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Added draw 3d text example (#1689)

Vlad Adrian 4 роки тому
батько
коміт
668ba870e4

+ 2 - 1
examples/Makefile

@@ -450,7 +450,8 @@ TEXT = \
     text/text_input_box \
     text/text_writing_anim \
     text/text_rectangle_bounds \
-    text/text_unicode
+    text/text_unicode \
+    text/text_draw_3d
 
 MODELS = \
     models/models_animation \

+ 19 - 0
examples/text/resources/shaders/glsl330/alphaDiscard.fs

@@ -0,0 +1,19 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+    vec4 texelColor = texture(texture0, fragTexCoord);
+    if (texelColor.a == 0.0) discard;
+    finalColor = texelColor * fragColor * colDiffuse;
+}

+ 751 - 0
examples/text/text_draw_3d.c

@@ -0,0 +1,751 @@
+/*******************************************************************************************
+*
+*   raylib [text] example - Draw 2D text in 3D
+*
+*   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
+*   
+*   This example has been created using raylib 3.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (C) 2021 Vlad Adrian (@Demizdor - https://github.com/Demizdor) 
+*   Copyright (C) 2021 Ramon Santamaria (@raysan5)
+********************************************************************************************/
+
+#include <stddef.h>     // for NULL 
+#include <math.h>       // for sinf()
+#include "raylib.h"
+#include "rlgl.h"
+
+// To make it work with the older RLGL module just comment the line below
+#define RAYLIB_NEW_RLGL
+
+//--------------------------------------------------------------------------------------
+// Globals
+//--------------------------------------------------------------------------------------
+#define LETTER_BOUNDRY_SIZE 0.25f
+#define TEXT_MAX_LAYERS 32
+
+bool SHOW_LETTER_BOUNDRY = false;
+#define LETTER_BOUDRY_COLOR VIOLET
+bool SHOW_TEXT_BOUNDRY = false;
+//--------------------------------------------------------------------------------------
+
+
+
+//--------------------------------------------------------------------------------------
+// Module Functions Declaration
+//--------------------------------------------------------------------------------------
+// Draw a codepoint in 3D space
+void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint);
+// Draw a 2D text in 3D space
+void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint);
+// Measure a text in 3D. For some reason `MeasureTextEx()` just doesn't seem to work so i had to use this instead.
+Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
+// Configuration structure for waving the text
+typedef struct {
+    Vector3 waveRange;
+    Vector3 waveSpeed;
+    Vector3 waveOffset;
+} WaveTextConfig;
+// 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
+void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint);
+// Measure a text in 3D ignoring the `~~` chars.
+Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing);
+// Generates a nice color with a random hue
+Color GenerateRandomColor(float s, float v);
+//--------------------------------------------------------------------------------------
+
+
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+    
+    SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
+    InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
+
+    bool spin = true; // Spin the camera?
+    bool multicolor = false; // Multicolor mode
+    
+    // Define the camera to look into our 3d world
+    Camera3D camera = { 0 };
+    camera.position = (Vector3){ -10.0f, 15.0f, -10.0f };   // Camera position
+    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };          // Camera looking at point
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };              // Camera up vector (rotation towards target)
+    camera.fovy = 45.0f;                                    // Camera field-of-view Y
+    camera.projection = CAMERA_PERSPECTIVE;                 // Camera mode type
+    
+    SetCameraMode(camera, CAMERA_ORBITAL);
+
+    Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+    Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
+    
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    
+    // Use the default font
+    Font font = GetFontDefault();
+    float fontSize = 8.0f;
+    float fontSpacing = 0.5f;
+    float lineSpacing = -1.0f;
+    
+    // Set the text
+    char text[64] = "Hello ~~World~~ in 3D!";
+    Vector3 tbox = {0};
+    int layers = 1;
+    int quads = 0;
+    float layerDistance = 0.01f;
+    
+    WaveTextConfig wcfg;
+    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;
+    
+    float time = 0.0f;
+    
+    // Setup a light and dark color
+    Color light = MAROON;
+    Color dark = RED;
+    
+    // Load the alpha discard shader
+    Shader alphaDiscard = LoadShader(NULL, "resources/shaders/glsl330/alphaDiscard.fs");
+    
+    // Array filled with multiple random colors (when multicolor mode is set)
+    Color multi[TEXT_MAX_LAYERS] = {0};
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())        // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // Handle font files dropped
