/******************************************************************************************* * * raylib [text] example - 3d drawing * * 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) * * 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) * ********************************************************************************************/ using System; using System.Numerics; using System.Text; using Raylib_cs; using static Raylib_cs.Raylib; namespace Examples.Text; public partial class Text3D : 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 //-------------------------------------------------------------------------------------- // Global variables //-------------------------------------------------------------------------------------- private const float LetterBoundrySize = 0.25f; private const int TextMaxLayers = 32; private static readonly Color LetterBoundryColor = Color.Violet; private bool showLetterBoundry; private bool showTextBoundry; //-------------------------------------------------------------------------------------- // Types and Structures Definition //-------------------------------------------------------------------------------------- // Configuration structure for waving the text private struct WaveTextConfig { public Vector3 WaveRange; public Vector3 WaveSpeed; public Vector3 WaveOffset; } public string Name => "Text / Text 3D"; public string Title => "raylib [text] example - 3d drawing"; public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint | ConfigFlags.VSyncHint; public bool CursorDisabled => true; private bool spin; // Spin the camera? private bool multicolor; // Multicolor mode private Camera3D camera; private CameraMode cameraMode; private Vector3 cubePosition; private Vector3 cubeSize; private Font font; private float fontSize; private float fontSpacing; private float lineSpacing; private string text; private Vector3 tbox; private int layers; private int quads; private float layerDistance; private WaveTextConfig wcfg; private float time; private Color light; private Color dark; private Shader alphaDiscard; private Color[] multi; public void Init() { spin = true; // Spin the camera? multicolor = false; // Multicolor mode showLetterBoundry = false; showTextBoundry = false; // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(-10.0f, 15.0f, -10.0f); // Camera position camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type cameraMode = CameraMode.Orbital; cubePosition = new Vector3(0.0f, 1.0f, 0.0f); cubeSize = new Vector3(2.0f, 2.0f, 2.0f); // Use the default font font = GetFontDefault(); fontSize = 0.8f; fontSpacing = 0.05f; lineSpacing = -0.1f; // Set the text (using markdown!) text = "Hello ~~World~~ in 3D!"; tbox = new Vector3(0, 0, 0); layers = 1; quads = 0; layerDistance = 0.01f; wcfg = new WaveTextConfig(); wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f; wcfg.WaveSpeed.Z = 0.5f; wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f; wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f; time = 0.0f; // Setup a light and dark color light = Color.Maroon; dark = Color.Red; // Load the alpha discard shader alphaDiscard = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/alpha_discard.fs"); // Array filled with multiple random colors (when multicolor mode is set) multi = new Color[TextMaxLayers]; } public void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, cameraMode); // Handle font files dropped if (IsFileDropped()) { string[] droppedFiles = GetDroppedFiles(); // NOTE: We only support first ttf file dropped if (IsFileExtension(droppedFiles[0], ".ttf")) { UnloadFont(font); font = LoadFontEx(droppedFiles[0], (int)fontSize, null, 0); } else if (IsFileExtension(droppedFiles[0], ".fnt")) { UnloadFont(font); font = LoadFont(droppedFiles[0]); fontSize = (float)font.BaseSize; } } // Handle Events if (IsKeyPressed(KeyboardKey.F1)) showLetterBoundry = !showLetterBoundry; if (IsKeyPressed(KeyboardKey.F2)) showTextBoundry = !showTextBoundry; if (IsKeyPressed(KeyboardKey.F3)) { // Handle camera change spin = !spin; // we need to reset the camera when changing modes camera = new(); camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera mode type if (spin) { camera.Position = new Vector3(-10.0f, 15.0f, -10.0f); // Camera position cameraMode = CameraMode.Orbital; } else { camera.Position = new Vector3(10.0f, 10.0f, -10.0f); // Camera position cameraMode = CameraMode.Free; } } // Handle clicking the cube if (IsMouseButtonPressed(MouseButton.Left)) { Ray ray = GetScreenToWorldRay(GetMousePosition(), camera); // Check collision between ray and box RayCollision collision = GetRayCollisionBox(ray, new BoundingBox( new Vector3(cubePosition.X - cubeSize.X / 2, cubePosition.Y - cubeSize.Y / 2, cubePosition.Z - cubeSize.Z / 2), new Vector3(cubePosition.X + cubeSize.X / 2, cubePosition.Y + cubeSize.Y / 2, cubePosition.Z + cubeSize.Z / 2))); if (collision.Hit) { // Generate new random colors light = GenerateRandomColor(0.5f, 0.78f); dark = GenerateRandomColor(0.4f, 0.58f); } } // Handle text layers changes if (IsKeyPressed(KeyboardKey.Home)) { if (layers > 1) --layers; } else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers) ++layers; } // Handle text changes if (IsKeyPressed(KeyboardKey.Left)) fontSize -= 0.5f; else if (IsKeyPressed(KeyboardKey.Right)) fontSize += 0.5f; else if (IsKeyPressed(KeyboardKey.Up)) fontSpacing -= 0.1f; else if (IsKeyPressed(KeyboardKey.Down)) fontSpacing += 0.1f; else if (IsKeyPressed(KeyboardKey.PageUp)) lineSpacing -= 0.1f; else if (IsKeyPressed(KeyboardKey.PageDown)) lineSpacing += 0.1f; else if (IsKeyDown(KeyboardKey.Insert)) layerDistance -= 0.001f; else if (IsKeyDown(KeyboardKey.Delete)) layerDistance += 0.001f; else if (IsKeyPressed(KeyboardKey.Tab)) { multicolor = !multicolor; // Enable /disable multicolor mode if (multicolor) { // Fill color array with random colors for (int i = 0; i < TextMaxLayers; i++) { multi[i] = GenerateRandomColor(0.5f, 0.8f); multi[i].A = (byte)GetRandomValue(0, 255); } } } // Handle text input int ch = GetCharPressed(); if (IsKeyPressed(KeyboardKey.Backspace)) { // Remove last char if (text.Length > 0) text = text.Substring(0, text.Length - 1); } else if (IsKeyPressed(KeyboardKey.Enter)) { // handle newline if (text.Length < 63) text += '\n'; } else { // append only printable chars if ((ch != 0) && (text.Length < 63)) text += char.ConvertFromUtf32(ch); } // Measure 3D text so we can center it tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing); quads = 0; // Reset quad counter time += GetFrameTime(); // Update timer needed by `DrawTextWave3D()` //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawCubeV(cubePosition, cubeSize, dark); DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light); DrawGrid(10, 2.0f); // Use a shader to handle the depth buffer issue with transparent textures // NOTE: more info at https://bedroomcoders.co.uk/posts/198 BeginShaderMode(alphaDiscard); // Draw the 3D text above the red cube Rlgl.PushMatrix(); Rlgl.Rotatef(90.0f, 1.0f, 0.0f, 0.0f); Rlgl.Rotatef(90.0f, 0.0f, 0.0f, -1.0f); for (int i = 0; i < layers; i++) { Color clr = light; if (multicolor) clr = multi[i]; DrawTextWave3D(font, text, new Vector3(-tbox.X / 2.0f, layerDistance * i, -4.5f), fontSize, fontSpacing, lineSpacing, true, wcfg, time, clr); } // Draw the text boundry if set if (showTextBoundry) DrawCubeWiresV(new Vector3(0.0f, 0.0f, -4.5f + tbox.Z / 2), tbox, dark); Rlgl.PopMatrix(); // Don't draw the letter boundries for the 3D text below bool slb = showLetterBoundry; showLetterBoundry = false; // Draw 3D options (use default font) //------------------------------------------------------------------------- Rlgl.PushMatrix(); Rlgl.Rotatef(180.0f, 0.0f, 1.0f, 0.0f); string opt = $"< SIZE: {fontSize:0.0} >"; quads += opt.Length; Vector2 m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); Vector3 pos = new(-m.X / 2.0f, 0.01f, 2.0f); DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue); pos.Z += 0.5f + m.Y; opt = $"< SPACING: {fontSpacing:0.0} >"; quads += opt.Length; m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue); pos.Z += 0.5f + m.Y; opt = $"< LINE: {lineSpacing:0.0} >"; quads += opt.Length; m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Blue); pos.Z += 0.5f + m.Y; opt = $"< LBOX: {(slb ? "ON" : "OFF"),3} >"; quads += opt.Length; m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Red); pos.Z += 0.5f + m.Y; opt = $"< TBOX: {(showTextBoundry ? "ON" : "OFF"),3} >"; quads += opt.Length; m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.Red); pos.Z += 0.5f + m.Y; opt = $"< LAYER DISTANCE: {layerDistance:0.000} >"; quads += opt.Length; m = MeasureTextEx(GetFontDefault(), opt, 0.8f, 0.1f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.8f, 0.1f, 0.0f, false, Color.DarkPurple); Rlgl.PopMatrix(); //------------------------------------------------------------------------- // Draw 3D info text (use default font) //------------------------------------------------------------------------- opt = "All the text displayed here is in 3D"; quads += 36; m = MeasureTextEx(GetFontDefault(), opt, 1.0f, 0.05f); pos = new Vector3(-m.X / 2.0f, 0.01f, 2.0f); DrawText3D(GetFontDefault(), opt, pos, 1.0f, 0.05f, 0.0f, false, Color.DarkBlue); pos.Z += 1.5f + m.Y; opt = "press [Left]/[Right] to change the font size"; quads += 44; m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue); pos.Z += 0.5f + m.Y; opt = "press [Up]/[Down] to change the font spacing"; quads += 44; m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue); pos.Z += 0.5f + m.Y; opt = "press [PgUp]/[PgDown] to change the line spacing"; quads += 48; m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue); pos.Z += 0.5f + m.Y; opt = "press [F1] to toggle the letter boundry"; quads += 39; m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue); pos.Z += 0.5f + m.Y; opt = "press [F2] to toggle the text boundry"; quads += 37; m = MeasureTextEx(GetFontDefault(), opt, 0.6f, 0.05f); pos.X = -m.X / 2.0f; DrawText3D(GetFontDefault(), opt, pos, 0.6f, 0.05f, 0.0f, false, Color.DarkBlue); //------------------------------------------------------------------------- showLetterBoundry = slb; EndShaderMode(); EndMode3D(); // Draw 2D info text & stats //------------------------------------------------------------------------- DrawText("Drag & drop a font file to change the font!\nType something, see what happens!\n\n" + "Press [F3] to toggle the camera", 10, 35, 10, Color.Black); quads += TextLengthUtf8(text) * 2 * layers; string tmp = $"{layers,2} layer(s) | {(spin ? "ORBITAL" : "FREE")} camera | {quads,4} quads ({quads * 4,4} verts)"; int width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 10, 10, Color.DarkGreen); tmp = "[Home]/[End] to add/remove 3D text layers"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 25, 10, Color.DarkGray); tmp = "[Insert]/[Delete] to increase/decrease distance between layers"; width = MeasureText(tmp, 10); DrawText(tmp, screenWidth - 20 - width, 40, 10, Color.DarkGray); 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; } }