@srinivasprabhu/three-msdf-text-utils
v1.0.0
Published
Utility classes for Text rendering in Three.js using Bitmap fonts and MSDF (multi-channel signed distance fields).
Downloads
3
Readme
Three MSDF Text
Utility classes for Text rendering in Three.js using Bitmap fonts and MSDF (multi-channel signed distance fields).
Forked from three-bmfont-text.
It includes :
- Refacto to ES6
- Remove some small old dependencies
- Replace some deprecated three.js code
- Add more geometry attributes : layout uv, letter center positions, letter index, line index, letter index by line, word index, word index by line...
- Compatibility check with Three.js FontLoader
- More to come...
Demo
Bitmap Font and Font Atlas
To get this working you will need some specific files, you can generate them with msdf-bmfont-xml or with the online tool. You can also check my msdf-font-factory it already includes some files that you can use and a script to generate your files easily.
Installation
npm install three-msdf-text-utils
Usage
import { MSDFTextGeometry, MSDFTextMaterial } from "three-msdf-text-utils";
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js';
import * as THREE from 'three';
Promise.all([
loadFontAtlas("./fonts/roboto/roboto-regular.png"),
loadFont("./fonts/roboto/roboto-regular.fnt"),
]).then(([atlas, font]) => {
const geometry = new MSDFTextGeometry({
text: "Hello World",
font: font.data,
});
const material = new MSDFTextMaterial();
material.uniforms.uMap.value = atlas;
const mesh = new THREE.Mesh(geometry, material);
});
function loadFontAtlas(path) {
const promise = new Promise((resolve, reject) => {
const loader = new THREE.TextureLoader();
loader.load(path, resolve);
});
return promise;
}
function loadFont(path) {
const promise = new Promise((resolve, reject) => {
const loader = new FontLoader();
loader.load(path, resolve);
});
return promise;
}
References
MSDFTextGeometry
const geometry = new MSDFTextGeometry(options);
Options can be an object, or a String – equivalent to { text: str }.
Options specific to ThreeJS:
flipY
(boolean): whether the texture will be Y-flipped (default true)multipage
(boolean): whether to construct this geometry with an extra buffer containing page IDs. This is necessary for multi-texture fonts (default false)
Other options
font
(required) the BMFont definition which holds chars, kernings, etctext
(string) the text to layout. Newline characters (\n) will cause line breakswidth
(number, optional) the desired width of the text box, causes word-wrapping and clipping in "pre" mode. Leave as undefined to removeword-wrapping
(default behaviour)mode
(string) a mode for word-wrapper; can be 'pre' (maintain spacing), or 'nowrap' (collapse whitespace but only break on newline characters), otherwise assumes normal word-wrap behaviour (collapse whitespace, break at width or newlines)align
(string) can be "left", "center" or "right" (default: left)letterSpacing
(number) the letter spacing in pixels (default: 0)lineHeight
(number) the line height in pixels (default to font.common.lineHeight)tabSize
(number) the number of spaces to use in a single tab (default 4)start
(number) the starting index into the text to layout (default 0)end
(number) the ending index (exclusive) into the text to layout (default text.length)
Methods
update(options)
Re-builds the geometry using the given options. Any options not specified here will default to those set in the constructor. This method will recompute the text layout and rebuild the WebGL buffers. Options can be an object, or a String – equivalent to { text: str }.
Properties
layout
Text Layout instance, you can use it to access layout attributes such as :
width, height, descender, ascender, xHeight, baseline, capHeight, lineHeight, linesTotal, lettersTotal
visibleGlyphs
A filtered set from geometry.layout.glyphs
intended to align with the vertex data being used by the underlying BufferAttributes.
This is an array of { line, position, index, data }
objects, see here. For example, this could be used to add a new BufferAttribute for line
offset.