+        if (IsFileDropped())
+        {
+            int count = 0;
+            char **droppedFiles = GetDroppedFiles(&count);
+
+            // NOTE: We only support first ttf file dropped
+            if (IsFileExtension(droppedFiles[0], ".ttf"))
+            {
+                UnloadFont(font);
+                font = LoadFontEx(droppedFiles[0], fontSize, 0, 0);
+            }
+            else if(IsFileExtension(droppedFiles[0], ".fnt")) 
+            {
+                UnloadFont(font);
+                font = LoadFont(droppedFiles[0]);
+                fontSize = font.baseSize;
+            }
+            ClearDroppedFiles();
+        }
+        
+        // Handle Events
+        if(IsKeyPressed(KEY_F1)) SHOW_LETTER_BOUNDRY = !SHOW_LETTER_BOUNDRY;
+        if(IsKeyPressed(KEY_F2)) SHOW_TEXT_BOUNDRY = !SHOW_TEXT_BOUNDRY;
+        if(IsKeyPressed(KEY_F3)) 
+        { 
+            // Handle camera change
+            spin = !spin; 
+            // we need to reset the camera when changing modes
+            camera = (Camera3D){ 0 };
+            camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };          // Camera looking at point
+            camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };              // Camera up vector (rotation towards target)
+            camera.fovy = 45.0f;                                    // Camera field-of-view Y
+            camera.projection = CAMERA_PERSPECTIVE;                 // Camera mode type
+            
+            if(spin) 
+            {
+                camera.position = (Vector3){ -10.0f, 15.0f, -10.0f };   // Camera position
+                SetCameraMode(camera, CAMERA_ORBITAL);
+            }
+            else 
+            { 
+                camera.position = (Vector3){ 10.0f, 10.0f, -10.0f };   // Camera position
+                SetCameraMode(camera, CAMERA_FREE);
+            }
+        }
+        
+        // Handle clicking the cube
+        if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
+        {
+            Ray ray = GetMouseRay(GetMousePosition(), camera);
+
+            // Check collision between ray and box
+            bool collision = CheckCollisionRayBox(ray,
+                            (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
+                                          (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
+            if(collision) 
+            {
+            	// generate new random colors
+                light = GenerateRandomColor(0.5f, 0.78f);
+                dark = GenerateRandomColor(0.4f, 0.58f);
+            }
+        }
+        
+        // Handle text layers changes
+        if(IsKeyPressed(KEY_HOME)){ if(layers > 1) --layers; }
+        else if(IsKeyPressed(KEY_END)) { if(layers < TEXT_MAX_LAYERS) ++layers; }
+        
+        // Handle text changes
+        if(IsKeyPressed(KEY_LEFT)) fontSize -= 0.5f;
+        else if(IsKeyPressed(KEY_RIGHT)) fontSize += 0.5f;
+        else if(IsKeyPressed(KEY_UP)) fontSpacing -= 0.1f;
+        else if(IsKeyPressed(KEY_DOWN)) fontSpacing += 0.1f;
+        else if(IsKeyPressed(KEY_PAGE_UP)) lineSpacing -= 0.1f;
+        else if(IsKeyPressed(KEY_PAGE_DOWN)) lineSpacing += 0.1f;
+        else if(IsKeyDown(KEY_INSERT)) layerDistance -= 0.001f;
+        else if(IsKeyDown(KEY_DELETE)) layerDistance += 0.001f;
+        else if(IsKeyPressed(KEY_TAB)) 
+        {
+            // enable /disable multicolor mode
+            multicolor = !multicolor;
+            
+            if(multicolor) 
+            {
+                // Fill color array with random colors
+                for(int i=0; i<TEXT_MAX_LAYERS; ++i) 
+                {
+                    multi[i] = GenerateRandomColor(0.5f, 0.8f);
+                    multi[i].a = GetRandomValue(0, 255);
+                }
+            }
+        }
+        
+        // Handle text input
+        int ch = GetCharPressed();
+        if(IsKeyPressed(KEY_BACKSPACE)) 
+        {
+            // remove last char
+            int len = TextLength(text);
+            if(len > 0) text[len-1] = '\0';
+        } 
+        else if(IsKeyPressed(KEY_ENTER)) 
+        {
+            // handle newline
+            int len = TextLength(text);
+            if(len < sizeof(text)-1) {
+                text[len] = '\n'; 
+                text[len+1] ='\0';
+            }
+        } 
+        else
+        {
+            // append only printable chars
+            int len = TextLength(text);
+            if(len < sizeof(text)-1) {
+                text[len] = ch; 
+                text[len+1] ='\0';
+            }
+        }
+        
+        // Measure 3D text so we can center it
+        tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
+        
+        UpdateCamera(&camera);          // Update camera
+        quads = 0;                      // Reset quad counter
+        time += GetFrameTime();         // Update timer needed by `DrawTextWave3D()`
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(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/raylib-billboards-advanced-use/
