example: add font_sdf.zig

This commit is contained in:
Timothy Fiss 2025-07-26 17:33:36 -06:00 committed by Nikolas
parent 180d2e04de
commit d39c75c234
5 changed files with 208 additions and 0 deletions

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@ -314,6 +314,11 @@ pub fn build(b: *std.Build) !void {
.path = "examples/text/font_loading.zig",
.desc = "Demonstrates how to load fonts",
},
.{
.name = "font_sdf",
.path = "examples/text/font_sdf.zig",
.desc = "Demonstrates rending a sdf font",
},
.{
.name = "text_format_text",
.path = "examples/text/text_format_text.zig",

132
examples/text/font_sdf.zig Normal file
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@ -0,0 +1,132 @@
//!*******************************************************************************************
//!
//! raylib-zig port of the [text] example - Font SDF loading
//! https://github.com/raysan5/raylib/blob/master/examples/text/text_font_sdf.c
//!
//! Example complexity rating: [] 3/4
//!
//! Example originally created with raylib 1.3, last time updated with raylib 4.0
//!
//! 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) 2015-2025 Ramon Santamaria (@raysan5)
//!
//!*******************************************************************************************
const std = @import("std");
const rl = @import("raylib");
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
pub fn main() anyerror!void {
// Initialization
//--------------------------------------------------------------------------------------
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [text] example - SDF fonts");
defer rl.closeWindow();
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
const msg = "Signed Distance Fields";
// Loading file to memory
const font_default = try rl.loadFontEx("examples/text/resources/anonymous_pro_bold.ttf", 16, null);
defer font_default.unload();
var font_sdf: rl.Font = font_default;
defer font_sdf.unload();
{
// SDF font generation from TTF font
const file_data = try rl.loadFileData("examples/text/resources/anonymous_pro_bold.ttf");
defer rl.unloadFileData(file_data); // Free memory from loaded file
font_sdf = .{
.baseSize = 16,
.glyphCount = 95,
.glyphPadding = 0,
.glyphs = @ptrCast(try rl.loadFontData(@ptrCast(file_data), 16, null, .sdf)),
.texture = undefined,
.recs = undefined,
};
const atlas_image, const atlas_recs = try rl.genImageFontAtlas(font_sdf.glyphs[0..@intCast(font_sdf.glyphCount)], font_sdf.baseSize, 0, 1);
defer atlas_image.unload();
font_sdf.texture = try rl.loadTextureFromImage(atlas_image);
font_sdf.recs = @ptrCast(atlas_recs);
}
// Load SDF required shader (we use default vertex shader)
const shader = try rl.loadShader(null, "examples/text/resources/shaders/glsl330/sdf.fs");
defer rl.unloadShader(shader);
rl.setTextureFilter(font_sdf.texture, .bilinear); // Required for SDF font
var font_position = rl.Vector2{ .x = 40, .y = @as(f32, @floatFromInt(screen_height)) / 2.0 - 50 };
var text_size = rl.Vector2{ .x = 0.0, .y = 0.0 };
var font_size: f32 = 16.0;
var current_font: i32 = 0; // 0 - fontDefault, 1 - fontSDF
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
//----------------------------------------------------------------------------------
font_size += rl.getMouseWheelMove() * 8.0;
if (font_size < 6) font_size = 6;
if (rl.isKeyDown(.space)) {
current_font = 1;
} else {
current_font = 0;
}
if (current_font == 0) {
text_size = rl.measureTextEx(font_default, msg, font_size, 0);
} else {
text_size = rl.measureTextEx(font_sdf, msg, font_size, 0);
}
font_position.x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2 - text_size.x / 2;
font_position.y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2 - text_size.y / 2 + 80;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
if (current_font == 1) {
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
rl.beginShaderMode(shader); // Activate SDF font shader
rl.drawTextEx(font_sdf, msg, font_position, font_size, 0, .black);
rl.endShaderMode(); // Activate our default shader for next drawings
rl.drawTexture(font_sdf.texture, 10, 10, .black);
} else {
rl.drawTextEx(font_default, msg, font_position, font_size, 0, .black);
rl.drawTexture(font_default.texture, 10, 10, .black);
}
if (current_font == 1) {
rl.drawText("SDF!", 320, 20, 80, .red);
} else {
rl.drawText("default font", 315, 40, 30, .gray);
}
rl.drawText("FONT SIZE: 16.0", rl.getScreenWidth() - 240, 20, 20, .dark_gray);
rl.drawText(rl.textFormat("RENDER SIZE: %02.02f", .{font_size}), rl.getScreenWidth() - 240, 50, 20, .dark_gray);
rl.drawText("Use MOUSE WHEEL to SCALE TEXT!", rl.getScreenWidth() - 240, 90, 10, .dark_gray);
rl.drawText("HOLD SPACE to USE SDF FONT VERSION!", 340, rl.getScreenHeight() - 30, 20, .maroon);
//----------------------------------------------------------------------------------
}
}

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@ -0,0 +1,20 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
if (texelColor.a == 0.0) discard;
gl_FragColor = texelColor*fragColor*colDiffuse;
}

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@ -0,0 +1,25 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
const float smoothing = 1.0/16.0;
void main()
{
// Texel color fetching from texture sampler
// NOTE: Calculate alpha using signed distance field (SDF)
float distance = texture2D(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
// Calculate final fragment color
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
}

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@ -0,0 +1,26 @@
#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;
// NOTE: Add your custom variables here
void main()
{
// Texel color fetching from texture sampler
// NOTE: Calculate alpha using signed distance field (SDF)
float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5;
float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline)));
float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline);
// Calculate final fragment color
finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
}