ rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
+ rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
+ rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
+ rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
+
+ if (backface)
+ {
+ // Back Face
+ rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
+ rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
+ rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
+ rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
+ rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
+ }
+ rlEnd();
+ rlPopMatrix();
+
+ rlSetTexture(0);
+ }
+}
+
+// Draw a 2D text in 3D space
+static void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
+{
+ int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
+
+ float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
+ float textOffsetX = 0.0f; // Offset X to next character to draw
+
+ float scale = fontSize/(float)font.baseSize;
+
+ for (int i = 0; i < length;)
+ {
+ // Get next codepoint from byte string and glyph index in font
+ int codepointByteCount = 0;
+ int codepoint = GetCodepoint(&text[i], &codepointByteCount);
+ int index = GetGlyphIndex(font, codepoint);
+
+ // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
+ // but we need to draw all of the bad bytes using the '?' symbol moving one byte
+ if (codepoint == 0x3f) codepointByteCount = 1;
+
+ if (codepoint == '\n')
+ {
+ // NOTE: Fixed line spacing of 1.5 line-height
+ // TODO: Support custom line spacing defined by user
+ textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
+ textOffsetX = 0.0f;
+ }
+ else
+ {
+ if ((codepoint != ' ') && (codepoint != '\t'))
+ {
+ DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
+ }
+
+ if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
+ else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
+ }
+
+ i += codepointByteCount; // Move text bytes counter to next codepoint
+ }
+}
+
+// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
+static Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
+{
+ int len = TextLength(text);
+ int tempLen = 0; // Used to count longer text line num chars
+ int lenCounter = 0;
+
+ float tempTextWidth = 0.0f; // Used to count longer text line width
+
+ float scale = fontSize/(float)font.baseSize;
+ float textHeight = scale;
+ float textWidth = 0.0f;
+
+ int letter = 0; // Current character
+ int index = 0; // Index position in sprite font
+
+ for (int i = 0; i < len; i++)
+ {
+ lenCounter++;
+
+ int next = 0;
+ letter = GetCodepoint(&text[i], &next);
+ index = GetGlyphIndex(font, letter);
+
+ // NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
+ // but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
+ if (letter == 0x3f) next = 1;
+ i += next - 1;
+
+ if (letter != '\n')
+ {
+ if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
+ else textWidth += (font.recs[index].width + font.glyphs[index].offsetX)/(float)font.baseSize*scale;
+ }
+ else
+ {
+ if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+ lenCounter = 0;
+ textWidth = 0.0f;
+ textHeight += scale + lineSpacing/(float)font.baseSize*scale;
+ }
+
+ if (tempLen < lenCounter) tempLen = lenCounter;
+ }
+
+ if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+
+ Vector3 vec = { 0 };
+ vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
+ vec.y = 0.25f;
+ vec.z = textHeight;
+
+ return vec;
+}
+
+// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
+// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
+static void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
+{
+ int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
+
+ float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
+ float textOffsetX = 0.0f; // Offset X to next character to draw
+
+ float scale = fontSize/(float)font.baseSize;
+
+ bool wave = false;
+
+ for (int i = 0, k = 0; i < length; ++k)
+ {
+ // Get next codepoint from byte string and glyph index in font
+ int codepointByteCount = 0;
+ int codepoint = GetCodepoint(&text[i], &codepointByteCount);
+ int index = GetGlyphIndex(font, codepoint);
+
+ // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
+ // but we need to draw all of the bad bytes using the '?' symbol moving one byte
+ if (codepoint == 0x3f) codepointByteCount = 1;
+
+ if (codepoint == '\n')
+ {
+ // NOTE: Fixed line spacing of 1.5 line-height
+ // TODO: Support custom line spacing defined by user
+ textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
+ textOffsetX = 0.0f;
+ k = 0;
+ }
+ else if (codepoint == '~')
+ {
+ if (GetCodepoint(&text[i+1], &codepointByteCount) == '~')
+ {
+ codepointByteCount += 1;
+ wave = !wave;
+ }
+ }
+ else
+ {
+ if ((codepoint != ' ') && (codepoint != '\t'))
+ {
+ Vector3 pos = position;
+ if (wave) // Apply the wave effect
+ {
+ pos.x += sinf(time*config->waveSpeed.x-k*config->waveOffset.x)*config->waveRange.x;
+ pos.y += sinf(time*config->waveSpeed.y-k*config->waveOffset.y)*config->waveRange.y;
+ pos.z += sinf(time*config->waveSpeed.z-k*config->waveOffset.z)*config->waveRange.z;
+ }
+
+ DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
+ }
+
+ if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
+ else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
+ }
+
+ i += codepointByteCount; // Move text bytes counter to next codepoint
+ }
+}
+
+// Measure a text in 3D ignoring the `~~` chars.
+static Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing)
+{
+ int len = TextLength(text);
+ int tempLen = 0; // Used to count longer text line num chars
+ int lenCounter = 0;
+
+ float tempTextWidth = 0.0f; // Used to count longer text line width
+
+ float scale = fontSize/(float)font.baseSize;
+ float textHeight = scale;
+ float textWidth = 0.0f;
+
+ int letter = 0; // Current character
+ int index = 0; // Index position in sprite font
+
+ for (int i = 0; i < len; i++)
+ {
+ lenCounter++;
+
+ int next = 0;
+ letter = GetCodepoint(&text[i], &next);
+ index = GetGlyphIndex(font, letter);
+
+ // NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
+ // but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
+ if (letter == 0x3f) next = 1;
+ i += next - 1;
+
+ if (letter != '\n')
+ {
+ if (letter == '~' && GetCodepoint(&text[i+1], &next) == '~')
+ {
+ i++;
+ }
+ else
+ {
+ if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
+ else textWidth += (font.recs[index].width + font.glyphs[index].offsetX)/(float)font.baseSize*scale;
+ }
+ }
+ else
+ {
+ if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+ lenCounter = 0;
+ textWidth = 0.0f;
+ textHeight += scale + lineSpacing/(float)font.baseSize*scale;
+ }
+
+ if (tempLen < lenCounter) tempLen = lenCounter;
+ }
+
+ if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+
+ Vector3 vec = { 0 };
+ vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
+ vec.y = 0.25f;
+ vec.z = textHeight;
+
+ return vec;
+}
+
+// Generates a nice color with a random hue
+static Color GenerateRandomColor(float s, float v)
+{
+ const float Phi = 0.618033988749895f; // Golden ratio conjugate
+ float h = (float)GetRandomValue(0, 360);
+ h = fmodf((h + h*Phi), 360.0f);
+ return ColorFromHSV(h, s, v);
+}