three-glyph
v0.0.27
Published
Provide geometry and material in THREE.js for MSDF (multi-channel signed distance fields) glyph and more
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three-glyph
MSDF Bitmap Fonts implementation for three.js.
ES6 adaptation of three-bmfont-text and more..
Context
While creating text in three.js is straightforward, achieving both high fidelity and good performance can prove to be a complex task.
Signed Distance Fields (SDF) are a method of reproducing vector shapes from a texture representation, popularized in this paper by Valve. The integration of signed distance fields into AngelCode BMFont files enables developers to create high-quality bitmap fonts with smooth, scalable outlines in a wide range of applications, offering both performance and visual fidelity benefits.
While SDFs offer efficient and high-quality rendering of simple shapes, Multi-channel Signed Distance Fields (MSDF) extend this capability to capture intricate details and sharp features in complex shapes, making them suitable for a wider range of applications, including text rendering, iconography, and graphic design. To learn more about MSDFs you can read Viktor Chlumský Master's thesis and check out his github.
Demo
Advanced
Getting Started
npm install -S three-glyph
Usage
Basic
Load the font
import * as THREE from "three";
import { FontLoader } from 'three/examples/jsm/loaders/FontLoader.js';
import { Glyph } from "three-glyph";
const manager = new THREE.LoadingManager();
const fontLoader = new FontLoader(manager);
const textureLoader = new THREE.TextureLoader(manager);
const font = null;
fontLoader.load(
'./Roboto-Regular.json',
( raw ) => { font = raw.data }
);
const texture = this.textureLoader.load( "./Roboto-Regular.png");
manager.onLoad = function() {
// Draw glpyhs
};
Draw glyphs
const glyph = new Glyph({
text: 'Hello world',
font,
map: texture
});
scene.add(glyph);
The class Glyph
extends the class Object3D
.
Properties
text
(required) The text to layout. Newline characters (\n) will cause line breaks.font
(required) The BMFont definition which holds chars, kernings, etc..map
(required) The texture atlas containing our glyphs.width
The desired width of the text box, causes word-wrapping and clipping in "pre" mode. Leave as undefined to remove word-wrapping (default behaviour).letterSpacing
The letter spacing in pixels (default:0
).lineHeight
The line height in pixels (default tofont.common.lineHeight
).textAlign
The horizontal alignment of each line of text within the overall text bounding box. Can be one ofleft
,right
orcenter
.
Roadmap
- [x] Basic GlyphGeometry
- [x] Fix drawing vertices order
- [x] Basic GlyphShader
- [x] Basic GlyphMaterial
- [x] Basic Glyph (Mesh)
- [x] Glyph anchorX and anchorY
- [x] How to debug example
- [x] Shader "chunkification"
- [ ] Handles per lines and per character's index
- [x] API animation per character
- [ ] API animation per line
- [ ] Example with custom map texture (video)
- [ ] Example with alphaMap per character example with tutorial.
- [ ] Right-to-left layout
- [ ] Responsive : html context mirror layout
- [ ] How to generate a MSDF Bitmap font
- [ ] Font tweakings process
- [ ] MTSDF support (it's a real thing), rust doc, rust quoting Chlumsky, article
- [ ] Documentation
- [x] Normal compute fix
- [x] LineHeight bug fix
- [x] Negate map support
- [ ] Writing the history of text rendering (resources are welcome at [email protected]).
License
Copyright (c) 2024-present, Rémi Tran