/******************************************************************************************* * * raylib [text] example - font sdf * * Example complexity rating: [★★★☆] 3/4 * * 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) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System; using System.Numerics; using System.Runtime.InteropServices; using static Raylib_cs.Raylib; namespace Examples.Text; public partial class FontSdf : IExample { private const int screenWidth = 800; private const int screenHeight = 450; #if BROWSER const int GlslVersion = 100; // WebGL1 needs GLSL ES 100 #else private const int GlslVersion = 330; #endif public string Name => "Text / Font SDF"; public string Title => "raylib [text] example - font sdf"; private string msg; private Font fontDefault; private Font fontSDF; private Shader shader; private Vector2 fontPosition; private Vector2 textSize; private float fontSize; private int currentFont; public unsafe void Init() { // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) msg = "Signed Distance Fields"; // Loading file to memory var fileSize = 0; var fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize); // Build the fonts in locals first: taking the address of a struct's field (&font.GlyphCount, // &font.Recs) is only allowed for a stack local, not a heap field. Assign to the fields after. // Default font generation from TTF font Font fontDefault = new(); 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, (int)fileSize, 16, null, 95, FontType.Default, &fontDefault.GlyphCount); // Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default) var atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0); fontDefault.Texture = LoadTextureFromImage(atlas); UnloadImage(atlas); this.fontDefault = fontDefault; // SDF font generation from TTF font Font fontSDF = new(); 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, (int)fileSize, 16, null, 0, FontType.Sdf, &fontSDF.GlyphCount); // 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); this.fontSDF = fontSDF; UnloadFileData(fileData); // Free memory from loaded file // Load SDF required shader (we use default vertex shader) shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/sdf.fs"); SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear); // Required for SDF font fontPosition = new(40, screenHeight / 2.0f - 50); textSize = new(0.0f); fontSize = 16.0f; currentFont = 0; // 0 - fontDefault, 1 - fontSDF } public void Update() { // Update //---------------------------------------------------------------------------------- fontSize += GetMouseWheelMove() * 8.0f; if (fontSize < 6) { fontSize = 6; } if (IsKeyDown(KeyboardKey.Space)) { currentFont = 1; } else { currentFont = 0; } if (currentFont == 0) { textSize = MeasureTextEx(fontDefault, msg, fontSize, 0); } else { textSize = MeasureTextEx(fontSDF, msg, fontSize, 0); } fontPosition.X = GetScreenWidth() / 2 - textSize.X / 2; fontPosition.Y = GetScreenHeight() / 2 - textSize.Y / 2 + 80; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); if (currentFont == 1) { // NOTE: SDF fonts require a custom SDf shader to compute fragment color BeginShaderMode(shader); // Activate SDF font shader DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.Black); EndShaderMode(); // Activate our default shader for next drawings DrawTexture(fontSDF.Texture, 10, 10, Color.Black); } else { DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, Color.Black); DrawTexture(fontDefault.Texture, 10, 10, Color.Black); } if (currentFont == 1) { DrawText("SDF!", 320, 20, 80, Color.Red); } else { DrawText("default font", 315, 40, 30, Color.Gray); } DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DarkGray); DrawText($"RENDER SIZE: {fontSize:00.00}", GetScreenWidth() - 240, 50, 20, Color.DarkGray); DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DarkGray); DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadFont(fontDefault); // Default font unloading UnloadFont(fontSDF); // SDF font unloading UnloadShader(shader); // Unload SDF shader } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [text] example - font sdf"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new FontSdf(); 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; } }