+                BeginShaderMode(alphaDiscard);
+                    
+                    // Draw the 3D text above the red cube
+                    rlPushMatrix();
+                        rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
+                        rlRotatef(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, (Vector3){-tbox.x/2.0f, layerDistance*i, -4.5f}, fontSize, fontSpacing, lineSpacing, true, &wcfg, time, clr);
+                        }
+                        
+                        if(SHOW_TEXT_BOUNDRY) // draw the text boundry if set
+                            DrawCubeWiresV((Vector3){0.0f, 0.0f, -4.5f+tbox.z/2}, tbox, dark);
+                    rlPopMatrix();
+                    
+                    // Don't draw the letter boundries for the 3D text below
+                    bool slb = SHOW_LETTER_BOUNDRY;
+                    SHOW_LETTER_BOUNDRY = false;
+                    
+                    // Draw 3D options (use default font)
+                    //-------------------------------------------------------------------------
+                    rlPushMatrix();
+                        rlRotatef(180.0f, 0.0f, 1.0f, 0.0f);
+                        char* opt = (char*)TextFormat("< SIZE: %2.1f >", fontSize);
+                        quads += TextLength(opt);
+                        Vector3 m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        Vector3 pos = { -m.x/2.0f, 0.01f, 2.0f};
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+                        pos.z += 0.5f + m.z;
+                        
+                        opt = (char*)TextFormat("< SPACING: %2.1f >", fontSpacing);
+                        quads += TextLength(opt);
+                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        pos.x = -m.x/2.0f;
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+                        pos.z += 0.5f + m.z;
+                        
+                        opt = (char*)TextFormat("< LINE: %2.1f >", lineSpacing);
+                        quads += TextLength(opt);
+                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        pos.x = -m.x/2.0f;
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, BLUE);
+                        pos.z += 1.0f + m.z;
+                        
+                        opt = (char*)TextFormat("< LBOX: %3s >", slb ?"ON":"OFF");
+                        quads += TextLength(opt);
+                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        pos.x = -m.x/2.0f;
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
+                        pos.z += 0.5f + m.z;
+                        
+                        opt = (char*)TextFormat("< TBOX: %3s >", SHOW_TEXT_BOUNDRY ?"ON":"OFF");
+                        quads += TextLength(opt);
+                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        pos.x = -m.x/2.0f;
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, RED);
+                        pos.z += 0.5f + m.z;
+                        
+                        opt = (char*)TextFormat("< LAYER DISTANCE: %.3f >", layerDistance);
+                        quads += TextLength(opt);
+                        m = MeasureText3D(GetFontDefault(), opt, 8.0f, 1.0f, 0.0f);
+                        pos.x = -m.x/2.0f;
+                        DrawText3D(GetFontDefault(), opt, pos, 8.0f, 1.0f, 0.0f, false, DARKPURPLE);
+                    rlPopMatrix();
+                    //-------------------------------------------------------------------------
+                    
+                    // Draw 3D info text (use default font)
+                    //-------------------------------------------------------------------------
+                    opt = "All the text displayed here is in 3D";
+                    quads += 36;
+                    m = MeasureText3D(GetFontDefault(), opt, 10.0f, 0.5f, 0.0f);
+                    pos = (Vector3){-m.x/2.0f, 0.01f, 2.0f};
+                    DrawText3D(GetFontDefault(), opt, pos, 10.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    pos.z += 1.5f + m.z;
+                    
+                    opt = "press [Left]/[Right] to change the font size";
+                    quads += 44;
+                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+                    pos.x = -m.x/2.0f;
+                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    pos.z += 0.5f + m.z;
+                    
+                    opt = "press [Up]/[Down] to change the font spacing";
+                    quads += 44;
+                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+                    pos.x = -m.x/2.0f;
+                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    pos.z += 0.5f + m.z;
+                    
+                    opt = "press [PgUp]/[PgDown] to change the line spacing";
+                    quads += 48;
+                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+                    pos.x = -m.x/2.0f;
+                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    pos.z += 0.5f + m.z;
+                    
+                    opt = "press [F1] to toggle the letter boundry";
+                    quads += 39;
+                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+                    pos.x = -m.x/2.0f;
+                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    pos.z += 0.5f + m.z;
+                    
+                    opt = "press [F2] to toggle the text boundry";
+                    quads += 37;
+                    m = MeasureText3D(GetFontDefault(), opt, 6.0f, 0.5f, 0.0f);
+                    pos.x = -m.x/2.0f;
+                    DrawText3D(GetFontDefault(), opt, pos, 6.0f, 0.5f, 0.0f, false, DARKBLUE);
+                    //-------------------------------------------------------------------------
+                    
+                    SHOW_LETTER_BOUNDRY = 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, BLACK);
+            
+            quads += TextLength(text)*2*layers;
+            char* tmp = (char*)TextFormat("%2i layer(s) | %s camera | %4i quads (%4i verts)", layers, spin ? "ORBITAL" : "FREE", quads, quads*4);
+            int width = MeasureText(tmp, 10);
+            DrawText(tmp, screenWidth - 20 - width, 10, 10, DARKGREEN);
+            
+            tmp = "[Home]/[End] to add/remove 3D text layers";
+            width = MeasureText(tmp, 10);
+            DrawText(tmp, screenWidth - 20 - width, 25, 10, DARKGRAY);
+            
+            tmp = "[Insert]/[Delete] to increase/decrease distance between layers";
+            width = MeasureText(tmp, 10);
+            DrawText(tmp, screenWidth - 20 - width, 40, 10, DARKGRAY);
+            
+            tmp = "click the [CUBE] for a random color";
+            width = MeasureText(tmp, 10);
+            DrawText(tmp, screenWidth - 20 - width, 55, 10, DARKGRAY);
+            
+            tmp = "[Tab] to toggle multicolor mode";
+            width = MeasureText(tmp, 10);
+            DrawText(tmp, screenWidth - 20 - width, 70, 10, DARKGRAY);
+            //-------------------------------------------------------------------------
+            
+            DrawFPS(10, 10);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadFont(font);
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}
+
+
+
+//--------------------------------------------------------------------------------------
+// Module Functions Definitions
+//--------------------------------------------------------------------------------------
+
+// Draw codepoint at specified position in 3D space
+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 += (float)(font.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
+    position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(float)font.baseSize*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 = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
+                         font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
+    
+    float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
+    float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*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)
+        const float tx = srcRec.x/font.texture.width;
+        const float ty = srcRec.y/font.texture.height;
+        const float tw = (srcRec.x+srcRec.width)/font.texture.width;
+        const float th = (srcRec.y+srcRec.height)/font.texture.height;
+        
+        if(SHOW_LETTER_BOUNDRY)
+            DrawCubeWiresV((Vector3){ position.x+width/2, position.y, position.z+height/2}, (Vector3){width, LETTER_BOUNDRY_SIZE, height}, LETTER_BOUDRY_COLOR);
+
+#if defined(RAYLIB_NEW_RLGL)
+        rlCheckRenderBatchLimit(4+4*backface);
+        rlSetTexture(font.texture.id);
+#else
+        if (rlCheckBufferLimit(4+4*backface)) rlglDraw();
+        rlEnableTexture(font.texture.id);
+#endif
+        rlPushMatrix();
+            rlTranslatef(position.x, position.y, position.z);
+            
+            rlBegin(RL_QUADS);
+                rlColor4ub(tint.r, tint.g, tint.b, tint.a);
+            
+                // Front Face
+                rlNormal3f(0.0f, 1.0f, 0.0f);                                   // Normal Pointing Up
+                rlTexCoord2f(tx, ty); rlVertex3f(x,         y, z);              // Top Left Of The Texture and Quad
+                rlTexCoord2f(tx, th); rlVertex3f(x,         y, z + height);     // Bottom Left Of The Texture and Quad
+                rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height);     // Bottom Right Of The Texture and Quad
+                rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z);              // Top Right Of The Texture and Quad
+            
+                if(backface)
+                {
+                    // Back Face
+                    rlNormal3f(0.0f, -1.0f, 0.0f);                              // Normal Pointing Down
+                    rlTexCoord2f(tx, ty); rlVertex3f(x,         y, z);          // Top Right Of The Texture and Quad
+                    rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z);          // Top Left Of The Texture and Quad
