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TextBitmap.js
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TextBitmap.js
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import MSDFShader from './shaders/MSDFShader';
//import BasicShader from './shaders/BasicShader';
import TextGeometry from './TextGeometry';
import {
RawShaderMaterial,
MeshBasicMaterial,
BoxGeometry,
Mesh,
Group,
LinearMipMapLinearFilter,
LinearFilter,
DoubleSide,
GLSL3,
Color
} from 'three';
import { MeshBasicNodeMaterial } from 'three-webgpu-renderer';
export default class TextBitmap extends Mesh {
constructor(config, isWebGPU = false) {
config.color = config.color || '#fff';
config.lineHeight = config.lineHeight ? config.font.common.lineHeight + config.lineHeight : config.font.common.lineHeight;
const geometry = new TextGeometry(config)
super(geometry, null);
this.config = config;
this._text = null;
this.init(config, isWebGPU);
}
createGeometry() {
return new TextGeometry(this.config);
}
init(config, isWebGPU) {
//const geometry = this.geometry = this.createGeometry(),
const texture = config.texture;
//webgl2 = renderer.capabilities.isWebGL2;
this.initTexture(texture, config.maxAnisotropy);
const shaderConf = {
side: DoubleSide,
transparent: true,
depthTest: false,
map: texture,
//depthWrite: false,
color: config.color,
glslVersion: GLSL3
//glslVersion: webgl2 ? GLSL3 : GLSL1
};
//const material = new RawShaderMaterial(webgl2 ? MSDFShader.createShader2(shaderConf) : MSDFShader.createShader(shaderConf));
let material;
if (isWebGPU) {
this.material = new MeshBasicNodeMaterial({ map: texture, color: new Color(config.color), opacity: 1.0, transparent: true, depthTest: false, side: DoubleSide, alphaTest: 0.0001 });
const colorNode = MSDFShader.createWebGPUColorShader();
this.material.colorNode = colorNode( { color: this.material.color });
//material.colorNode = colorNode( { texture: texture, color: material.color, opacity: material.opacity });
const opacityNode = MSDFShader.createWebGPUOpacityShader();
this.material.opacityNode = opacityNode( { texture: texture, color: this.material.color, opacity: this.material.opacity });
//const colorNode = MSDFShader.createWebGPUShader();
//material.colorNode = colorNode( { texture: texture, color: material.color, opacity: material.opacity });
} else {
this.material = new RawShaderMaterial(MSDFShader.createShader(shaderConf));
this.material.extensions.derivatives = true;
}
//const mesh = this.mesh = new Mesh(geometry, material),
//legacy reference
this.mesh = this;
const group = this.group = new Group();
this.renderOrder = 1;
this.rotateMesh();
const groupScale = config.groupScale || 1,
scale = config.scale || 1;
group.scale.set(groupScale, groupScale, groupScale);
//this.scale.set(scale, scale, scale);
group.add(this);
this.createHitBox(config);
this.update();
//if (config.hitbox) this.createHitBox();
}
set minWidth(width) {
this.geometry.minWidth = width;
}
rotateMesh() {
this.rotation.x = Math.PI;
}
createHitBox(config) {
const boxGeo = new BoxGeometry(1, 1, 1),
//boxMat = new RawShaderMaterial(BasicShader.createShader({
boxMat = new MeshBasicMaterial({
color: 0xff0000,
transparent: true,
opacity: 0,
alphaTest: 0.0001,
// opacity: config.showHitBox ? 1 : 0,
//wireframe: true
}),
// })),
/*boxMat = new MeshBasicMaterial({
//color: 0x000000,
transparent: false,
opacity: 1,
//opacity: config.showHitBox ? 1 : 0,
//wireframe: true
}),*/
hitBox = this.hitBox = new Mesh(boxGeo, boxMat);
hitBox.mesh = this;
// boxMat.alphaTest = 0.0001;
this.group.add(hitBox);
}
initTexture(texture, maxAnisotropy = 16) {
texture.needsUpdate = true;
texture.minFilter = LinearMipMapLinearFilter;
texture.magFilter = LinearFilter;
texture.generateMipmaps = true;
texture.anisotropy = maxAnisotropy;
}
update() {
const geometry = this.geometry;
//geometry.update( this.config );
// centering
geometry.computeBoundingBox();
//geometry.computeBoundingSphere();
//this.hitBox.geometry.computeBoundingSphere();
this.position.x = -geometry.layout.width / 2;
this.position.y = -(geometry.boundingBox.max.y - geometry.boundingBox.min.y) / 2; // valign center
//console.log(geometry.boundingSphere);
//console.log(this.hitBox.geometry.boundingSphere);
this.hitBox.scale.set(geometry.layout.width, geometry.layout.height, 1);
// mesh.position.y = - ( geometry.boundingBox.max.y - geometry.boundingBox.min.y ); // valign top
//this.hitBox.position.y = - geometry.layout.height / 2; // valign top
this.height = geometry.layout.height * this.config.scale; // for html-like flow / positioning
}
get text() {
return this._text;
}
set text(value) {
this._text = value;
this.geometry.update(value);
this.update();
}
}