chore: clean recommit
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Examples/Text/Text3D.cs
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Examples/Text/Text3D.cs
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/*******************************************************************************************
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*
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* raylib [text] example - 3d drawing
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: 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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*
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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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* Example originally created with raylib 3.5, last time updated with raylib 4.0
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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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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2025 Vlad Adrian (@demizdor)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using System.Text;
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using Raylib_cs;
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using static Raylib_cs.Raylib;
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namespace Examples.Text;
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public partial class Text3D : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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//--------------------------------------------------------------------------------------
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// Global variables
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//--------------------------------------------------------------------------------------
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private const float LetterBoundrySize = 0.25f;
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private const int TextMaxLayers = 32;
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private static readonly Color LetterBoundryColor = Color.Violet;
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private bool showLetterBoundry;
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private bool showTextBoundry;
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//--------------------------------------------------------------------------------------
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// Types and Structures Definition
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//--------------------------------------------------------------------------------------
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// Configuration structure for waving the text
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private struct WaveTextConfig
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{
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public Vector3 WaveRange;
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public Vector3 WaveSpeed;
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public Vector3 WaveOffset;
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}
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public string Name => "Text / Text 3D";
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public string Title => "raylib [text] example - 3d drawing";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint | ConfigFlags.VSyncHint;
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public bool CursorDisabled => true;
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private bool spin; // Spin the camera?
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private bool multicolor; // Multicolor mode
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private Camera3D camera;
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private CameraMode cameraMode;
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private Vector3 cubePosition;
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private Vector3 cubeSize;
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private Font font;
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private float fontSize;
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private float fontSpacing;
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private float lineSpacing;
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private string text;
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private Vector3 tbox;
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private int layers;
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private int quads;
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private float layerDistance;
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private WaveTextConfig wcfg;
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private float time;
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private Color light;
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private Color dark;
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private Shader alphaDiscard;
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private Color[] multi;
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public void Init()
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{
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spin = true; // Spin the camera?
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multicolor = false; // Multicolor mode
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showLetterBoundry = false;
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showTextBoundry = false;
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(-10.0f, 15.0f, -10.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new 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 = CameraProjection.Perspective; // Camera projection type
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cameraMode = CameraMode.Orbital;
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cubePosition = new Vector3(0.0f, 1.0f, 0.0f);
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cubeSize = new Vector3(2.0f, 2.0f, 2.0f);
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// Use the default font
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font = GetFontDefault();
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fontSize = 0.8f;
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fontSpacing = 0.05f;
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lineSpacing = -0.1f;
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// Set the text (using markdown!)
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text = "Hello ~~World~~ in 3D!";
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tbox = new Vector3(0, 0, 0);
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layers = 1;
