example: add draw_3d

This commit is contained in:
Timothy Fiss 2025-07-26 11:00:53 -06:00 committed by Nikolas
parent 6ab4e51407
commit a787270fea
3 changed files with 718 additions and 0 deletions

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@ -299,6 +299,11 @@ pub fn build(b: *std.Build) !void {
.path = "examples/text/codepoints_loading.zig",
.desc = "Renders UTF-8 text",
},
.{
.name = "draw_3d",
.path = "examples/text/draw_3d.zig",
.desc = "Renders an example of text rendered in a 3d world",
},
.{
.name = "text_format_text",
.path = "examples/text/text_format_text.zig",

694
examples/text/draw_3d.zig Normal file
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@ -0,0 +1,694 @@
//!******************************************************************************************
//!
//! raylib-zog port of the [text] example - Draw 3d
//! https://github.com/raysan5/raylib/blob/master/examples/text/text_draw_3d.c
//!
//! Example complexity rating: [] 4/4
//!
//! 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)
//! Translated to raylib-zig by Timothy Fiss (@TheFissk)
//!
//! 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) 2021-2025 Vlad Adrian (@demizdor)
//!
//!*******************************************************************************************
const std = @import("std");
const rl = @import("raylib");
const cl = @import("codepoints_loading.zig");
//--------------------------------------------------------------------------------------
// Globals
//--------------------------------------------------------------------------------------
const letter_boundry_size = 0.25;
const text_max_layers = 32;
const letter_boundry_color = rl.Color.violet;
var show_letter_boundry = false;
var show_text_boundry = false;
//--------------------------------------------------------------------------------------
// Data Types definition
//--------------------------------------------------------------------------------------
// Configuration structure for waving the text
const WaveTextConfig = struct {
waveRange: rl.Vector3,
waveSpeed: rl.Vector3,
waveOffset: rl.Vector3,
};
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .msaa_4x_hint = true, .vsync_hint = true });
rl.initWindow(screen_width, screen_height, "raylib [text] example - draw 2D text in 3D");
defer rl.closeWindow();
var spin = true; // Spin the camera?
var multicolor = false; // Multicolor mode
// Define the camera to look into our 3d world
var camera: rl.Camera3D = .{
.position = .{ .x = -10, .y = 15, .z = -10 },
.target = .{ .x = 0, .y = 0, .z = 0 },
.up = .{ .x = 0, .y = 1, .z = 0 },
.fovy = 45,
.projection = .perspective,
};
var camera_mode = rl.CameraMode.orbital;
const cube_postition = rl.Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 };
const cube_size = rl.Vector3{ .x = 2.0, .y = 2.0, .z = 2.0 };
// Use the default font
const default_font = try rl.getFontDefault();
defer rl.unloadFont(default_font);
var font = try rl.getFontDefault();
defer rl.unloadFont(font);
var font_size: f32 = 0.8;
var fontSpacing: f32 = 0.05;
var lineSpacing: f32 = -0.1;
// var tbox = rl.Vector3{};
var layers: usize = 1;
var quads: usize = 0;
var layerDistance: f32 = 0.01;
const wcfg = WaveTextConfig{
.waveSpeed = .{ .x = 3, .y = 3, .z = 0.5 },
.waveOffset = .{ .x = 0.35, .y = 0.35, .z = 0.35 },
.waveRange = .{ .x = 0.45, .y = 0.45, .z = 0.45 },
};
var time: f32 = 0.0;
// Setup a light and dark color
var light = rl.Color.maroon;
var dark = rl.Color.red;
// Load the alpha discard shader
const alphaDiscard = try rl.loadShader(null, "examples/text/resources/shaders/glsl330/alpha_discard.fs");
// Array filled with multiple random colors (when multicolor mode is set)
var multi: [text_max_layers]rl.Color = undefined;
// Set the text (using markdown!)
