font sdf
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//! raylib [text] example - font sdf
//!
//! Zig-API translation of examples/text/text_font_sdf.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
const std = @import("std");
const rl = @import("raylib");
const glsl_version = 330; // Desktop GLSL version
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [text] example - font sdf");
defer rl.closeWindow(); // Close window and OpenGL context
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
const msg = "Signed Distance Fields";
// Loading file to memory
const file_data = try rl.loadFileData("resources/anonymous_pro_bold.ttf");
// Default font generation from TTF font
// Parameters > font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
const font_default = try fontFromData(file_data, .default, 4, 0);
defer rl.unloadFont(font_default); // Default font unloading
// SDF font generation from TTF font
// Parameters > font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
const font_sdf = try fontFromData(file_data, .sdf, 0, 1);
defer rl.unloadFont(font_sdf); // SDF font unloading
rl.unloadFileData(file_data); // Free memory from loaded file
// Load SDF required shader (we use default vertex shader)
const shader = try rl.loadShader(null, rl.textFormat("resources/shaders/glsl{d}/sdf.fs", .{glsl_version}));
defer rl.unloadShader(shader); // Unload SDF shader
rl.setTextureFilter(font_sdf.texture, .bilinear); // Required for SDF font
var font_position: rl.Vector2 = .{ .x = 40, .y = screen_height / 2.0 - 50 };
var text_size: rl.Vector2 = .{ .x = 0.0, .y = 0.0 };
var font_size: f32 = 16.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
font_size += rl.getMouseWheelMove() * 8.0;
if (font_size < 6) font_size = 6;
const use_sdf = rl.isKeyDown(.space);
const font = if (use_sdf) font_sdf else font_default;
text_size = rl.measureTextEx(font, msg, font_size, 0);
font_position.x = @as(f32, @floatFromInt(rl.getScreenWidth())) / 2 - text_size.x / 2;
font_position.y = @as(f32, @floatFromInt(rl.getScreenHeight())) / 2 - text_size.y / 2 + 80;
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
if (use_sdf) {
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
rl.beginShaderMode(shader); // Activate SDF font shader
rl.drawTextEx(font_sdf, msg, font_position, font_size, 0, .black);
rl.endShaderMode(); // Activate our default shader for next drawings
rl.drawTexture(font_sdf.texture, 10, 10, .black);
} else {
rl.drawTextEx(font_default, msg, font_position, font_size, 0, .black);
rl.drawTexture(font_default.texture, 10, 10, .black);
}
if (use_sdf) {
rl.drawText("SDF!", 320, 20, 80, .red);
} else {
rl.drawText("default font", 315, 40, 30, .gray);
}
rl.drawText("FONT SIZE: 16.0", rl.getScreenWidth() - 240, 20, 20, .dark_gray);
rl.drawText(rl.textFormat("RENDER SIZE: {d:.2}", .{font_size}), rl.getScreenWidth() - 240, 50, 20, .dark_gray);
rl.drawText("Use MOUSE WHEEL to SCALE TEXT!", rl.getScreenWidth() - 240, 90, 10, .dark_gray);
rl.drawText("HOLD SPACE to USE SDF FONT VERSION!", 340, rl.getScreenHeight() - 30, 20, .maroon);
}
}
/// Build a 16 px font from TTF file data: the default 95 glyphs (from 32, Space)
/// rasterized as `font_type`, packed into an atlas texture.
fn fontFromData(file_data: []const u8, font_type: rl.FontType, padding: i32, pack_method: i32) !rl.Font {
const font_size = 16;
// Loading font data from memory data
// No glyphs array provided (null): the 95 default glyphs are generated
const glyphs = try rl.loadFontData(file_data, font_size, null, font_type);
var font = std.mem.zeroes(rl.Font);
font.baseSize = font_size;
font.glyphCount = @intCast(glyphs.len);
font.glyphs = glyphs.ptr;
const atlas = rl.genImageFontAtlas(glyphs, &font.recs, font_size, padding, pack_method);
defer rl.unloadImage(atlas);
font.texture = try rl.loadTextureFromImage(atlas);
return font;
}/*******************************************************************************************
*
* raylib [text] example - font sdf
*
* Example complexity rating: [★★★☆] 3/4
*
* 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#include <stdlib.h>
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - font sdf");
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
const char msg[50] = "Signed Distance Fields";
// Loading file to memory
int fileSize = 0;
unsigned char *fileData = LoadFileData("resources/anonymous_pro_bold.ttf", &fileSize);
// Default font generation from TTF font
Font fontDefault = { 0 };
fontDefault.baseSize = 16;
fontDefault.glyphCount = 95;
// Loading font data from memory data
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
fontDefault.glyphs = LoadFontData(fileData, fileSize, 16, 0, 95, FONT_DEFAULT, &fontDefault.glyphCount);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
Image atlas = GenImageFontAtlas(fontDefault.glyphs, &fontDefault.recs, 95, 16, 4, 0);
fontDefault.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
// SDF font generation from TTF font
Font fontSDF = { 0 };
fontSDF.baseSize = 16;
fontSDF.glyphCount = 95;
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
fontSDF.glyphs = LoadFontData(fileData, fileSize, 16, 0, 0, FONT_SDF, &
fontSDF.glyphCount);
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
atlas = GenImageFontAtlas(fontSDF.glyphs, &fontSDF.recs, 95, 16, 0, 1);
fontSDF.texture = LoadTextureFromImage(atlas);
UnloadImage(atlas);
UnloadFileData(fileData); // Free memory from loaded file
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, TEXTURE_FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2.0f - 50 };
Vector2 textSize = { 0.0f, 0.0f };
float fontSize = 16.0f;
int currentFont = 0; // 0 - fontDefault, 1 - fontSDF
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()*8.0f;
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 = (float)GetScreenWidth()/2 - textSize.x/2;
fontPosition.y = (float)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);
}
if (currentFont == 1) DrawText("SDF!", 320, 20, 80, RED);
else DrawText("default font", 315, 40, 30, GRAY);
DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %02.02f", fontSize), GetScreenWidth() - 240, 50, 20, DARKGRAY);
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, DARKGRAY);
DrawText("HOLD 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;
}From raylib 6.2. The original on GitHub.