three-bmfont-textra
v4.0.2
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renders BMFont files in ThreeJS with word-wrapping
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three-bmfont-textra
This is a fork of three-bmfont-textra. Meant to be used as an swappable extension if you need extra things for effects.
New Features
UVs for letters,words,lines,
Expanding the letters to have space for effects (WIP)
Subdivision of the plane for vertex effects.
Re-creating
- [x] Make it work by creating From 0
- [x] Fix Update Method
[x] Expand geometry of letters in all directions
- [x] Create sides and corners
- [x] Positions
- [x] Indices
- [x] Make arrays of the correct size.
- [x] Make correct UVs
- [ ] Make the uniform for it
- [ ] This should probably be an attribute for each letter becasue they have different boundings
- [ ] Also, shirking and growing dont seem to be as nice as I thouhgt. Perhaps Im missing something or this isnt goign to work so well. I thought I could do it without messing with the texture.
- [ ] OR, maybe I'm clamping in the wrong s`pots?
- [ ] Make the uniform for it
- [x] Make it work with more than one glyph.
- [x] Create sides and corners
[x] Subdivide the vertices.
- [x] Fix vertices
- [x] Uvs
- [x] Indices
[x] Calculate UV for
- [x] Letters
- [x] Words
- [x] Lines
- [ ] Paragrahps
TODO's
- [x] Fix UVs for segmented square
- [ ] Check if making it counterclockwise(it was clockwise before) has any effect
- Make indices unit9
- Move loop "pages" to the vertices loop
- Wonder if i can remove the indices loop by having the other loop do some magic with % and /
Optimizations
- [ ] make the ammount of subdivision dependent on the size of the letter Problems:
Subdividing vertices / calculating uvs might make it really thought to recreate text on resize.
- Perhaps I can subdivide the position buffer, but leave al letters at the center. Then have a second buffer for the positioning (xy).
- With the idea beign that having a lot of the same attribute might be faster than creating a bunch of vertices.
- Perhaps I can subdivide the position buffer, but leave al letters at the center. Then have a second buffer for the positioning (xy).
Bitmap font rendering for ThreeJS, batching glyphs into a single BufferGeometry. Supports word-wrapping, letter spacing, kerning, signed distance fields with standard derivatives, multi-channel signed distance fields, multi-texture fonts, and more. About 12kb after minification.
The latest 3.x
version works on Three r109 and beyond. For legacy support (e.g. Three r69-73, r79-108), please use version [email protected]
.
Below is an example that uses load-bmfont to parse BMFont files on the fly with XHR:
var createGeometry = require('three-bmfont-text')
var loadFont = require('load-bmfont')
loadFont('fonts/Arial.fnt', function(err, font) {
// create a geometry of packed bitmap glyphs,
// word wrapped to 300px and right-aligned
var geometry = createGeometry({
width: 300,
align: 'right',
font: font
})
// change text and other options as desired
// the options sepcified in constructor will
// be used as defaults
geometry.update('Lorem ipsum\nDolor sit amet.')
// the resulting layout has metrics and bounds
console.log(geometry.layout.height)
console.log(geometry.layout.descender)
// the texture atlas containing our glyphs
var textureLoader = new THREE.TextureLoader();
textureLoader.load('fonts/Arial.png', function (texture) {
// we can use a simple ThreeJS material
var material = new THREE.MeshBasicMaterial({
map: texture,
transparent: true,
color: 0xaaffff
})
// now do something with our mesh!
var mesh = new THREE.Mesh(geometry, material)
})
})
The glyph layout is built on layout-bmfont-text.
Usage
geometry = createText(opt)
Returns a new BufferGeometry with the given options.
Note: The options set in the constructor become the defaults for any subsequent calls to update()
.
opt
can be an options 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)
The rest of the options are passed to layout-bmfont-text:
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 remove word-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 tofont.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 (defaulttext.length
)
geometry.update(opt)
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.
opt
can be a string, which is equivalent to:
geometry.update({ text: 'new text' })
geometry.layout
This is an instance of layout-bmfont-text. This supports metrics for descender
, baseline
, xHeight
, width
, height
, capHeight
, etc.
geometry.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.
Demos
To run/build the demos:
git clone https://github.com/Jam3/three-bmfont-text.git
cd three-bmfont-text
npm install
Then choose one of the demos to run:
# 3D SDF rendering
npm run test-3d
# 2d bitmap rendering
npm run test-2d
# 2D MSDF rendering
npm run test-msdf
# multi-page rendering
npm run test-multi
# custom text shaders
npm run start
Open up localhost:9966
(it may take a few seconds for the initial bundle). Then when you save the corresponding JS file (in test/) it should re-bundle and trigger a live-reload event on the browser.
To build the distribution demo:
npm run build
Help
Asset Handling
See docs/assets.md
(Multi-)Signed Distance Field Rendering
See docs/sdf.md
Multi-Texture Rendering
See docs/multi.md
See Also
See text-modules for more text and font related tools.
Change Log
3.0.0
- Fixed
BufferAttribute
problems in new ThreeJS
- Fixed
2.0.1
- Added
shaders/msdf.js
and docs around MSDF usage
- Added
2.0.0
- now uses three-buffer-vertex-data to handle some ThreeJS version differences; this may lead to a slight memory increase
- constructor holds default options for subsequent calls to
update()
update()
and constructor can take string, treated as{ text: str }
- changed to
RawShaderMaterial
for proper ThreeJS support across versions - SDF shader now uses standard derivatives by default for better anti-aliasing, with a fall back using
gl_FragCoord.w
- SDF shader
smooth
option has been removed for less API surface area - Added
precision
option to built-in shaders - default
alphaTest
for SDF has changed to 0.0001 - Multipage shader also includes
alphaTest
now
1.x
- uses
ShaderMaterial
, only really supports r69 - must call
update()
with all options desired
- uses
License
MIT, see LICENSE.md for details.