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740 lines
32 KiB
C
740 lines
32 KiB
C
/*******************************************************************************************
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*
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* raylib [text] example - Draw 2D text in 3D
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*
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* Draw a 2D text in 3D space, each letter is drawn in a quad (or 2 quads if backface is set)
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* where the texture coodinates of each quad map to the texture coordinates of the glyphs
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* inside the font texture.
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* A more efficient approach, i believe, would be to render the text in a render texture and
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* map that texture to a plane and render that, or maybe a shader but my method allows more
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* flexibility...for example to change position of each letter individually to make somethink
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* like a wavy text effect.
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*
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* Special thanks to:
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* @Nighten for the DrawTextStyle() code https://github.com/NightenDushi/Raylib_DrawTextStyle
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* Chris Camacho (codifies - http://bedroomcoders.co.uk/) for the alpha discard shader
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Vlad Adrian (@Demizdor) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <stddef.h> // Required for: NULL
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#include <math.h> // Required for: sinf()
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// To make it work with the older RLGL module just comment the line below
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#define RAYLIB_NEW_RLGL
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//--------------------------------------------------------------------------------------
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// Globals
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//--------------------------------------------------------------------------------------
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#define LETTER_BOUNDRY_SIZE 0.25f
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#define TEXT_MAX_LAYERS 32
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#define LETTER_BOUNDRY_COLOR VIOLET
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bool SHOW_LETTER_BOUNDRY = false;
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bool SHOW_TEXT_BOUNDRY = false;
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//--------------------------------------------------------------------------------------
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// Data Types definition
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//--------------------------------------------------------------------------------------
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// Configuration structure for waving the text
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typedef struct {
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Vector3 waveRange;
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Vector3 waveSpeed;
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Vector3 waveOffset;
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} WaveTextConfig;
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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// Draw a codepoint in 3D space
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void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
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// Draw a 2D text in 3D space
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
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// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
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Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
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// Draw a 2D text in 3D space and wave the parts that start with `~~` and end with `~~`.
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// This is a modified version of the original code by @Nighten found here https://github.com/NightenDushi/Raylib_DrawTextStyle
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void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint);
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// Measure a text in 3D ignoring the `~~` chars.
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Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
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// Generates a nice color with a random hue
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Color GenerateRandomColor(float s, float v);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
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bool spin = true; // Spin the camera?
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bool multicolor = false; // Multicolor mode
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// Define the camera to look into our 3d world
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Camera3D camera = { 0 };
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camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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SetCameraMode(camera, CAMERA_ORBITAL);
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// Use the default font
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Font font = GetFontDefault();
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float fontSize = 8.0f;
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float fontSpacing = 0.5f;
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float lineSpacing = -1.0f;
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// Set the text (using markdown!)
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char text[64] = "Hello ~~World~~ in 3D!";
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Vector3 tbox = {0};
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int layers = 1;
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int quads = 0;
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float layerDistance = 0.01f;
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WaveTextConfig wcfg;
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wcfg.waveSpeed.x = wcfg.waveSpeed.y = 3.0f; wcfg.waveSpeed.z = 0.5f;
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wcfg.waveOffset.x = wcfg.waveOffset.y = wcfg.waveOffset.z = 0.35f;
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wcfg.waveRange.x = wcfg.waveRange.y = wcfg.waveRange.z = 0.45f;
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float time = 0.0f;
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// Setup a light and dark color
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Color light = MAROON;
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Color dark = RED;
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// Load the alpha discard shader
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Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alpha_discard.fs");
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// Array filled with multiple random colors (when multicolor mode is set)
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Color multi[TEXT_MAX_LAYERS] = {0};
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Handle font files dropped
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if (IsFileDropped())
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{
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int count = 0;
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char **droppedFiles = GetDroppedFiles(&count);
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// NOTE: We only support first ttf file dropped
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if (IsFileExtension(droppedFiles[0], ".ttf"))
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{
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UnloadFont(font);
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font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
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}
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else if (IsFileExtension(droppedFiles[0], ".fnt"))
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{
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UnloadFont(font);
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font = LoadFont(droppedFiles[0]);
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fontSize = font.baseSize;
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}
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ClearDroppedFiles();
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}
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// Handle Events
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if (IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
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if (IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
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if (IsKeyPressed(KEY_F3))
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{
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// Handle camera change
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spin = !spin;
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// we need to reset the camera when changing modes
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camera = (Camera3D){ 0 };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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if (spin)
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{
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camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
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SetCameraMode(camera, CAMERA_ORBITAL);
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}
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else
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{
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camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
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SetCameraMode(camera, CAMERA_FREE);
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}
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}
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// Handle clicking the cube
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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Ray ray = GetMouseRay(GetMousePosition(), camera);
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// Check collision between ray and box
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RayCollision collision = GetRayCollisionBox(ray,
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(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
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if (collision.hit)
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{
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// Generate new random colors
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light = GenerateRandomColor(0.5f, 0.78f);
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dark = GenerateRandomColor(0.4f, 0.58f);
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}
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}
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// Handle text layers changes
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if (IsKeyPressed(KEY_HOME)) { if (layers > 1) --layers; }
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else if (IsKeyPressed(KEY_END)) { if (layers < TEXT_MAX_LAYERS) ++layers; }
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// Handle text changes
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if (IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
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else if (IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
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else if (IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
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else if (IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
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else if (IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
