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@@ -454,16 +454,16 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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- position.x += (float)(font.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
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- position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(float)font.baseSize*scale;
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+ position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding)/(float)font.baseSize*scale;
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+ position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding)/(float)font.baseSize*scale;
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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- Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
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- font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
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+ Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
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+ font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
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- float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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- float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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+ float width = (float)(font.recs[index].width + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;
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+ float height = (float)(font.recs[index].height + 2.0f*font.glyphPadding)/(float)font.baseSize*scale;
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if (font.texture.id > 0)
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{
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@@ -477,16 +477,11 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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const float tw = (srcRec.x+srcRec.width)/font.texture.width;
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const float th = (srcRec.y+srcRec.height)/font.texture.height;
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- if (SHOW_LETTER_BOUNDRY)
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- DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
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+ if (SHOW_LETTER_BOUNDRY) DrawCubeWiresV((Vector3){ position.x + width/2, position.y, position.z + height/2}, (Vector3){ width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR);
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-#if defined(RAYLIB_NEW_RLGL)
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rlCheckRenderBatchLimit(4 + 4*backface);
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rlSetTexture(font.texture.id);
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-#else
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- if (rlCheckBufferLimit(4 + 4*backface)) rlglDraw();
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- rlEnableTexture(font.texture.id);
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-#endif
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+
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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@@ -512,11 +507,7 @@ void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontS
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rlEnd();
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rlPopMatrix();
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-#if defined(RAYLIB_NEW_RLGL)
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rlSetTexture(0);
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-#else
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- rlDisableTexture();
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-#endif
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}
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}
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@@ -554,8 +545,8 @@ void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, f
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DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
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}
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- if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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- else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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+ if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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+ else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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}
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i += codepointByteCount; // Move text bytes counter to next codepoint
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@@ -592,8 +583,8 @@ Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpa
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if (letter != '\n')
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{
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- if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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- else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
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+ if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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+ else textWidth += (font.recs[index].width + font.glyphs[index].offsetX)/(float)font.baseSize*scale;
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}
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else
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{
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@@ -670,8 +661,8 @@ void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSiz
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DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
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}
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- if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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- else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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+ if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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+ else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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}
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i += codepointByteCount; // Move text bytes counter to next codepoint
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@@ -714,8 +705,8 @@ Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fon
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}
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else
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{
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- if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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- else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
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+ if (font.glyphs[index].advanceX != 0) textWidth += (font.glyphs[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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+ else textWidth += (font.recs[index].width + font.glyphs[index].offsetX)/(float)font.baseSize*scale;
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}
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}
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else
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