MSDFTextMaterial
It extends from Three.js ShaderMaterial
You can use it just by setting the atlas texture from your font :
const material = new MSDFTextMaterial(options);
material.uniforms.uMap.value = atlas;
Initial Properties
const defaultOptions = {
side: THREE.FrontSide,
transparent: true,
defines: {
IS_SMALL: false,
},
extensions: {
derivatives: true,
},
uniforms: {
// Common
uOpacity: { value: 1 },
uColor: { value: new Color("#ffffff") },
uMap: { value: null },
// Rendering
uThreshold: { value: 0.05 },
uAlphaTest: { value: 0.01 },
// Strokes
uStrokeColor: { value: new Color("#ff0000") },
uStrokeOutsetWidth: { value: 0.0 },
uStrokeInsetWidth: { value: 0.3 },
},
vertexShader,
fragmentShader,
};
Note: IS_SMALL
boolean is useful to render small fonts, it will switch the alpha rendering calculation to make them visually much smoother
Custom material
If you want to make some specific text effects you can create your own glsl code in your shader material based on the MSDFTextMaterial shader.
import { uniforms } from "three-msdf-text-utils";
import * as THREE from 'three';
const material = new THREE.ShaderMaterial({
side: DoubleSide,
transparent: true,
defines: {
IS_SMALL: false,
},
extensions: {
derivatives: true,
},
uniforms: {
// Common
...uniforms.common,
// Rendering
...uniforms.rendering,
// Strokes
...uniforms.strokes,
},
vertexShader: `
// Attribute
attribute vec2 layoutUv;
attribute float lineIndex;
attribute float lineLettersTotal;
attribute float lineLetterIndex;
attribute float lineWordsTotal;
attribute float lineWordIndex;
attribute float wordIndex;
attribute float letterIndex;
// Varyings
varying vec2 vUv;
varying vec2 vLayoutUv;
varying vec3 vViewPosition;
varying vec3 vNormal;
varying float vLineIndex;
varying float vLineLettersTotal;
varying float vLineLetterIndex;
varying float vLineWordsTotal;
varying float vLineWordIndex;
varying float vWordIndex;
varying float vLetterIndex;
void main() {
// Output
vec4 mvPosition = vec4(position, 1.0);
mvPosition = modelViewMatrix * mvPosition;
gl_Position = projectionMatrix * mvPosition;
// Varyings
vUv = uv;
vLayoutUv = layoutUv;
vViewPosition = -mvPosition.xyz;
vNormal = normal;
vLineIndex = lineIndex;
vLineLettersTotal = lineLettersTotal;
vLineLetterIndex = lineLetterIndex;
vLineWordsTotal = lineWordsTotal;
vLineWordIndex = lineWordIndex;
vWordIndex = wordIndex;
vLetterIndex = letterIndex;
}
`,
fragmentShader: `
// Varyings
varying vec2 vUv;
// Uniforms: Common
uniform float uOpacity;
uniform float uThreshold;
uniform float uAlphaTest;
uniform vec3 uColor;
uniform sampler2D uMap;
// Uniforms: Strokes
uniform vec3 uStrokeColor;
uniform float uStrokeOutsetWidth;
uniform float uStrokeInsetWidth;
// Utils: Median
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
// Common
// Texture sample
vec3 s = texture2D(uMap, vUv).rgb;
// Signed distance
float sigDist = median(s.r, s.g, s.b) - 0.5;
float afwidth = 1.4142135623730951 / 2.0;
#ifdef IS_SMALL
float alpha = smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDist);
#else
float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
#endif
// Strokes
// Outset
float sigDistOutset = sigDist + uStrokeOutsetWidth * 0.5;
// Inset
float sigDistInset = sigDist - uStrokeInsetWidth * 0.5;
#ifdef IS_SMALL
float outset = smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDistOutset);
float inset = 1.0 - smoothstep(uThreshold - afwidth, uThreshold + afwidth, sigDistInset);
#else
float outset = clamp(sigDistOutset / fwidth(sigDistOutset) + 0.5, 0.0, 1.0);
float inset = 1.0 - clamp(sigDistInset / fwidth(sigDistInset) + 0.5, 0.0, 1.0);
#endif
// Border
float border = outset * inset;
// Alpha Test
if (alpha < uAlphaTest) discard;
// Output: Common
vec4 filledFragColor = vec4(uColor, uOpacity * alpha);
// Output: Strokes
vec4 strokedFragColor = vec4(uStrokeColor, uOpacity * border);
gl_FragColor = filledFragColor;
}
`,
});
material.uniforms.uMap.value = atlas;
Dependencies
- quad-indices
- word-wrapper
- three.js (peer dependency)
Development
npm install
npm run dev
Roadmap
- More examples
- More docs for custom shader material
- Manage versions
- NPM Publish workflow