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else if (IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
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else if (IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
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else if (IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
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else if (IsKeyPressed(KEY_TAB))
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{
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multicolor = !multicolor; // Enable /disable multicolor mode
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if (multicolor)
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{
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// Fill color array with random colors
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for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
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{
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multi[i] = GenerateRandomColor(0.5f, 0.8f);
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multi[i].a = GetRandomValue(0, 255);
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}
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}
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}
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// Handle text input
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int ch = GetCharPressed();
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if (IsKeyPressed(KEY_BACKSPACE))
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{
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// Remove last char
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int len = TextLength(text);
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if (len > 0) text[len - 1] = '\0';
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}
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else if (IsKeyPressed(KEY_ENTER))
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{
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// handle newline
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int len = TextLength(text);
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if (len < sizeof(text) - 1)
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{
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text[len] = '\n';
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text[len+1] ='\0';
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}
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}
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else
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{
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// append only printable chars
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int len = TextLength(text);
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if (len < sizeof(text) - 1)
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{
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text[len] = ch;
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text[len+1] ='\0';
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}
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}
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// Measure 3D text so we can center it
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tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
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UpdateCamera(&camera); // Update camera
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quads = 0; // Reset quad counter
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time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()`
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawCubeV(cubePosition, cubeSize, dark);
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DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
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DrawGrid(10, 2.0f);
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// Use a shader to handle the depth buffer issue with transparent textures
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// NOTE: more info at https://bedroomcoders.co.uk/raylib-billboards-advanced-use/
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BeginShaderMode(alphaDiscard);
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// Draw the 3D text above the red cube
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rlPushMatrix();
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rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
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rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
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for (int i = 0; i < layers; ++i)
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{
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Color clr = light;
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if (multicolor) clr = multi[i];
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DrawTextWave3D(font, text, (Vector3){ -tbox.x/2.0f, layerDistance*i, -4.5f }, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
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}
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// Draw the text boundry if set
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if (SHOW_TEXT_BOUNDRY) DrawCubeWiresV((Vector3){ 0.0f, 0.0f, -4.5f + tbox.z/2 }, tbox, dark);
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rlPopMatrix();
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// Don't draw the letter boundries for the 3D text below
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bool slb = SHOW_LETTER_BOUNDRY;
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SHOW_LETTER_BOUNDRY = false;
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// Draw 3D options (use default font)
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//-------------------------------------------------------------------------
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rlPushMatrix();
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rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
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char *opt = (char *)TextFormat("< SIZE: %2.1f >", fontSize);
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quads += TextLength(opt);
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Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 0.5f + m.z;
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opt = (char *)TextFormat("< SPACING: %2.1f >", fontSpacing);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 0.5f + m.z;
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opt = (char *)TextFormat("< LINE: %2.1f >", lineSpacing);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
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pos.z += 1.0f + m.z;
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opt = (char *)TextFormat("< LBOX: %3s >", slb? "ON" : "OFF");
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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pos.z += 0.5f + m.z;
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opt = (char *)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY? "ON" : "OFF");
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
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pos.z += 0.5f + m.z;
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opt = (char *)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
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quads += TextLength(opt);
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m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
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rlPopMatrix();
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//-------------------------------------------------------------------------
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// Draw 3D info text (use default font)
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//-------------------------------------------------------------------------
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opt = "All the text displayed here is in 3D";
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quads += 36;
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m = MeasureText3D(GetFontDefault(), opt, 10.0f, 0.5f, 0.0f);
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pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
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DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
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pos.z += 1.5f + m.z;
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opt = "press [Left]/[Right] to change the font size";
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quads += 44;
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m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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pos.z += 0.5f + m.z;
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opt = "press [Up]/[Down] to change the font spacing";
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quads += 44;
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m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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pos.z += 0.5f + m.z;
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opt = "press [PgUp]/[PgDown] to change the line spacing";
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quads += 48;
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m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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pos.z += 0.5f + m.z;
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opt = "press [F1] to toggle the letter boundry";
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quads += 39;
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m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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pos.z += 0.5f + m.z;
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opt = "press [F2] to toggle the text boundry";
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quads += 37;
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m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
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pos.x = -m.x/2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
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//-------------------------------------------------------------------------
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SHOW_LETTER_BOUNDRY = slb;
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EndShaderMode();
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EndMode3D();
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// Draw 2D info text & stats
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//-------------------------------------------------------------------------
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DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n"
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"Press [F3] to toggle the camera", 10, 35, 10, BLACK);
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quads += TextLength(text)*2*layers;
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char *tmp = (char *)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin? "ORBITAL" : "FREE", quads, quads*4);
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int width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
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tmp = "[Home]/[End] to add/remove 3D text layers";
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width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY);
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tmp = "[Insert]/[Delete] to increase/decrease distance between layers";
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width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY);
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tmp = "click the [CUBE] for a random color";
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width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY);
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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
|
|
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);
|
|
}
|
|
}
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
Color GenerateRandomColor(float s, float v)
|
|
{
|
|
const float Phi = 0.618033988749895f; // Golden ratio conjugate
|
|
float h = GetRandomValue(0, 360);
|
|
h = fmodf((h + h*Phi), 360.0f);
|
|
return ColorFromHSV(h, s, v);
|
|
}
|