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quads = 0;
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layerDistance = 0.01f;
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wcfg = new WaveTextConfig();
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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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time = 0.0f;
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// Setup a light and dark color
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light = Color.Maroon;
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dark = Color.Red;
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// Load the alpha discard shader
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alphaDiscard = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/alpha_discard.fs");
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// Array filled with multiple random colors (when multicolor mode is set)
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multi = new Color[TextMaxLayers];
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, cameraMode);
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// Handle font files dropped
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if (IsFileDropped())
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{
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string[] droppedFiles = GetDroppedFiles();
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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], (int)fontSize, null, 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 = (float)font.BaseSize;
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}
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}
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// Handle Events
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if (IsKeyPressed(KeyboardKey.F1)) showLetterBoundry = !showLetterBoundry;
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if (IsKeyPressed(KeyboardKey.F2)) showTextBoundry = !showTextBoundry;
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if (IsKeyPressed(KeyboardKey.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 = new();
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new 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 = CameraProjection.Perspective; // Camera mode type
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if (spin)
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{
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camera.Position = new Vector3(-10.0f, 15.0f, -10.0f); // Camera position
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cameraMode = CameraMode.Orbital;
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}
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else
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{
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camera.Position = new Vector3(10.0f, 10.0f, -10.0f); // Camera position
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cameraMode = CameraMode.Free;
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}
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}
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// Handle clicking the cube
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if (IsMouseButtonPressed(MouseButton.Left))
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{
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Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
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// Check collision between ray and box
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RayCollision collision = GetRayCollisionBox(ray,
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new BoundingBox(
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new Vector3(cubePosition.X - cubeSize.X / 2, cubePosition.Y - cubeSize.Y / 2, cubePosition.Z - cubeSize.Z / 2),
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new 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(KeyboardKey.Home)) { if (layers > 1) --layers; }
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else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers) ++layers; }
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// Handle text changes
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if (IsKeyPressed(KeyboardKey.Left)) fontSize -= 0.5f;
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else if (IsKeyPressed(KeyboardKey.Right)) fontSize += 0.5f;
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else if (IsKeyPressed(KeyboardKey.Up)) fontSpacing -= 0.1f;
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else if (IsKeyPressed(KeyboardKey.Down)) fontSpacing += 0.1f;
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else if (IsKeyPressed(KeyboardKey.PageUp)) lineSpacing -= 0.1f;
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else if (IsKeyPressed(KeyboardKey.PageDown)) lineSpacing += 0.1f;
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else if (IsKeyDown(KeyboardKey.Insert)) layerDistance -= 0.001f;
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else if (IsKeyDown(KeyboardKey.Delete)) layerDistance += 0.001f;
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else if (IsKeyPressed(KeyboardKey.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 < TextMaxLayers; i++)
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{
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multi[i] = GenerateRandomColor(0.5f, 0.8f);
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multi[i].A = (byte)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(KeyboardKey.Backspace))
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{
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// Remove last char
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if (text.Length > 0) text = text.Substring(0, text.Length - 1);
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}
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else if (IsKeyPressed(KeyboardKey.Enter))
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{
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// handle newline
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if (text.Length < 63) text += '\n';
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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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if ((ch != 0) && (text.Length < 63)) text += char.ConvertFromUtf32(ch);
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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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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(Color.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/posts/198
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BeginShaderMode(alphaDiscard);
