@babylonjs/addons 8.9.0 → 8.9.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (32) hide show
  1. package/msdfText/index.d.ts +4 -2
  2. package/msdfText/index.js +4 -2
  3. package/msdfText/index.js.map +1 -1
  4. package/msdfText/{webgl/fragment.d.ts → shaders/msdf.fragment.d.ts} +1 -1
  5. package/msdfText/shaders/msdf.fragment.js +14 -0
  6. package/msdfText/shaders/msdf.fragment.js.map +1 -0
  7. package/msdfText/shaders/msdf.vertex.js +17 -0
  8. package/msdfText/shaders/msdf.vertex.js.map +1 -0
  9. package/msdfText/{webgpu/fragment.d.ts → shadersWGSL/msdf.fragment.d.ts} +1 -1
  10. package/msdfText/shadersWGSL/msdf.fragment.js +13 -0
  11. package/msdfText/shadersWGSL/msdf.fragment.js.map +1 -0
  12. package/msdfText/shadersWGSL/msdf.vertex.js +21 -0
  13. package/msdfText/shadersWGSL/msdf.vertex.js.map +1 -0
  14. package/msdfText/textRenderer.js +4 -4
  15. package/msdfText/textRenderer.js.map +1 -1
  16. package/package.json +2 -2
  17. package/msdfText/webgl/fragment.js +0 -43
  18. package/msdfText/webgl/fragment.js.map +0 -1
  19. package/msdfText/webgl/index.d.ts +0 -2
  20. package/msdfText/webgl/index.js +0 -3
  21. package/msdfText/webgl/index.js.map +0 -1
  22. package/msdfText/webgl/vertex.js +0 -43
  23. package/msdfText/webgl/vertex.js.map +0 -1
  24. package/msdfText/webgpu/fragment.js +0 -46
  25. package/msdfText/webgpu/fragment.js.map +0 -1
  26. package/msdfText/webgpu/index.d.ts +0 -2
  27. package/msdfText/webgpu/index.js +0 -3
  28. package/msdfText/webgpu/index.js.map +0 -1
  29. package/msdfText/webgpu/vertex.js +0 -46
  30. package/msdfText/webgpu/vertex.js.map +0 -1
  31. /package/msdfText/{webgl/vertex.d.ts → shaders/msdf.vertex.d.ts} +0 -0
  32. /package/msdfText/{webgpu/vertex.d.ts → shadersWGSL/msdf.vertex.d.ts} +0 -0
@@ -2,5 +2,7 @@ export * from "./fontAsset.js";
2
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  export * from "./paragraphOptions.js";
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  export * from "./textRenderer.js";
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  export * from "./sdf/index.js";
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- export * from "./webgl/index.js";
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- export * from "./webgpu/index.js";
5
+ export * from "./shaders/msdf.vertex.js";
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+ export * from "./shaders/msdf.fragment.js";
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+ export * from "./shadersWGSL/msdf.vertex.js";
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+ export * from "./shadersWGSL/msdf.fragment.js";
package/msdfText/index.js CHANGED
@@ -3,6 +3,8 @@ export * from "./fontAsset.js";
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  export * from "./paragraphOptions.js";
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  export * from "./textRenderer.js";
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  export * from "./sdf/index.js";
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- export * from "./webgl/index.js";
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- export * from "./webgpu/index.js";
6
+ export * from "./shaders/msdf.vertex.js";
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+ export * from "./shaders/msdf.fragment.js";
8
+ export * from "./shadersWGSL/msdf.vertex.js";
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+ export * from "./shadersWGSL/msdf.fragment.js";
8
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  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/addons/src/msdfText/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,eAAe,CAAC;AAC9B,cAAc,gBAAgB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./fontAsset\";\r\nexport * from \"./paragraphOptions\";\r\nexport * from \"./textRenderer\";\r\nexport * from \"./sdf/index\";\r\nexport * from \"./webgl/index\";\r\nexport * from \"./webgpu/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/addons/src/msdfText/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,aAAa,CAAC;AAC5B,cAAc,oBAAoB,CAAC;AACnC,cAAc,gBAAgB,CAAC;AAC/B,cAAc,aAAa,CAAC;AAC5B,cAAc,uBAAuB,CAAC;AACtC,cAAc,yBAAyB,CAAC;AACxC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,6BAA6B,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./fontAsset\";\r\nexport * from \"./paragraphOptions\";\r\nexport * from \"./textRenderer\";\r\nexport * from \"./sdf/index\";\r\nexport * from \"./shaders/msdf.vertex\";\r\nexport * from \"./shaders/msdf.fragment\";\r\nexport * from \"./shadersWGSL/msdf.vertex\";\r\nexport * from \"./shadersWGSL/msdf.fragment\";\r\n"]}
@@ -1,5 +1,5 @@
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  /** @internal */
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- export declare const msdfFragmentShader: {
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+ export declare const msdfPixelShader: {
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  name: string;
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  shader: string;
5
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  };
@@ -0,0 +1,14 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ const name = "msdfPixelShader";
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+ const shader = `#extension GL_OES_standard_derivatives : enable
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+ precision highp float;uniform sampler2D fontAtlas;uniform vec4 uColor;uniform vec4 uStrokeColor;uniform float uStrokeInsetWidth;uniform float uStrokeOutsetWidth;uniform float thickness;varying vec2 atlasUV;float median(vec3 msdf) {return max(min(msdf.r,msdf.g),min(max(msdf.r,msdf.g),msdf.b));}
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+ void main(void)
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+ {vec3 s=texture2D(fontAtlas,atlasUV).rgb;float sigDist=median(s)-0.5+thickness;float alpha=clamp(sigDist/fwidth(sigDist)+0.5,0.0,1.0);float sigDistOutset=sigDist+uStrokeOutsetWidth*0.5;float sigDistInset=sigDist-uStrokeInsetWidth*0.5;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);float border=outset*inset;vec4 filledFragColor=vec4(uColor.rgb,alpha*uColor.a);vec4 strokedFragColor=vec4(uStrokeColor.rgb,border*uStrokeColor.a);gl_FragColor=mix(filledFragColor,strokedFragColor,border);}`;
8
+ // Sideeffect
9
+ if (!ShaderStore.ShadersStore[name]) {
10
+ ShaderStore.ShadersStore[name] = shader;
11
+ }
12
+ /** @internal */
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+ export const msdfPixelShader = { name, shader };
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+ //# sourceMappingURL=msdf.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;ikBAGkjB,CAAC;AAClkB,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,eAAe,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `#extension GL_OES_standard_derivatives : enable\nprecision highp float;uniform sampler2D fontAtlas;uniform vec4 uColor;uniform vec4 uStrokeColor;uniform float uStrokeInsetWidth;uniform float uStrokeOutsetWidth;uniform float thickness;varying vec2 atlasUV;float median(vec3 msdf) {return max(min(msdf.r,msdf.g),min(max(msdf.r,msdf.g),msdf.b));}\nvoid main(void)\n{vec3 s=texture2D(fontAtlas,atlasUV).rgb;float sigDist=median(s)-0.5+thickness;float alpha=clamp(sigDist/fwidth(sigDist)+0.5,0.0,1.0);float sigDistOutset=sigDist+uStrokeOutsetWidth*0.5;float sigDistInset=sigDist-uStrokeInsetWidth*0.5;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);float border=outset*inset;vec4 filledFragColor=vec4(uColor.rgb,alpha*uColor.a);vec4 strokedFragColor=vec4(uStrokeColor.rgb,border*uStrokeColor.a);gl_FragColor=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const msdfPixelShader = { name, shader };\n"]}
@@ -0,0 +1,17 @@
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+ // Do not edit.
