msdf font renderen
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parent
d3845eb85f
commit
fdc2ab9421
8 changed files with 253 additions and 11 deletions
1
web/pw-visualizer/assets/res/fonts/roboto.json
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1
web/pw-visualizer/assets/res/fonts/roboto.json
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web/pw-visualizer/assets/res/fonts/roboto.png
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web/pw-visualizer/assets/res/fonts/roboto.png
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After Width: | Height: | Size: 54 KiB |
29
web/pw-visualizer/assets/shaders/frag/msdf.glsl
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29
web/pw-visualizer/assets/shaders/frag/msdf.glsl
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@ -0,0 +1,29 @@
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#extension GL_OES_standard_derivatives : enable
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#ifdef GL_ES
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precision mediump float;
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#endif
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varying vec2 v_texCoord;
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uniform sampler2D msdf;
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uniform vec4 u_bgColor;
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uniform vec4 u_fgColor;
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uniform float u_distanceRange;
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uniform float u_glyphSize;
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uniform vec2 u_resolution;
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uniform vec4 u_viewbox;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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void main() {
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float scale = u_distanceRange / u_glyphSize * u_resolution.y / u_viewbox.w;
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vec3 msd = texture2D(msdf, v_texCoord).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxRange = max(u_distanceRange, scale);
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float screenPxDistance = screenPxRange*(sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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gl_FragColor = vec4(u_fgColor.rgb, u_fgColor.a * opacity);
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}
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@ -9,11 +9,16 @@ export {default as shipPng} from "../assets/res/ship.png";
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export {default as fontPng} from "../assets/res/font.png";
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export {default as robotoMsdfPng} from "../assets/res/fonts/roboto.png";
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export {default as robotoMsdfJson} from "../assets/res/fonts/roboto.json";
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export {default as imageFragmentShader} from "../assets/shaders/frag/image.glsl?url";
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export {default as maskedImageFragmentShader} from "../assets/shaders/frag/masked_image.glsl?url";
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export {default as simpleFragmentShader} from "../assets/shaders/frag/simple.glsl?url";
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export {default as vorFragmentShader} from "../assets/shaders/frag/vor.glsl?url";
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export {default as msdfFragmentShader} from "../assets/shaders/frag/msdf.glsl?url";
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export {default as imageVertexShader} from "../assets/shaders/vert/image.glsl?url";
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export {default as simpleVertexShader} from "../assets/shaders/vert/simple.glsl?url";
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@ -25,6 +25,7 @@ import { defaultLabelFactory, LabelFactory, Align, Label } from "./webgl/text";
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import { VoronoiBuilder } from "./voronoi/voronoi";
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import * as assets from "./assets";
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import { loadImage, Texture } from "./webgl/texture";
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import { defaultMsdfLabelFactory, MsdfLabelFactory, Label as MsdfLabel } from "./webgl/msdf_text";
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function to_bbox(box: number[]): BBox {
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@ -84,7 +85,7 @@ export function init() {
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ms_per_frame = parseInt(ELEMENTS["speed"].value);
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GL = CANVAS.getContext("webgl");
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GL = CANVAS.getContext("webgl", { antialias: true });
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GL.clearColor(0, 0, 0, 1);
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GL.clear(GL.COLOR_BUFFER_BIT);
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@ -124,9 +125,12 @@ export class GameInstance {
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image_shader: Shader;
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masked_image_shader: Shader;
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msdf_shader: Shader;
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text_factory: LabelFactory;
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planet_labels: Label[];
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ship_labels: Label[];
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msdf_text_factory: MsdfLabelFactory;
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planet_labels: MsdfLabel[];
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ship_labels: MsdfLabel[];
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ship_ibo: IndexBuffer;
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ship_vao: VertexArray;
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@ -153,6 +157,7 @@ export class GameInstance {
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planets_textures: Texture[],
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ship_texture: Texture,
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font_texture: Texture,
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robotoMsdfTexture: Texture,
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shaders: Dictionary<ShaderFactory>
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) {
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this.game = game;
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@ -168,7 +173,9 @@ export class GameInstance {
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});
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this.masked_image_shader = shaders["masked_image"].create_shader(GL);
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this.msdf_shader = shaders["msdf"].create_shader(GL);
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this.text_factory = defaultLabelFactory(GL, font_texture, this.image_shader);
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this.msdf_text_factory = defaultMsdfLabelFactory(GL, robotoMsdfTexture, this.msdf_shader);
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this.planet_labels = [];
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this.ship_labels = [];
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@ -278,11 +285,11 @@ export class GameInstance {
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1,
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0,
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-planets[i * 3],
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-planets[i * 3 + 1] - 1.2,
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-planets[i * 3 + 1] - 1.171875,
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1,
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]);
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const label = this.text_factory.build(GL, transform);
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const label = this.msdf_text_factory.build(GL, transform);
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this.planet_labels.push(label);
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this.renderer.addRenderable(label.getRenderable(), LAYERS.planet_label);
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}
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@ -330,7 +337,7 @@ export class GameInstance {
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this.planet_labels[i].setText(
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GL,
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"*" + planet_ships[i],
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"" + planet_ships[i],
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Align.Middle,
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Align.Begin
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);
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@ -375,7 +382,7 @@ export class GameInstance {
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const renderable = new DefaultRenderable(ib, vao, this.masked_image_shader, [this.ship_texture], {});
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this.renderer.addRenderable(renderable, LAYERS.ship);
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const label = this.text_factory.build(GL);
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const label = this.msdf_text_factory.build(GL);
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this.ship_labels.push(label);
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this.renderer.addRenderable(label.getRenderable(), LAYERS.ship_label);
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@ -451,10 +458,11 @@ export class GameInstance {
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this.shader,
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this.image_shader,
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this.masked_image_shader,
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this.msdf_shader,
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];
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// If not playing, still reder with different viewbox, so people can still pan etc.