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// Draw the 3D text above the red cube
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Rlgl.PushMatrix();
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Rlgl.Rotatef(90.0f, 1.0f, 0.0f, 0.0f);
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Rlgl.Rotatef(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, new 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 (showTextBoundry) DrawCubeWiresV(new Vector3(0.0f, 0.0f, -4.5f + tbox.Z / 2), tbox, dark);
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Rlgl.PopMatrix();
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// Don't draw the letter boundries for the 3D text below
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bool slb = showLetterBoundry;
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showLetterBoundry = false;
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// Draw 3D options (use default font)
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//-------------------------------------------------------------------------
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Rlgl.PushMatrix();
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Rlgl.Rotatef(180.0f, 0.0f, 1.0f, 0.0f);
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string opt = $"< SIZE: {fontSize:0.0} >";
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quads += opt.Length;
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Vector2 m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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Vector3 pos = new(-m.X / 2.0f, 0.01f, 2.0f);
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue);
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pos.Z += 0.5f + m.Y;
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opt = $"< SPACING: {fontSpacing:0.0} >";
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quads += opt.Length;
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m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue);
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pos.Z += 0.5f + m.Y;
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opt = $"< LINE: {lineSpacing:0.0} >";
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quads += opt.Length;
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m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue);
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pos.Z += 0.5f + m.Y;
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opt = $"< LBOX: {(slb ? "ON" : "OFF"),3} >";
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quads += opt.Length;
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m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Red);
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pos.Z += 0.5f + m.Y;
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opt = $"< TBOX: {(showTextBoundry ? "ON" : "OFF"),3} >";
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quads += opt.Length;
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m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Red);
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pos.Z += 0.5f + m.Y;
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opt = $"< LAYER DISTANCE: {layerDistance:0.000} >";
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quads += opt.Length;
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m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.DarkPurple);
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Rlgl.PopMatrix();
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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 = MeasureTextEx(GetFontDefault(), opt, 1.0f, 0.05f);
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pos = new Vector3(-m.X / 2.0f, 0.01f, 2.0f);
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DrawText3D(GetFontDefault(), opt, pos, 1.0f, 0.05f, 0.0f, false, Color.DarkBlue);
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pos.Z += 1.5f + m.Y;
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opt = "press [Left]/[Right] to change the font size";
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quads += 44;
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m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue);
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pos.Z += 0.5f + m.Y;
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opt = "press [Up]/[Down] to change the font spacing";
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quads += 44;
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m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue);
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pos.Z += 0.5f + m.Y;
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opt = "press [PgUp]/[PgDown] to change the line spacing";
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quads += 48;
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m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue);
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pos.Z += 0.5f + m.Y;
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opt = "press [F1] to toggle the letter boundry";
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quads += 39;
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m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue);
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pos.Z += 0.5f + m.Y;
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opt = "press [F2] to toggle the text boundry";
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quads += 37;
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m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f);
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pos.X = -m.X / 2.0f;
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DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue);
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//-------------------------------------------------------------------------
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showLetterBoundry = 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, Color.Black);
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quads += TextLengthUtf8(text) * 2 * layers;
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string tmp = $"{layers,2} layer(s) | {(spin ? "ORBITAL" : "FREE")} camera | {quads,4} quads ({quads * 4,4} verts)";
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int width = MeasureText(tmp, 10);
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DrawText(tmp, screenWidth - 20 - width, 10, 10, Color.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, Color.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, Color.DarkGray);
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tmp = "click the [CUBE] for a random color";
|
||||
width = MeasureText(tmp, 10);
|
||||
DrawText(tmp, screenWidth - 20 - width, 55, 10, Color.DarkGray);
