//!****************************************************************************************** //! //! 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); }