var text = [_:0]u8{0} ** 64;
var fbs = std.io.fixedBufferStream(text[0..]);
_ = try fbs.write("Hello ~~World~~ In 3D!");
rl.disableCursor(); // Limit cursor to relative movement inside the window
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!rl.windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rl.updateCamera(&camera, camera_mode);
// Handle font files dropped
if (rl.isFileDropped()) {
const droppedFiles: rl.FilePathList = rl.loadDroppedFiles();
defer rl.unloadDroppedFiles(droppedFiles); // Unload filepaths from memory
// NOTE: We only support first ttf file dropped
const path: [:0]const u8 = std.mem.span(droppedFiles.paths[0]);
if (rl.isFileExtension(path, ".ttf")) {
rl.unloadFont(font);
font = try rl.loadFontEx(path, @intFromFloat(font_size), null);
} else if (rl.isFileExtension(path, ".fnt")) {
rl.unloadFont(font);
font = try rl.loadFont(path);
font_size = @floatFromInt(font.baseSize);
}
}
// Handle Events
if (rl.isKeyPressed(.f1)) show_letter_boundry = !show_letter_boundry;
if (rl.isKeyPressed(.f2)) show_text_boundry = !show_text_boundry;
if (rl.isKeyPressed(.f3)) {
// Handle camera change
spin = !spin;
// we need to reset the camera when changing modes
camera = rl.Camera3D{
.target = .{ .x = 0.0, .y = 0.0, .z = 0.0 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.projection = .perspective, // Camera mode type
.position = .{ .x = 10.0, .y = 10.0, .z = -10.0 }, // Camera position
};
camera_mode = .free;
if (spin) {
camera_mode = .orbital;
camera.position = .{ .x = -10.0, .y = 15.0, .z = -10.0 }; // Camera position
}
}
// Handle clicking the cube
if (rl.isMouseButtonPressed(.left)) {
const ray = rl.getScreenToWorldRay(rl.getMousePosition(), camera);
// Check collision between ray and box
const collision = rl.getRayCollisionBox(ray, .{ .max = .{ .x = cube_postition.x - cube_size.x / 2, .y = cube_postition.y - cube_size.y / 2, .z = cube_postition.z - cube_size.z / 2 }, .min = .{ .x = cube_postition.x + cube_size.x / 2, .y = cube_postition.y + cube_size.y / 2, .z = cube_postition.z + cube_size.z / 2 } });
if (collision.hit) {
// Generate new random colors
light = generateRandomColor(0.5, 0.78);
dark = generateRandomColor(0.4, 0.58);
}
}
// Handle text layers changes
if (rl.isKeyPressed(.home)) {
if (layers > 1) layers -= 1;
} else if (rl.isKeyPressed(.end)) {
if (layers < text_max_layers) layers += 1;
}
// Handle text changes
const key_pressed = rl.getKeyPressed();
switch (key_pressed) {
.left => font_size -= 0.5,
.right => font_size += 0.5,
.up => fontSpacing -= 0.1,
.down => fontSpacing += 0.1,
.page_up => lineSpacing -= 0.1,
.page_down => lineSpacing += 0.1,
.insert => layerDistance -= 0.001,
.delete => layerDistance += 0.001,
.tab => {
multicolor = !multicolor; // Enable /disable multicolor mode
if (multicolor) {
// Fill color array with random colors
for (0..text_max_layers) |i| {
multi[i] = generateRandomColor(0.5, 0.8);
multi[i].a = @intCast(rl.getRandomValue(0, 255));
}
}
},
else => {},
}
// Handle text input
const ch = rl.getCharPressed();
switch (key_pressed) {
.backspace => {
const len = rl.textLength(&text);
if (len > 0) text[len - 1] = 0;
},
.enter => {
const len = rl.textLength(&text);
if (len < text.len - 1) {
text[len] = '\n';
text[len + 1] = 0;
}
},
else => {
// append only printable chars
const len = rl.textLength(&text);
if (len < text.len) {
text[len] = @intCast(ch);
text[len + 1] = 0;
}
},
}
// Measure 3D text so we can center it