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// If not playing, still render with different viewbox, so that panning is still possible
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if (!this.playing) {
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this.last_time = time;
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@ -595,6 +603,7 @@ export async function set_instance(source: string): Promise<GameInstance> {
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loadImage(assets.fontPng),
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loadImage(assets.shipPng),
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loadImage(assets.earthPng),
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loadImage(assets.robotoMsdfPng),
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];
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const shader_promies = [
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@ -630,7 +639,14 @@ export async function set_instance(source: string): Promise<GameInstance> {
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assets.simpleVertexShader,
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),
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])(),
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(async () =>
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<[string, ShaderFactory]>[
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"msdf",
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await ShaderFactory.create_factory(
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assets.msdfFragmentShader,
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assets.simpleVertexShader,
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),
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])(),
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];
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let shaders_array: [string, ShaderFactory][];
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[texture_images, shaders_array] = await Promise.all([
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@ -646,12 +662,15 @@ export async function set_instance(source: string): Promise<GameInstance> {
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const fontTexture = Texture.fromImage(GL, texture_images[0], "font");
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const shipTexture = Texture.fromImage(GL, texture_images[1], "ship");
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const earthTexture = Texture.fromImage(GL, texture_images[2], "earth");
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const robotoMsdfTexture = Texture.fromImage(GL, texture_images[3], "robotoMsdf");
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game_instance = new GameInstance(
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Game.new(source),
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[earthTexture],
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shipTexture,
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fontTexture,
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robotoMsdfTexture,
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shaders
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);
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181
web/pw-visualizer/src/webgl/msdf_text.ts
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web/pw-visualizer/src/webgl/msdf_text.ts
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import { Shader, Uniform1f, Uniform4f, UniformMatrix3fv } from "./shader";
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import { Texture } from "./texture";
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import { DefaultRenderable } from "./renderer";
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import { IndexBuffer, VertexBuffer } from "./buffer";
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import { VertexBufferLayout, VertexArray } from "./vertexBufferLayout";
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import { robotoMsdfJson } from "../assets";
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import { GlypInfo } from "./text";
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export enum Align {
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Begin,
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End,
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Middle,
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}
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export type FontAtlas = {
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atlas: AtlasMeta,
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metrics: Metrics,
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glyphs: Glyph[],
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}
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export type AtlasMeta = {
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type: string,
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distanceRange: number,
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size: number,
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width: number,
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height: number,
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yOrigin: string,
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}
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export type Metrics = {
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emSize: number,
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lineHeight: number,
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ascender: number,
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descender: number,
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underlineY: number,
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underlineThickness: number,
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}
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export type Glyph = {
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unicode: number,
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advance: number,
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planeBounds?: Bounds,
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atlasBounds?: Bounds,
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}
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export type Bounds = {
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left: number,
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bottom: number,
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right: number,
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top: number,
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}
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export class MsdfLabelFactory {
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texture: Texture;
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font: FontAtlas;
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shader: Shader;
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constructor(gl: WebGLRenderingContext, fontTexture: Texture, font: FontAtlas, shader: Shader) {
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this.texture = fontTexture;
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this.font = font;
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this.shader = shader;
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}
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build(gl: WebGLRenderingContext, transform?: UniformMatrix3fv): Label {
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return new Label(gl, this.shader, this.texture, this.font, transform);
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}
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}
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export class Label {
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inner: DefaultRenderable;
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font: FontAtlas;
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charAtlas: {[unicodeNumber: number]: Glyph};
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constructor(gl: WebGLRenderingContext, shader: Shader, tex: Texture, font: FontAtlas, transform: UniformMatrix3fv) {
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this.font = font;
