From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- deps/raylib/examples/text/text_draw_3d.c | 750 +++++++++++++++++++++++++++++++ 1 file changed, 750 insertions(+) create mode 100644 deps/raylib/examples/text/text_draw_3d.c (limited to 'deps/raylib/examples/text/text_draw_3d.c') diff --git a/deps/raylib/examples/text/text_draw_3d.c b/deps/raylib/examples/text/text_draw_3d.c new file mode 100644 index 0000000..ed4e6ce --- /dev/null +++ b/deps/raylib/examples/text/text_draw_3d.c @@ -0,0 +1,750 @@ +/******************************************************************************************* +* +* 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 // Required for: NULL +#include // 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); +} -- cgit v1.2.3-70-g09d2