const tbox = measureTextWave3D(font, &text, font_size, fontSpacing, lineSpacing);
quads = 0; // Reset quad counter
time += rl.getFrameTime(); // Update timer needed by `DrawTextWave3D()`
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
rl.drawCubeV(cube_postition, cube_size, dark);
rl.drawCubeWires(cube_postition, 2.1, 2.1, 2.1, light);
rl.drawGrid(10, 2.0);
// Use a shader to handle the depth buffer issue with transparent textures
// NOTE: more info at https://bedroomcoders.co.uk/posts/198
rl.beginShaderMode(alphaDiscard);
defer rl.endShaderMode();
// Draw the 3D text above the red cube
{
rl.gl.rlPushMatrix();
defer rl.gl.rlPopMatrix();
rl.gl.rlRotatef(90.0, 1.0, 0.0, 0.0);
rl.gl.rlRotatef(90.0, 0.0, 0.0, -1.0);
for (0..layers) |i| {
var clr = light;
if (multicolor) clr = multi[i];
drawTextWave3D(font, &text, .{
.x = -tbox.x / 2.0,
.y = layerDistance * @as(f32, @floatFromInt(i)),
.z = -4.5,
}, font_size, fontSpacing, lineSpacing, true, wcfg, time, clr);
}
// Draw the text boundry if set
if (show_text_boundry) rl.drawCubeWiresV(.{ .x = 0.0, .y = 0.0, .z = -4.5 + tbox.z / 2 }, tbox, dark);
}
// Don't draw the letter boundries for the 3D text below
const slb = show_letter_boundry;
show_letter_boundry = false;
defer show_letter_boundry = slb;
// Draw 3D options (use default font)
//-------------------------------------------------------------------------
{
rl.gl.rlPushMatrix();
defer rl.gl.rlPopMatrix();
rl.gl.rlRotatef(180.0, 0.0, 1.0, 0.0);
// In the C version of this library we use rl.textFormat to format our text. This doesn't play nice Zig's slice strings.
// You might be able to make it work but I switched to using the std.fmt interfaces which are more ergonomic in zig anyways.
// I use an oversized fixed buffer, but you could use an allocator to get a more robust solution
var text_buf = [_:0]u8{0} ** 64;
var opt = try std.fmt.bufPrintZ(&text_buf, "< SIZE: {d} >", .{font_size});
var m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
var pos = rl.Vector3{ .x = -m.x / 2.0, .y = 0.01, .z = 2.0 };
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .blue);
pos.z += 0.5 + m.y;
opt = try std.fmt.bufPrintZ(&text_buf, "< SPACING: {d} >", .{fontSpacing});
quads += std.mem.len(opt.ptr);
m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .blue);
pos.z += 0.5 + m.y;
opt = try std.fmt.bufPrintZ(&text_buf, "< LINE: {d} >", .{lineSpacing});
quads += std.mem.len(opt.ptr);
m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .blue);
pos.z += 0.5 + m.y;
opt = try std.fmt.bufPrintZ(&text_buf, "< LBOX: {s} >", .{if (slb) "ON" else "OFF"});
quads += std.mem.len(opt.ptr);
m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .red);
pos.z += 0.5 + m.y;
opt = try std.fmt.bufPrintZ(&text_buf, "< TBOX: {s} >", .{if (show_text_boundry) "ON" else "OFF"});
quads += std.mem.len(opt.ptr);
m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .red);
pos.z += 0.5 + m.y;
opt = try std.fmt.bufPrintZ(&text_buf, "< LAYER DISTANCE: {d} >", .{layerDistance});
quads += std.mem.len(opt.ptr);
m = rl.measureTextEx(default_font, opt, 0.8, 0.1);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt, pos, 0.8, 0.1, 0.0, false, .dark_purple);
}
//-------------------------------------------------------------------------
// Draw 3D info text (use default font)
//-------------------------------------------------------------------------
const opt1 = "All the text displayed here is in 3D";
quads += opt1.len;