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this.charAtlas = {}
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this.font.glyphs.forEach((glyph) => {
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this.charAtlas[glyph.unicode] = glyph;
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});
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const uniforms = {
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"u_trans": transform,
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"u_trans_next": transform,
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"u_fgColor": new Uniform4f([1.0, 1.0, 1.0, 1.0]),
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"u_bgColor": new Uniform4f([0.0, 0.0, 0.0, 1.0]),
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"u_distanceRange": new Uniform1f(font.atlas.distanceRange),
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"u_glyphSize": new Uniform1f(font.atlas.size),
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};
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const ib = new IndexBuffer(gl, []);
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const vb_pos = new VertexBuffer(gl, []);
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const vb_tex = new VertexBuffer(gl, []);
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const layout_pos = new VertexBufferLayout();
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layout_pos.push(gl.FLOAT, 2, 4, "a_position");
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const layout_tex = new VertexBufferLayout();
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layout_tex.push(gl.FLOAT, 2, 4, "a_texCoord");
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const vao = new VertexArray();
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vao.addBuffer(vb_pos, layout_pos);
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vao.addBuffer(vb_tex, layout_tex);
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this.inner = new DefaultRenderable(ib, vao, shader, [tex], uniforms);
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}
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getRenderable(): DefaultRenderable {
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return this.inner;
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}
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setText(gl: WebGLRenderingContext, text: string, h_align = Align.Begin, v_align = Align.Begin) {
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const idxs = [];
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const verts_pos = [];
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const verts_tex = [];
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let xPos = 0;
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let yPos = 0;
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switch (v_align) {
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case Align.Begin:
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yPos = -1;
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break;
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case Align.End:
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yPos = 0;
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break;
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case Align.Middle:
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yPos = -0.5;
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break;
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}
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// track position in the index buffer
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let bufPos = 0;
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for (let charIndex = 0; charIndex < text.length; charIndex++) {
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let char = this.charAtlas[text.charCodeAt(charIndex)]
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if (char.atlasBounds && char.planeBounds) {
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verts_pos.push(xPos + char.planeBounds.left, yPos-char.planeBounds.top);
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verts_pos.push(xPos + char.planeBounds.right, yPos-char.planeBounds.top);
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verts_pos.push(xPos + char.planeBounds.left, yPos-char.planeBounds.bottom);
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verts_pos.push(xPos + char.planeBounds.right, yPos-char.planeBounds.bottom);
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const atlasWidth = this.font.atlas.width;
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const atlasHeight = this.font.atlas.height;
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verts_tex.push(char.atlasBounds.left / atlasWidth, char.atlasBounds.top / atlasHeight);
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verts_tex.push(char.atlasBounds.right / atlasWidth, char.atlasBounds.top / atlasHeight);
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verts_tex.push(char.atlasBounds.left / atlasWidth, char.atlasBounds.bottom / atlasHeight);
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verts_tex.push(char.atlasBounds.right / atlasWidth, char.atlasBounds.bottom / atlasHeight);
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idxs.push(bufPos+0, bufPos+1, bufPos+2);
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idxs.push(bufPos+1, bufPos+2, bufPos+3);
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bufPos += 4;
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}
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xPos += char.advance;
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}
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let shift = 0;
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switch (h_align) {
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case Align.End:
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shift = xPos;
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break;
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case Align.Middle:
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shift = xPos / 2;
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break;
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}
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for (let i = 0; i < verts_pos.length; i += 2) {
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verts_pos[i] -= shift;
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}
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this.inner.updateIndexBuffer(gl, idxs);
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this.inner.updateVAOBuffer(gl, 0, verts_pos);
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this.inner.updateVAOBuffer(gl, 1, verts_tex);
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}
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}
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export function defaultMsdfLabelFactory(gl: WebGLRenderingContext, fontTexture: Texture, shader: Shader): MsdfLabelFactory {
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return new MsdfLabelFactory(gl, fontTexture, robotoMsdfJson, shader);
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}
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@ -67,8 +67,14 @@ export class Texture {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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if (name == "font") {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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} else {
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
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}
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA,
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gl.UNSIGNED_BYTE, new Uint8Array([255, 0, 0, 255]));
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@ -74,6 +74,7 @@ export class Resizer {
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mouse_pos = [0, 0];
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last_drag = [0, 0];
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// x, y, w, h
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viewbox: number[];
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orig_viewbox: number[];
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