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import { Shader, Uniform1f, Uniform4f, UniformMatrix3fv } from "./shader";
import { Texture } from "./texture";
import { DefaultRenderable } from "./renderer";
import { IndexBuffer, VertexBuffer } from "./buffer";
import { VertexBufferLayout, VertexArray } from "./vertexBufferLayout";
import { robotoMsdfJson } from "../assets";
import { GlypInfo } from "./text";
export enum Align {
Begin,
End,
Middle,
}
export type FontAtlas = {
atlas: AtlasMeta,
metrics: Metrics,
glyphs: Glyph[],
}
export type AtlasMeta = {
type: string,
distanceRange: number,
size: number,
width: number,
height: number,
yOrigin: string,
}
export type Metrics = {
emSize: number,
lineHeight: number,
ascender: number,
descender: number,
underlineY: number,
underlineThickness: number,
}
export type Glyph = {
unicode: number,
advance: number,
planeBounds?: Bounds,
atlasBounds?: Bounds,
}
export type Bounds = {
left: number,
bottom: number,
right: number,
top: number,
}
export class MsdfLabelFactory {
texture: Texture;
font: FontAtlas;
shader: Shader;
constructor(gl: WebGLRenderingContext, fontTexture: Texture, font: FontAtlas, shader: Shader) {
this.texture = fontTexture;
this.font = font;
this.shader = shader;
}
build(gl: WebGLRenderingContext, transform?: UniformMatrix3fv): Label {
return new Label(gl, this.shader, this.texture, this.font, transform);
}
}
export class Label {
inner: DefaultRenderable;
font: FontAtlas;
charAtlas: {[unicodeNumber: number]: Glyph};
constructor(gl: WebGLRenderingContext, shader: Shader, tex: Texture, font: FontAtlas, transform: UniformMatrix3fv) {
this.font = font;
this.charAtlas = {}
this.font.glyphs.forEach((glyph) => {
this.charAtlas[glyph.unicode] = glyph;
});
const uniforms = {
"u_trans": transform,
"u_trans_next": transform,
"u_fgColor": new Uniform4f([1.0, 1.0, 1.0, 1.0]),
"u_bgColor": new Uniform4f([0.0, 0.0, 0.0, 1.0]),
"u_distanceRange": new Uniform1f(font.atlas.distanceRange),
"u_glyphSize": new Uniform1f(font.atlas.size),
};
const ib = new IndexBuffer(gl, []);
const vb_pos = new VertexBuffer(gl, []);
const vb_tex = new VertexBuffer(gl, []);
const layout_pos = new VertexBufferLayout();
layout_pos.push(gl.FLOAT, 2, 4, "a_position");
const layout_tex = new VertexBufferLayout();
layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
const vao = new VertexArray();
vao.addBuffer(vb_pos, layout_pos);
vao.addBuffer(vb_tex, layout_tex);
this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms);
}
getRenderable(): DefaultRenderable {
return this.inner;
}
setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) {
const idxs = [];
const verts_pos = [];
const verts_tex = [];
let xPos = 0;
let yPos = 0;
switch (v_align) {
case Align.Begin:
yPos = -1;
break;
case Align.End:
yPos = 0;
break;
case Align.Middle:
yPos = -0.5;
break;
}
// track position in the index buffer
let bufPos = 0;
for (let charIndex = 0; charIndex < text.length; charIndex++) {
let char = this.charAtlas[text.charCodeAt(charIndex)]
if (char.atlasBounds && char.planeBounds) {
verts_pos.push(xPos + char.planeBounds.left, yPos-char.planeBounds.top);
verts_pos.push(xPos + char.planeBounds.right, yPos-char.planeBounds.top);
verts_pos.push(xPos + char.planeBounds.left, yPos-char.planeBounds.bottom);
verts_pos.push(xPos + char.planeBounds.right, yPos-char.planeBounds.bottom);
const atlasWidth = this.font.atlas.width;
const atlasHeight = this.font.atlas.height;
verts_tex.push(char.atlasBounds.left / atlasWidth, char.atlasBounds.top / atlasHeight);
verts_tex.push(char.atlasBounds.right / atlasWidth, char.atlasBounds.top / atlasHeight);
verts_tex.push(char.atlasBounds.left / atlasWidth, char.atlasBounds.bottom / atlasHeight);
verts_tex.push(char.atlasBounds.right / atlasWidth, char.atlasBounds.bottom / atlasHeight);
idxs.push(bufPos+0, bufPos+1, bufPos+2);
idxs.push(bufPos+1, bufPos+2, bufPos+3);
bufPos += 4;
}
xPos += char.advance;
}
let shift = 0;
switch (h_align) {
case Align.End:
shift = xPos;
break;
case Align.Middle:
shift = xPos / 2;
break;
}
for (let i = 0; i < verts_pos.length; i += 2) {
verts_pos[i] -= shift;
}
this.inner.updateIndexBuffer(gl, idxs);
this.inner.updateVAOBuffer(gl, 0, verts_pos);
this.inner.updateVAOBuffer(gl, 1, verts_tex);
}
}
export function defaultMsdfLabelFactory(gl: WebGLRenderingContext, fontTexture: Texture, shader: Shader): MsdfLabelFactory {
return new MsdfLabelFactory(gl, fontTexture, robotoMsdfJson, shader);
}
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