var m = rl.measureTextEx(default_font, opt1, 1.0, 0.05);
var pos = rl.Vector3{ .x = -m.x / 2.0, .y = 0.01, .z = 2.0 };
drawText3D(default_font, opt1, pos, 1.0, 0.05, 0.0, false, .dark_blue);
pos.z += 1.5 + m.y;
const opt2 = "press [Left]/[Right] to change the font size";
quads += opt2.len;
m = rl.measureTextEx(default_font, opt2, 0.6, 0.05);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt2, pos, 0.6, 0.05, 0.0, false, .dark_blue);
pos.z += 0.5 + m.y;
const opt3 = "press [Up]/[Down] to change the font spacing";
quads += opt3.len;
m = rl.measureTextEx(default_font, opt3, 0.6, 0.05);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt3, pos, 0.6, 0.05, 0.0, false, .dark_blue);
pos.z += 0.5 + m.y;
const opt4 = "press [PgUp]/[PgDown] to change the line spacing";
quads += opt4.len;
m = rl.measureTextEx(default_font, opt4, 0.6, 0.05);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt4, pos, 0.6, 0.05, 0.0, false, .dark_blue);
pos.z += 0.5 + m.y;
const opt5 = "press [F1] to toggle the letter boundry";
quads += opt5.len;
m = rl.measureTextEx(default_font, opt5, 0.6, 0.05);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt5, pos, 0.6, 0.05, 0.0, false, .dark_blue);
pos.z += 0.5 + m.y;
const opt6 = "press [F2] to toggle the text boundry";
quads += opt6.len;
m = rl.measureTextEx(default_font, opt6, 0.6, 0.05);
pos.x = -m.x / 2.0;
drawText3D(default_font, opt6, pos, 0.6, 0.05, 0.0, false, .dark_blue);
//-------------------------------------------------------------------------
}
// Draw 2D info text & stats
//-------------------------------------------------------------------------
rl.drawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\nPress [F3] to toggle the camera", 10, 35, 10, .black);
quads += rl.textLength(&text) * 2 * layers;
var buf = [_:0]u8{0} ** 70;
const tmp = std.fmt.bufPrintZ(&buf, "{} layer(s) | {s} camera | {} quads ({} verts)", .{
layers,
if (spin) "ORBITAL" else "FREE",
quads,
quads * 4,
}) catch unreachable;
var width = rl.measureText(tmp, 10);
rl.drawText(tmp, screen_width - 20 - width, 10, 10, .dark_green);
const tmp2 = "[Home]/[End] to add/remove 3D text layers";
width = rl.measureText(tmp2, 10);
rl.drawText(tmp2, screen_width - 20 - width, 25, 10, .dark_gray);
const tmp3 = "[Insert]/[Delete] to increase/decrease distance between layers";
width = rl.measureText(tmp3, 10);
rl.drawText(tmp3, screen_width - 20 - width, 40, 10, .dark_gray);
const tmp4 = "click the [CUBE] for a random color";
width = rl.measureText(tmp4, 10);
rl.drawText(tmp4, screen_width - 20 - width, 55, 10, .dark_gray);
const tmp5 = "[Tab] to toggle multicolor mode";
width = rl.measureText(tmp5, 10);
rl.drawText(tmp5, screen_width - 20 - width, 70, 10, .dark_gray);
//-------------------------------------------------------------------------
rl.drawFPS(10, 10);
//----------------------------------------------------------------------------------
}
}
//--------------------------------------------------------------------------------------
// Module Functions Definitions
//--------------------------------------------------------------------------------------
/// Draw codepoint at specified position in 3D space
fn drawTextCodepoint3D(font: rl.Font, codepoint: i32, start_position: rl.Vector3, fontSize: f32, backface: bool, tint: rl.Color) void {
// Character index position in sprite font
// NOTE: In case a codepoint is not available in the font, index returned points to '?'
