/******************************************************************************************* * * raylib [text] example - Font SDF loading * * Example originally created with raylib 1.3, last time updated with raylib 4.0 * * 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) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #include //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts"); // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) const char msg[50] = "Signed Distance Fields"; // Loading file to memory unsigned int fileSize = 0; unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize); // Default font generation from TTF font Font fontDefault = { 0 }; fontDefault.baseSize = 16; fontDefault.glyphCount = 95; // Loading font data from memory data // Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array) fontDefault.glyphs = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT); // Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default) Image atlas = GenImageFontAtlas(fontDefault.glyphs, &fontDefault.recs, 95, 16, 4, 0); fontDefault.texture = LoadTextureFromImage(atlas); UnloadImage(atlas); // SDF font generation from TTF font Font fontSDF = { 0 }; fontSDF.baseSize = 16; fontSDF.glyphCount = 95; // Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95) fontSDF.glyphs = LoadFontData(fileData, fileSize, 16, 0, 0, FONT_SDF); // Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm) atlas = GenImageFontAtlas(fontSDF.glyphs, &fontSDF.recs, 95, 16, 0, 1); fontSDF.texture = LoadTextureFromImage(atlas); UnloadImage(atlas); UnloadFileData(fileData); // Free memory from loaded file // Load SDF required shader (we use default vertex shader) Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION)); SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font Vector2 fontPosition = { 40, screenHeight/2.0f - 50 }; Vector2 textSize = { 0.0f, 0.0f }; float fontSize = 16.0f; int currentFont = 0; // 0 - fontDefault, 1 - fontSDF SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- fontSize += GetMouseWheelMove()*8.0f; if (fontSize < 6) fontSize = 6; if (IsKeyDown(KEY_SPACE)) currentFont = 1; else currentFont = 0; if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0); else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0); fontPosition.x = GetScreenWidth()/2 - textSize.x/2; fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (currentFont == 1) { // NOTE: SDF fonts require a custom SDf shader to compute fragment color BeginShaderMode(shader); // Activate SDF font shader DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, BLACK); EndShaderMode(); // Activate our default shader for next drawings DrawTexture(fontSDF.texture, 10, 10, BLACK); } else { DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK); DrawTexture(fontDefault.texture, 10, 10, BLACK); } if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED); else DrawText("default font", 315, 40, 30, GRAY); DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY); DrawText(TextFormat("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY); DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY); DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadFont(fontDefault); // Default font unloading UnloadFont(fontSDF); // SDF font unloading UnloadShader(shader); // Unload SDF shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }