/******************************************************************************************* * * raylib [text] example - Font SDF loading * * 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) 2015-2023 Ramon Santamaria (@raysan5) * ********************************************************************************************/ const GLSL_VERSION= 330 // Initialization //-------------------------------------------------------------------------------------- const screenWidth = 800 const screenHeight = 450 initWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts") // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required) const msg = "Signed Distance Fields" // font generation from TTF font const font = loadFontEx("resources/anonymous_pro_bold.ttf", 16, null, 0) // Load SDF required shader (we use default vertex shader) const shader = loadShader(0, "resources/shaders/glsl"+GLSL_VERSION+"/sdf.fs") setTextureFilter(font.texture, TEXTURE_FILTER_BILINEAR) // Required for SDF font const fontPosition = new Vector2( 40, screenHeight/2 - 50 ) let fontSize = 16 setTargetFPS(60) // Set our game to run at 60 frames-per-second // Main game loop while (!windowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- fontSize += getMouseWheelMove()*8 if (fontSize < 6) fontSize = 6 let useSDF= isKeyDown(KEY_SPACE) let textSize = measureTextEx(font, msg, fontSize, 0) fontPosition.x = getScreenWidth()/2 - textSize.x/2 fontPosition.y = getScreenHeight()/2 - textSize.y/2 + 80 //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- beginDrawing() { clearBackground(RAYWHITE) // NOTE: SDF fonts require a custom SDf shader to compute fragment color if(useSDF) beginShaderMode(shader) // Activate SDF font shader drawTextEx(font, msg, fontPosition, fontSize, 0, BLACK) if(useSDF) endShaderMode() // Activate our default shader for next drawings drawTexture(font.texture, 10, 10, BLACK) drawText( useSDF ? "SDF!" : "default shader", 315, 40, 30, GRAY) drawText("FONT SIZE: 16.0", getScreenWidth() - 240, 20, 20, DARKGRAY) drawText("RENDER SIZE: "+ fontSize, getScreenWidth() - 240, 50, 20, DARKGRAY) drawText("Use MOUSE WHEEL to SCALE TEXT!", getScreenWidth() - 240, 90, 10, DARKGRAY) drawText("HOLD SPACE to USE SDF SHADER!", 340, getScreenHeight() - 30, 20, MAROON) } endDrawing() //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- unloadFont(font) // font unloading unloadShader(shader) // Unload SDF shader closeWindow() // Close window and OpenGL context //--------------------------------------------------------------------------------------