|
||||
|
||||
tmp = "[Tab] to toggle multicolor mode";
|
||||
width = MeasureText(tmp, 10);
|
||||
DrawText(tmp, screenWidth - 20 - width, 70, 10, Color.DarkGray);
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(font);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Get the total length in bytes of a UTF-8 string (raylib TextLength equivalent)
|
||||
private static int TextLengthUtf8(string text)
|
||||
{
|
||||
return Encoding.UTF8.GetByteCount(text);
|
||||
}
|
||||
|
||||
// Draw codepoint at specified position in 3D space
|
||||
private unsafe 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 += (font.Glyphs[index].OffsetX - font.GlyphPadding) * scale;
|
||||
position.Z += (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
|
||||
Rectangle srcRec = new(font.Recs[index].X - font.GlyphPadding, font.Recs[index].Y - font.GlyphPadding,
|
||||
font.Recs[index].Width + 2.0f * font.GlyphPadding, font.Recs[index].Height + 2.0f * font.GlyphPadding);
|
||||
|
||||
float width = (font.Recs[index].Width + 2.0f * font.GlyphPadding) * scale;
|
||||
float height = (font.Recs[index].Height + 2.0f * font.GlyphPadding) * 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)
|
||||
float tx = srcRec.X / font.Texture.Width;
|
||||
float ty = srcRec.Y / font.Texture.Height;
|
||||
float tw = (srcRec.X + srcRec.Width) / font.Texture.Width;
|
||||
float th = (srcRec.Y + srcRec.Height) / font.Texture.Height;
|
||||
|
||||
if (showLetterBoundry) DrawCubeWiresV(new Vector3(position.X + width / 2, position.Y, position.Z + height / 2), new Vector3(width, LetterBoundrySize, height), LetterBoundryColor);
|
||||
|
||||
Rlgl.CheckRenderBatchLimit(4 + 4 * (backface ? 1 : 0));
|
||||
Rlgl.SetTexture(font.Texture.Id);
|
||||
|
||||
Rlgl.PushMatrix();
|
||||
Rlgl.Translatef(position.X, position.Y, position.Z);
|
||||
|
||||
Rlgl.Begin(DrawMode.Quads);
|
||||
Rlgl.Color4ub(tint.R, tint.G, tint.B, tint.A);
|
||||
|
||||
// Front Face
|
||||
Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
||||
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
|
||||
|
||||
if (backface)
|
||||
{
|
||||
// Back Face
|
||||
Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
|
||||
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
|
||||
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
|
||||
}
|
||||
Rlgl.End();
|
||||
Rlgl.PopMatrix();
|
||||
|
||||
Rlgl.SetTexture(0);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a 2D text in 3D space
|
||||
private unsafe void DrawText3D(Font font, string text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
|
||||
{
|
||||
using var textNative = new Utf8Buffer(text);
|
||||
sbyte* t = textNative.AsPointer();
|
||||
int length = Encoding.UTF8.GetByteCount(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(&t[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 += fontSize + lineSpacing;
|
||||
textOffsetX = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((codepoint != ' ') && (codepoint != '\t'))
|
||||
{
|
||||
DrawTextCodepoint3D(font, codepoint, new Vector3(position.X + textOffsetX, position.Y, position.Z + textOffsetY), fontSize, backface, tint);
|
||||
}
|
||||
|
||||
if (font.Glyphs[index].AdvanceX == 0) textOffsetX += font.Recs[index].Width * scale + fontSpacing;
|
||||
else textOffsetX += font.Glyphs[index].AdvanceX * scale + fontSpacing;
|
||||
}
|
||||
|
||||
i += codepointByteCount; // 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
|
||||
private unsafe void DrawTextWave3D(Font font, string text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig config, float time, Color tint)
|
||||
{
|
||||
using var textNative = new Utf8Buffer(text);
|
||||
sbyte* t = textNative.AsPointer();
|
||||
int length = Encoding.UTF8.GetByteCount(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(&t[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 += fontSize + lineSpacing;
|
||||
textOffsetX = 0.0f;
|
||||
k = 0;
|
||||
}
|
||||
else if (codepoint == '~')
|
||||
{
|
||||
if (GetCodepoint(&t[i + 1], &codepointByteCount) == '~')
|
||||
{
|
||||
codepointByteCount += 1;
|
||||
wave = !wave;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((codepoint != ' ') && (codepoint != '\t'))
|
||||
{
|
||||
Vector3 pos = position;
|
||||
if (wave) // Apply the wave effect
|
||||
{
|
||||
pos.X += MathF.Sin(time * config.WaveSpeed.X - k * config.WaveOffset.X) * config.WaveRange.X;
|
||||
pos.Y += MathF.Sin(time * config.WaveSpeed.Y - k * config.WaveOffset.Y) * config.WaveRange.Y;
|
||||
pos.Z += MathF.Sin(time * config.WaveSpeed.Z - k * config.WaveOffset.Z) * config.WaveRange.Z;
|
||||
}
|
||||
|
||||
DrawTextCodepoint3D(font, codepoint, new Vector3(pos.X + textOffsetX, pos.Y, pos.Z + textOffsetY), fontSize, backface, tint);
|
||||
}
|
||||
|
||||
if (font.Glyphs[index].AdvanceX == 0) textOffsetX += font.Recs[index].Width * scale + fontSpacing;
|
||||
else textOffsetX += font.Glyphs[index].AdvanceX * scale + fontSpacing;
|
||||
}
|
||||
|
||||
i += codepointByteCount; // Move text bytes counter to next codepoint
|
||||
}
|
||||
}
|
||||
|
||||
// Measure a text in 3D ignoring the `~~` chars
|
||||
private unsafe Vector3 MeasureTextWave3D(Font font, string text, float fontSize, float fontSpacing, float lineSpacing)
|
||||
{
|
||||
using var textNative = new Utf8Buffer(text);
|
||||
sbyte* t = textNative.AsPointer();
|
||||
int len = Encoding.UTF8.GetByteCount(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++)
|
||||
{
|
||||
int next = 0;
|
||||
letter = GetCodepoint(&t[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(&t[i + 1], &next) == '~')
|
||||
{
|
||||
i++;
|
||||
}
|
||||
else
|
||||
{
|
||||
lenCounter++;
|
||||
if (font.Glyphs[index].AdvanceX != 0) textWidth += font.Glyphs[index].AdvanceX * scale;
|
||||
else textWidth += (font.Recs[index].Width + font.Glyphs[index].OffsetX) * scale;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
|
||||
lenCounter = 0;
|
||||
textWidth = 0.0f;
|
||||
textHeight += fontSize + lineSpacing;
|
||||
}
|
||||
|
||||
if (tempLen < lenCounter) tempLen = lenCounter;
|
||||
}
|
||||
|
||||
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
|
||||
|
||||
Vector3 vec = new(0, 0, 0);
|
||||
vec.X = tempTextWidth + ((tempLen - 1) * fontSpacing); // Adds chars spacing to measure
|
||||
vec.Y = 0.25f;
|
||||
vec.Z = textHeight;
|
||||
|
||||
return vec;
|
||||
}
|
||||
|
||||
// Generates a nice color with a random hue
|
||||
private static Color GenerateRandomColor(float s, float v)
|
||||
{
|
||||
const float Phi = 0.618033988749895f; // Golden ratio conjugate
|
||||
float h = (float)GetRandomValue(0, 360);
|
||||
h = (h + h * Phi) % 360.0f;
|
||||
return ColorFromHSV(h, s, v);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint | ConfigFlags.VSyncHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - 3d drawing");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Text3D();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue