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Added new example: text_font_sdf

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+ 1 - 0
examples/Makefile

@@ -390,6 +390,7 @@ EXAMPLES = \
     text/text_ttf_loading \
     text/text_ttf_loading \
     text/text_bmfont_unordered \
     text/text_bmfont_unordered \
     text/text_input_box \
     text/text_input_box \
+    text/text_font_sdf \
     models/models_geometric_shapes \
     models/models_geometric_shapes \
     models/models_box_collisions \
     models/models_box_collisions \
     models/models_billboard \
     models/models_billboard \

BIN
examples/text/resources/AnonymousPro-Bold.ttf


+ 94 - 0
examples/text/resources/AnonymousPro_OFL.txt

@@ -0,0 +1,94 @@
+Copyright (c) 2009, Mark Simonson (http://www.ms-studio.com, [email protected]),
+with Reserved Font Name Anonymous Pro.
+
+This Font Software is licensed under the SIL Open Font License, Version 1.1.
+This license is copied below, and is also available with a FAQ at:
+http://scripts.sil.org/OFL
+
+
+-----------------------------------------------------------
+SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
+-----------------------------------------------------------
+
+PREAMBLE
+The goals of the Open Font License (OFL) are to stimulate worldwide
+development of collaborative font projects, to support the font creation
+efforts of academic and linguistic communities, and to provide a free and
+open framework in which fonts may be shared and improved in partnership
+with others.
+
+The OFL allows the licensed fonts to be used, studied, modified and
+redistributed freely as long as they are not sold by themselves. The
+fonts, including any derivative works, can be bundled, embedded, 
+redistributed and/or sold with any software provided that any reserved
+names are not used by derivative works. The fonts and derivatives,
+however, cannot be released under any other type of license. The
+requirement for fonts to remain under this license does not apply
+to any document created using the fonts or their derivatives.
+
+DEFINITIONS
+"Font Software" refers to the set of files released by the Copyright
+Holder(s) under this license and clearly marked as such. This may
+include source files, build scripts and documentation.
+
+"Reserved Font Name" refers to any names specified as such after the
+copyright statement(s).
+
+"Original Version" refers to the collection of Font Software components as
+distributed by the Copyright Holder(s).
+
+"Modified Version" refers to any derivative made by adding to, deleting,
+or substituting -- in part or in whole -- any of the components of the
+Original Version, by changing formats or by porting the Font Software to a
+new environment.
+
+"Author" refers to any designer, engineer, programmer, technical
+writer or other person who contributed to the Font Software.
+
+PERMISSION & CONDITIONS
+Permission is hereby granted, free of charge, to any person obtaining
+a copy of the Font Software, to use, study, copy, merge, embed, modify,
+redistribute, and sell modified and unmodified copies of the Font
+Software, subject to the following conditions:
+
+1) Neither the Font Software nor any of its individual components,
+in Original or Modified Versions, may be sold by itself.
+
+2) Original or Modified Versions of the Font Software may be bundled,
+redistributed and/or sold with any software, provided that each copy
+contains the above copyright notice and this license. These can be
+included either as stand-alone text files, human-readable headers or
+in the appropriate machine-readable metadata fields within text or
+binary files as long as those fields can be easily viewed by the user.
+
+3) No Modified Version of the Font Software may use the Reserved Font
+Name(s) unless explicit written permission is granted by the corresponding
+Copyright Holder. This restriction only applies to the primary font name as
+presented to the users.
+
+4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
+Software shall not be used to promote, endorse or advertise any
+Modified Version, except to acknowledge the contribution(s) of the
+Copyright Holder(s) and the Author(s) or with their explicit written
+permission.
+
+5) The Font Software, modified or unmodified, in part or in whole,
+must be distributed entirely under this license, and must not be
+distributed under any other license. The requirement for fonts to
+remain under this license does not apply to any document created
+using the Font Software.
+
+TERMINATION
+This license becomes null and void if any of the above conditions are
+not met.
+
+DISCLAIMER
+THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
+MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
+OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
+COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
+DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
+OTHER DEALINGS IN THE FONT SOFTWARE.

+ 26 - 0
examples/text/resources/shaders/sdf.fs

@@ -0,0 +1,26 @@
+#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;
+
+// NOTE: Add here your custom variables
+const float smoothing = 1.0/16.0;
+
+void main()
+{
+    // Texel color fetching from texture sampler
+    // NOTE: Calculate alpha using signed distance field (SDF)
+    float distance = texture(texture0, fragTexCoord).a;
+    float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
+    
+    // Calculate final fragment color
+    finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
+}

+ 123 - 0
examples/text/text_font_sdf.c

@@ -0,0 +1,123 @@
+/*******************************************************************************************
+*
+*   raylib [text] example - TTF loading and usage
+*
+*   This example has been created using raylib 1.3.0 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
+
+    // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
+    
+    const char msg[50] = "Signed Distance Fields";
+
+    // Default font generation from TTF font
+    Font fontDefault = { 0 };
+    fontDefault.baseSize = 16;
+    fontDefault.charsCount = 95;
+    // Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
+    fontDefault.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 95, false);
+    // Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
+    Image atlas = GenImageFontAtlas(fontDefault.chars, 95, 16, 4, 0);
+    fontDefault.texture = LoadTextureFromImage(atlas);
+    UnloadImage(atlas);
+    
+    // SDF font generation from TTF font
+    // NOTE: SDF chars data is generated with LoadFontData(), it's just a bool option
+    Font fontSDF = { 0 };
+    fontSDF.baseSize = 16;
+    fontSDF.charsCount = 95;
+    // Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
+    fontSDF.chars = LoadFontData("resources/AnonymousPro-Bold.ttf", 16, 0, 0, true);
+    // Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
+    atlas = GenImageFontAtlas(fontSDF.chars, 95, 16, 0, 1);
+    fontSDF.texture = LoadTextureFromImage(atlas);
+    UnloadImage(atlas);
+    
+    // Load SDF required shader (we use default vertex shader)
+    Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
+    SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
+
+    Vector2 fontPosition = { 40, screenHeight/2 - 50 };
+    Vector2 textSize = { 0.0f };
+    float fontSize = 16.0f;
+    int currentFont = 0;    // 0 - fontDefault, 1 - fontSDF
+
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        fontSize += GetMouseWheelMove()*8.0f;
+        
+        if (fontSize < 6) fontSize = 6;
+        
+        if (IsKeyDown(KEY_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(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, BLACK);
+                EndShaderMode();            // Activate our default shader for next drawings
+                
+                DrawTexture(fontSDF.texture, 10, 10, BLACK);
+            }
+            else 
+            {
+                DrawTextEx(fontDefault, msg, fontPosition, fontSize, 0, BLACK);
+                DrawTexture(fontDefault.texture, 10, 10, BLACK);
+            }
+
+            DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
+            DrawText(FormatText("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
+            DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
+
+            DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, MAROON);
+      
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadFont(fontDefault);    // Default font unloading
+    UnloadFont(fontSDF);        // SDF font unloading
+    
+    UnloadShader(shader);       // Unload SDF shader
+    
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}

BIN
examples/text/text_font_sdf.png