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+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
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+ const name = "msdfVertexShader";
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+ const shader = `#define BILLBOARD 1
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+ #define BILLBOARDSCREENPROJECTED 2
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+ attribute vec2 offsets;attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;attribute vec4 uvs;uniform mat4 transform;uniform mat4 parentWorld;uniform mat4 view;uniform mat4 projection;uniform vec3 center;uniform int mode;varying vec2 atlasUV;void main(void) {mat4 world=mat4(world0,world1,world2,world3);vec4 worldPos=transform*(world*vec4(offsets.xy-vec2(0.5,0.5),0.,1.0));if (mode>=BILLBOARD) {vec3 viewPos=(view*parentWorld*vec4(0.,0.,0.,1.0)).xyz;
7
+ if (mode==BILLBOARDSCREENPROJECTED) {viewPos.x/=viewPos.z;viewPos.y/=viewPos.z;viewPos.z=1.0;}
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+ gl_Position=projection*vec4(viewPos+worldPos.xyz,1.0); } else {vec3 viewPos=(view*parentWorld*worldPos).xyz;
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+ gl_Position=projection*vec4(viewPos,1.0); }
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+ atlasUV=vec2(uvs.x+offsets.x*uvs.z,uvs.y+(1.0-offsets.y)*uvs.w);}`;
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+ // Sideeffect
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+ if (!ShaderStore.ShadersStore[name]) {
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+ ShaderStore.ShadersStore[name] = shader;
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+ }
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+ /** @internal */
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+ export const msdfVertexShader = { name, shader };
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+ //# sourceMappingURL=msdf.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shaders/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;kEAMmD,CAAC;AACnE,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute vec2 offsets;attribute vec4 world0;attribute vec4 world1;attribute vec4 world2;attribute vec4 world3;attribute vec4 uvs;uniform mat4 transform;uniform mat4 parentWorld;uniform mat4 view;uniform mat4 projection;uniform vec3 center;uniform int mode;varying vec2 atlasUV;void main(void) {mat4 world=mat4(world0,world1,world2,world3);vec4 worldPos=transform*(world*vec4(offsets.xy-vec2(0.5,0.5),0.,1.0));if (mode>=BILLBOARD) {vec3 viewPos=(view*parentWorld*vec4(0.,0.,0.,1.0)).xyz; \nif (mode==BILLBOARDSCREENPROJECTED) {viewPos.x/=viewPos.z;viewPos.y/=viewPos.z;viewPos.z=1.0;}\ngl_Position=projection*vec4(viewPos+worldPos.xyz,1.0); } else {vec3 viewPos=(view*parentWorld*worldPos).xyz; \ngl_Position=projection*vec4(viewPos,1.0); }\natlasUV=vec2(uvs.x+offsets.x*uvs.z,uvs.y+(1.0-offsets.y)*uvs.w);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStore[name]) {\n ShaderStore.ShadersStore[name] = shader;\n}\n/** @internal */\nexport const msdfVertexShader = { name, shader };\n"]}
@@ -1,5 +1,5 @@
1
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  /** @internal */
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- export declare const msdfFragmentShaderWGSL: {
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+ export declare const msdfPixelShaderWGSL: {
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  name: string;
