examples review

This commit is contained in:
Ray 2019-05-17 01:17:40 +02:00
parent ce87d2ced4
commit 970f1e8ff1
19 changed files with 64 additions and 36 deletions

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info face="Symbola" size=-64 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=2
common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="emoji_0.png"
page id=0 file="emoji.png"
chars count=187
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char id=9752 x=366 y=396 width=57 height=59 xoffset=0 yoffset=10 xadvance=58 page=0 chnl=15

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info face="Noto Serif CJK JP" size=-16 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=1
common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="notoCJK_0.png"
page id=0 file="notoCJK.png"
chars count=576
char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
char id=33 x=449 y=285 width=5 height=14 xoffset=0 yoffset=5 xadvance=5 page=0 chnl=15

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#version 100
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// 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 = texture2D(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
// Calculate final fragment color
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
}

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@ -11,6 +11,12 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// Initialization
@ -47,7 +53,7 @@ int main()
UnloadImage(atlas);
// Load SDF required shader (we use default vertex shader)
Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
Vector2 fontPosition = { 40, screenHeight/2 - 50 };

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@ -156,7 +156,7 @@ int main(int argc, char **argv)
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib - unicode test");
InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
// Load the font resources
// NOTE: fontAsian is for asian languages,