+                    rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
+                    rlTexCoord2f(tx, th); rlVertex3f(x,         y, z + height); // Bottom Right Of The Texture and Quad
+                }
+            rlEnd();
+        rlPopMatrix();
+
+#if defined(RAYLIB_NEW_RLGL)
+        rlSetTexture(0);
+#else
+        rlDisableTexture();
+#endif
+     
+    }
+}
+
+
+void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
+{
+    int length = TextLength(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 = GetNextCodepoint(&text[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 += scale + lineSpacing/(float)font.baseSize*scale;
+            textOffsetX = 0.0f;
+        }
+        else
+        {
+            if ((codepoint != ' ') && (codepoint != '\t'))
+            {
+                DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
+            }
+
+            if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
+            else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
+        }
+
+        i += codepointByteCount;   // Move text bytes counter to next codepoint
+    }
+}
+
+Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) 
+{
+    int len = TextLength(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++)
+    {
+        lenCounter++;
+
+        int next = 0;
+        letter = GetNextCodepoint(&text[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 (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
+            else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
+        }
+        else
+        {
+            if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+            lenCounter = 0;
+            textWidth = 0.0f;
+            textHeight += scale + lineSpacing/(float)font.baseSize*scale;
+        }
+
+        if (tempLen < lenCounter) tempLen = lenCounter;
+    }
+
+    if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+
+    Vector3 vec = { 0 };
+    vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
+    vec.y = 0.25f;
+    vec.z = textHeight;
+
+    return vec;
+}
+
+
+void DrawTextWave3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, WaveTextConfig* config, float time, Color tint)
+{
+    int length = TextLength(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 = GetNextCodepoint(&text[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 += scale + lineSpacing/(float)font.baseSize*scale;
+            textOffsetX = 0.0f;
+            k = 0;
+        }
+        else if (codepoint == '~')
+        {
+            if (GetNextCodepoint(&text[i+1], &codepointByteCount) == '~') 
+            {
+                codepointByteCount += 1;
+                wave = !wave;
+            }
+        }
+        else
+        {
+            if ((codepoint != ' ') && (codepoint != '\t'))
+            {
+                Vector3 pos = position;
+                if (wave) // Apply the wave effect
+                {
+                    pos.x += sinf(time*config->waveSpeed.x-k*config->waveOffset.x)*config->waveRange.x;
+                    pos.y += sinf(time*config->waveSpeed.y-k*config->waveOffset.y)*config->waveRange.y;
+                    pos.z += sinf(time*config->waveSpeed.z-k*config->waveOffset.z)*config->waveRange.z;
+                }
+                
+                DrawTextCodepoint3D(font, codepoint, (Vector3){ pos.x + textOffsetX, pos.y, pos.z + textOffsetY }, fontSize, backface, tint);
+            }
+
+            if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
+            else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
+        }
+
+        i += codepointByteCount;   // Move text bytes counter to next codepoint
+    }
+}
+
+Vector3 MeasureTextWave3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) 
+{
+    int len = TextLength(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++)
+    {
+        lenCounter++;
+
+        int next = 0;
+        letter = GetNextCodepoint(&text[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 == '~' && GetNextCodepoint(&text[i+1], &next) == '~')
+            {
+                i++;
+            }
+            else
+            {
+                if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
+                else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
+            }
+        }
+        else
+        {
+            if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+            lenCounter = 0;
+            textWidth = 0.0f;
+            textHeight += scale + lineSpacing/(float)font.baseSize*scale;
+        }
+
+        if (tempLen < lenCounter) tempLen = lenCounter;
+    }
+
+    if (tempTextWidth < textWidth) tempTextWidth = textWidth;
+
+    Vector3 vec = { 0 };
+    vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
+    vec.y = 0.25f;
+    vec.z = textHeight;
+
+    return vec;
+}
+
+Color GenerateRandomColor(float s, float v)
+{
+    const float Phi = 0.618033988749895; // golden ratio conjugate
+    float h = GetRandomValue(0, 360);
+    h = fmodf((h + h*Phi), 360.0f);
+    return ColorFromHSV(h, s, v);
+}

BIN
examples/text/text_draw_3d.png