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  shader: string;
5
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  };
@@ -0,0 +1,13 @@
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+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "msdfPixelShader";
4
+ const shader = `var fontAtlas: texture_2d<f32>;var fontAtlasSampler: sampler;uniform uColor: vec4f;uniform thickness: f32;uniform uStrokeColor: vec4f;uniform uStrokeInsetWidth: f32;uniform uStrokeOutsetWidth: f32;varying atlasUV: vec2f;fn median(msdf: vec3<f32>)->f32 {let a=min(msdf.r,msdf.g);let b=max(msdf.r,msdf.g);return max(a,min(b,msdf.b));}
5
+ @fragment
6
+ fn main(input: FragmentInputs)->FragmentOutputs {let s=textureSample(fontAtlas,fontAtlasSampler,input.atlasUV).rgb;let sigDist=median(s)-0.5+uniforms.thickness;let afwidth=length(vec2<f32>(dpdx(sigDist),dpdy(sigDist)));let alpha=clamp(sigDist/afwidth+0.5,0.0,1.0);let sigDistOutset=sigDist+uniforms.uStrokeOutsetWidth*0.5;let sigDistInset=sigDist-uniforms.uStrokeInsetWidth*0.5;let afwidthOutset=length(vec2<f32>(dpdx(sigDistOutset),dpdy(sigDistOutset)));let afwidthInset=length(vec2<f32>(dpdx(sigDistInset),dpdy(sigDistInset)));let outset=clamp(sigDistOutset/afwidthOutset+0.5,0.0,1.0);let inset=1.0-clamp(sigDistInset/afwidthInset+0.5,0.0,1.0);let border=outset*inset;let filledFragColor=vec4<f32>(uniforms.uColor.rgb,alpha*uniforms.uColor.a);let strokedFragColor=vec4<f32>(uniforms.uStrokeColor.rgb,border*uniforms.uStrokeColor.a);fragmentOutputs.color=mix(filledFragColor,strokedFragColor,border);}`;
7
+ // Sideeffect
8
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
9
+ ShaderStore.ShadersStoreWGSL[name] = shader;
10
+ }
11
+ /** @internal */
12
+ export const msdfPixelShaderWGSL = { name, shader };
13
+ //# sourceMappingURL=msdf.fragment.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"msdf.fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.fragment.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;u4BAEw3B,CAAC;AACx4B,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,mBAAmB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfPixelShader\";\nconst shader = `var fontAtlas: texture_2d<f32>;var fontAtlasSampler: sampler;uniform uColor: vec4f;uniform thickness: f32;uniform uStrokeColor: vec4f;uniform uStrokeInsetWidth: f32;uniform uStrokeOutsetWidth: f32;varying atlasUV: vec2f;fn median(msdf: vec3<f32>)->f32 {let a=min(msdf.r,msdf.g);let b=max(msdf.r,msdf.g);return max(a,min(b,msdf.b));}\n@fragment\nfn main(input: FragmentInputs)->FragmentOutputs {let s=textureSample(fontAtlas,fontAtlasSampler,input.atlasUV).rgb;let sigDist=median(s)-0.5+uniforms.thickness;let afwidth=length(vec2<f32>(dpdx(sigDist),dpdy(sigDist)));let alpha=clamp(sigDist/afwidth+0.5,0.0,1.0);let sigDistOutset=sigDist+uniforms.uStrokeOutsetWidth*0.5;let sigDistInset=sigDist-uniforms.uStrokeInsetWidth*0.5;let afwidthOutset=length(vec2<f32>(dpdx(sigDistOutset),dpdy(sigDistOutset)));let afwidthInset=length(vec2<f32>(dpdx(sigDistInset),dpdy(sigDistInset)));let outset=clamp(sigDistOutset/afwidthOutset+0.5,0.0,1.0);let inset=1.0-clamp(sigDistInset/afwidthInset+0.5,0.0,1.0);let border=outset*inset;let filledFragColor=vec4<f32>(uniforms.uColor.rgb,alpha*uniforms.uColor.a);let strokedFragColor=vec4<f32>(uniforms.uStrokeColor.rgb,border*uniforms.uStrokeColor.a);fragmentOutputs.color=mix(filledFragColor,strokedFragColor,border);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const msdfPixelShaderWGSL = { name, shader };\n"]}
@@ -0,0 +1,21 @@
1
+ // Do not edit.