const index: usize = @intCast(rl.getGlyphIndex(font, codepoint));
const scale: f32 = fontSize / @as(f32, @floatFromInt(font.baseSize));
const glyphPadding: f32 = @floatFromInt(font.glyphPadding);
// Character destination rectangle on screen
// NOTE: We consider charsPadding on drawing
const position = rl.Vector3{
.x = start_position.x + @as(f32, @floatFromInt(font.glyphs[index].offsetX - font.glyphPadding)) * scale,
.y = start_position.y,
.z = start_position.z + @as(f32, @floatFromInt(font.glyphs[index].offsetY - font.glyphPadding)) * scale,
};
// Character source rectangle from font texture atlas
// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
const srcRec = rl.Rectangle{
.x = font.recs[index].x - glyphPadding,
.y = font.recs[index].y - glyphPadding,
.width = font.recs[index].width + 2.0 * glyphPadding,
.height = font.recs[index].height + 2.0 * glyphPadding,
};
const width: f32 = (font.recs[index].width + 2.0 * glyphPadding) * scale;
const height: f32 = (font.recs[index].height + 2.0 * glyphPadding) * scale;
if (font.texture.id > 0) {
const x = 0.0;
const y = 0.0;
const z = 0.0;
// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
const tx: f32 = srcRec.x / @as(f32, @floatFromInt(font.texture.width));
const ty: f32 = srcRec.y / @as(f32, @floatFromInt(font.texture.height));
const tw: f32 = (srcRec.x + srcRec.width) / @as(f32, @floatFromInt(font.texture.width));
const th: f32 = (srcRec.y + srcRec.height) / @as(f32, @floatFromInt(font.texture.height));
if (show_letter_boundry) rl.drawCubeWiresV(.{ .x = position.x + width / 2, .y = position.y, .z = position.z + height / 2 }, .{ .x = width, .y = letter_boundry_size, .z = height }, letter_boundry_color);
//not entirely sure if this has a side effect, its in the original, so I'm not touching it
_ = rl.gl.rlCheckRenderBatchLimit(if (backface) 8 else 4);
rl.gl.rlSetTexture(font.texture.id);
defer rl.gl.rlSetTexture(0);
rl.gl.rlPushMatrix();
defer rl.gl.rlPopMatrix();
rl.gl.rlTranslatef(position.x, position.y, position.z);
rl.gl.rlBegin(rl.gl.rl_quads);
defer rl.gl.rlEnd();
rl.gl.rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Front Face
rl.gl.rlNormal3f(0.0, 1.0, 0.0); // Normal Pointing Up
rl.gl.rlTexCoord2f(tx, ty);
rl.gl.rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
rl.gl.rlTexCoord2f(tx, th);
rl.gl.rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
rl.gl.rlTexCoord2f(tw, th);
rl.gl.rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
rl.gl.rlTexCoord2f(tw, ty);
rl.gl.rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if (backface) {
// Back Face
rl.gl.rlNormal3f(0.0, -1.0, 0.0); // Normal Pointing Down
rl.gl.rlTexCoord2f(tx, ty);
rl.gl.rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
rl.gl.rlTexCoord2f(tw, ty);
rl.gl.rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
rl.gl.rlTexCoord2f(tw, th);
rl.gl.rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
rl.gl.rlTexCoord2f(tx, th);
rl.gl.rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
}
}
}
/// Draw a 2D text in 3D space
fn drawText3D(font: rl.Font, text: [:0]const u8, position: rl.Vector3, font_size: f32, font_spacing: f32, line_spacing: f32, backface: bool, tint: rl.Color) void {
const length = rl.textLength(text); // Total length in bytes of the text, scanned by codepoints in loop
var text_offset_y: f32 = 0.0; // Offset between lines (on line break '\n')
var text_offset_x: f32 = 0.0; // Offset X to next character to draw
const scale = font_size / @as(f32, @floatFromInt(font.baseSize));
var i: usize = 0;
while (i < length) {
// Get next codepoint from byte string and glyph index in font
var codepoint_byte_count: i32 = 0;
const codepoint = rl.getCodepoint(text[i..], &codepoint_byte_count);
const index: usize = @intCast(rl.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) codepoint_byte_count = 1;
if (codepoint == '\n') {
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
text_offset_y += font_size + line_spacing;
text_offset_x = 0.0;
} else {
if ((codepoint != ' ') and (codepoint != '\t')) {
drawTextCodepoint3D(font, codepoint, .{
.x = position.x + text_offset_x,
.y = position.y,
.z = position.z + text_offset_y,
}, font_size, backface, tint);
}
if (font.glyphs[index].advanceX == 0) {
text_offset_x += font.recs[index].width * scale + font_spacing;
} else {
