Created
June 23, 2026 00:31
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Text 3d render using rlgl raylib. zig.
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| // working | |
| const rl = @import("raylib"); | |
| // https://github.com/raylib-zig/raylib-zig | |
| const rlgl = rl.gl; // raylib rlgl | |
| pub fn main() anyerror!void { | |
| // Initialization | |
| const screen_width = 800; | |
| const screen_height = 450; | |
| rl.initWindow(screen_width, screen_height, "raylib-zig - 2D Text on 3D Plane"); | |
| defer rl.closeWindow(); | |
| rl.disableCursor(); // Keeps the mouse locked to the window center | |
| // 1. Create a Render Texture to hold our text "canvas" | |
| const tex_width = 256; | |
| const tex_height = 64; | |
| const target = try rl.loadRenderTexture(tex_width, tex_height); | |
| defer rl.unloadRenderTexture(target); | |
| // 2. Set up a basic 3D Camera | |
| var camera = rl.Camera3D{ | |
| .position = rl.Vector3{ .x = 0.0, .y = 2.0, .z = 5.0 }, | |
| .target = rl.Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }, | |
| .up = rl.Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, | |
| .fovy = 45.0, | |
| .projection = .perspective, | |
| }; | |
| rl.setTargetFPS(60); | |
| // Main game loop | |
| while (!rl.windowShouldClose()) { | |
| // Update Camera (allows you to orbit around to see the 3D effect) | |
| // rl.updateCamera(&camera, .orbital); | |
| rl.updateCamera(&camera, .first_person); | |
| // 3. Render the 2D text onto our Render Texture | |
| rl.beginTextureMode(target); | |
| rl.clearBackground(.blank); // Transparent background | |
| rl.drawText("Hello 3D Plane!", 10, 20, 24, .blue); | |
| rl.endTextureMode(); | |
| // 4. Draw the 3D Scene | |
| rl.beginDrawing(); | |
| rl.clearBackground(.ray_white); | |
| rl.beginMode3D(camera); | |
| // Draw a grid for spatial reference | |
| rl.drawGrid(10, 1.0); | |
| // --- Draw Flat Static 3D Text Quad --- | |
| // 1. Bind our text texture ID directly to the GPU shader context | |
| rlgl.rlSetTexture(target.texture.id); | |
| // 1. Save current matrix state | |
| rlgl.rlPushMatrix(); | |
| // 2. Position the text plane in your 3D world (X, Y, Z) | |
| rlgl.rlTranslatef(0.0, 1.0, 0.0); | |
| // 3. Rotate 90 degrees around the X-axis to stand the text upright | |
| rlgl.rlRotatef(90.0, 1.0, 0.0, 0.0); | |
| // 2. Start drawing a Quad. Zig enums map this to .quads | |
| // rlgl.rlBegin(rlgl.quads); | |
| rlgl.rlBegin(rlgl.rl_quads); | |
| rlgl.rlColor4ub(255, 255, 255, 255); // Keep original texture colors | |
| // Corner 1: Top-Left (Texture mappings use f32 ranges from 0.0 to 1.0) | |
| rlgl.rlTexCoord2f(0.0, 1.0); | |
| rlgl.rlVertex3f(-1.5, 0.01, -0.5); | |
| // Corner 2: Bottom-Left | |
| rlgl.rlTexCoord2f(0.0, 0.0); | |
| rlgl.rlVertex3f(-1.5, 0.01, 0.5); | |
| // Corner 3: Bottom-Right | |
| rlgl.rlTexCoord2f(1.0, 0.0); | |
| rlgl.rlVertex3f(1.5, 0.01, 0.5); | |
| // Corner 4: Top-Right | |
| rlgl.rlTexCoord2f(1.0, 1.0); | |
| rlgl.rlVertex3f(1.5, 0.01, -0.5); | |
| // 3. Finalize drawing geometry | |
| rlgl.rlEnd(); | |
| // 4. Reset texture state back to 0 so other 3D items draw correctly | |
| rlgl.rlSetTexture(0); | |
| rlgl.rlPopMatrix(); | |
| // ------------------------------------- | |
| rl.endMode3D(); | |
| // Optional: Draw instructions on the 2D UI screen layer | |
| rl.drawText("Hold right-click & drag mouse to rotate camera", 10, 10, 10, .dark_gray); | |
| rl.endDrawing(); | |
| } | |
| } |
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