text_offset_x += @as(f32, @floatFromInt(font.glyphs[index].advanceX)) * scale + font_spacing;
}
}
i += @intCast(codepoint_byte_count); // Move text bytes counter to next codepoint
}
}
/// 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
fn drawTextWave3D(font: rl.Font, text: [:0]const u8, position: rl.Vector3, fontSize: f32, fontSpacing: f32, lineSpacing: f32, backface: bool, config: WaveTextConfig, time: f32, tint: rl.Color) void {
const length = rl.textLength(text); // Total length in bytes of the text, scanned by codepoints in loop
var text_offset_x: f32 = 0.0; // Offset X to next character to draw
var text_offset_y: f32 = 0.0; // Offset between lines (on line break '\n')
const scale = fontSize / @as(f32, @floatFromInt(font.baseSize));
var wave = false;
var i: usize = 0;
var k: usize = 0;
while (i < length) : (k += 1) {
// Get next codepoint from byte string and glyph index in font
var codepointByteCount: i32 = 0;
const codepoint = rl.getCodepoint(text[i..], &codepointByteCount);
const index: usize = @intCast(rl.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;
switch (codepoint) {
'\n' => {
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
text_offset_y += fontSize + lineSpacing;
text_offset_x = 0.0;
k = 0;
},
'~' => {
if (rl.getCodepoint(text[i + 1 ..], &codepointByteCount) == '~') {
codepointByteCount += 1;
wave = !wave;
}
},
else => {
if ((codepoint != ' ') and (codepoint != '\t')) {
var pos = position;
if (wave) // Apply the wave effect
{
const kF: f32 = @floatFromInt(k);
pos.x += std.math.sin(time * config.waveSpeed.x - kF * config.waveOffset.x) * config.waveRange.x;
pos.y += std.math.sin(time * config.waveSpeed.y - kF * config.waveOffset.y) * config.waveRange.y;
pos.z += std.math.sin(time * config.waveSpeed.z - kF * config.waveOffset.z) * config.waveRange.z;
}
drawTextCodepoint3D(font, codepoint, .{
.x = pos.x + text_offset_x,
.y = pos.y,
.z = pos.z + text_offset_y,
}, fontSize, backface, tint);
}
if (font.glyphs[index].advanceX == 0) {
text_offset_x += font.recs[index].width * scale + fontSpacing;
} else {
text_offset_x += @as(f32, @floatFromInt(font.glyphs[index].advanceX)) * scale + fontSpacing;
}
},
}
i += @intCast(codepointByteCount); // Move text bytes counter to next codepoint
}
}
/// Measure a text in 3D ignoring the `~~` chars.
fn measureTextWave3D(font: rl.Font, text: [:0]const u8, fontSize: f32, fontSpacing: f32, lineSpacing: f32) rl.Vector3 {
const len = rl.textLength(text);
var temp_len: usize = 0; // Used to count longer text line num chars
var len_counter: usize = 0;
var temp_text_width: f32 = 0.0; // Used to count longer text line width
const scale = fontSize / @as(f32, @floatFromInt(font.baseSize));
var text_height = scale;
var text_width: f32 = 0.0;
var letter: i32 = 0; // Current character
var index: usize = 0; // Index position in sprite font
var i: usize = 0;
while (i < len) {
var next: i32 = 0;
letter = rl.getCodepoint(text[i..], &next);
index = @intCast(rl.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 += @intCast(next);
if (letter != '\n') {
if (letter == '~' and rl.getCodepoint(text[i + 1 ..], &next) == '~') {
i += 1;
} else {
len_counter += 1;
if (font.glyphs[index].advanceX != 0) {
text_width += @as(f32, @floatFromInt(font.glyphs[index].advanceX)) * scale;
} else text_width += (font.recs[index].width + @as(f32, @floatFromInt(font.glyphs[index].offsetX))) * scale;
}
} else {
if (temp_text_width < text_width) temp_text_width = text_width;
len_counter = 0;
text_width = 0.0;
text_height += fontSize + lineSpacing;
}
if (temp_len < len_counter) temp_len = len_counter;
}
if (temp_text_width < text_width) temp_text_width = text_width;
const vec = rl.Vector3{
.x = temp_text_width + (@as(f32, @floatFromInt(temp_len - 1)) * fontSpacing), // Adds chars spacing to measure
.y = 0.25,
.z = text_height,
};
return vec;
}
/// Generates a nice color with a random hue
fn generateRandomColor(s: f32, v: f32) rl.Color {
const Phi: f32 = 0.618033988749895; // Golden ratio conjugate
var h: f32 = @floatFromInt(rl.getRandomValue(0, 360));
h = std.math.mod(f32, (h + h * Phi), 360.0) catch 0;
return rl.colorFromHSV(h, s, v);
}

View File

@ -0,0 +1,19 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
if (texelColor.a == 0.0) discard;
finalColor = texelColor * fragColor * colDiffuse;
}