2
+ import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
3
+ const name = "msdfVertexShader";
4
+ const shader = `#define BILLBOARD 1
5
+ #define BILLBOARDSCREENPROJECTED 2
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+ attribute offsets: vec2f;attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;attribute uvs: vec4f;uniform transform: mat4x4f;uniform parentWorld: mat4x4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform mode: u32;varying atlasUV: vec2f;@vertex
7
+ fn main(input: VertexInputs)->FragmentInputs {let world=mat4x4<f32>(input.world0,input.world1,input.world2,input.world3);let localOffset=vec4<f32>(input.offsets-vec2<f32>(0.5,0.5),0.0,1.0);let worldPos=uniforms.transform*world*localOffset;if (uniforms.mode>=BILLBOARD) {
8
+ var viewPos=(uniforms.view*uniforms.parentWorld*vec4f(0.,0.,0.,1.0)).xyz;if (uniforms.mode==BILLBOARDSCREENPROJECTED) {viewPos=vec3f(viewPos.x/viewPos.z,viewPos.y/viewPos.z,1.0);}
9
+ vertexOutputs.position=uniforms.projection*vec4<f32>(viewPos+worldPos.xyz,1.0);} else {
10
+ let viewPos=(uniforms.view*uniforms.parentWorld*worldPos).xyz;vertexOutputs.position=uniforms.projection*vec4<f32>(viewPos,1.0);}
11
+ vertexOutputs.atlasUV=vec2<f32>(
12
+ input.uvs.x+input.offsets.x*input.uvs.z,
13
+ input.uvs.y+(1.0-input.offsets.y)*input.uvs.w
14
+ );}`;
15
+ // Sideeffect
16
+ if (!ShaderStore.ShadersStoreWGSL[name]) {
17
+ ShaderStore.ShadersStoreWGSL[name] = shader;
18
+ }
19
+ /** @internal */
20
+ export const msdfVertexShaderWGSL = { name, shader };
21
+ //# sourceMappingURL=msdf.vertex.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"msdf.vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/shadersWGSL/msdf.vertex.ts"],"names":[],"mappings":"AAAA,eAAe;AACf,OAAO,EAAE,WAAW,EAAE,+CAAiC;AAEvD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;IAUX,CAAC;AACL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AACD,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["// Do not edit.\nimport { ShaderStore } from \"core/Engines/shaderStore\";\n\nconst name = \"msdfVertexShader\";\nconst shader = `#define BILLBOARD 1\n#define BILLBOARDSCREENPROJECTED 2\nattribute offsets: vec2f;attribute world0: vec4f;attribute world1: vec4f;attribute world2: vec4f;attribute world3: vec4f;attribute uvs: vec4f;uniform transform: mat4x4f;uniform parentWorld: mat4x4f;uniform view: mat4x4f;uniform projection: mat4x4f;uniform mode: u32;varying atlasUV: vec2f;@vertex\nfn main(input: VertexInputs)->FragmentInputs {let world=mat4x4<f32>(input.world0,input.world1,input.world2,input.world3);let localOffset=vec4<f32>(input.offsets-vec2<f32>(0.5,0.5),0.0,1.0);let worldPos=uniforms.transform*world*localOffset;if (uniforms.mode>=BILLBOARD) { \nvar viewPos=(uniforms.view*uniforms.parentWorld*vec4f(0.,0.,0.,1.0)).xyz;if (uniforms.mode==BILLBOARDSCREENPROJECTED) {viewPos=vec3f(viewPos.x/viewPos.z,viewPos.y/viewPos.z,1.0);} \nvertexOutputs.position=uniforms.projection*vec4<f32>(viewPos+worldPos.xyz,1.0);} else { \nlet viewPos=(uniforms.view*uniforms.parentWorld*worldPos).xyz;vertexOutputs.position=uniforms.projection*vec4<f32>(viewPos,1.0);}\nvertexOutputs.atlasUV=vec2<f32>(\ninput.uvs.x+input.offsets.x*input.uvs.z,\ninput.uvs.y+(1.0-input.offsets.y)*input.uvs.w\n);}`;\n// Sideeffect\nif (!ShaderStore.ShadersStoreWGSL[name]) {\n ShaderStore.ShadersStoreWGSL[name] = shader;\n}\n/** @internal */\nexport const msdfVertexShaderWGSL = { name, shader };\n"]}
@@ -279,12 +279,12 @@ export class TextRenderer {
279
279
  let fragment = "";
280
280
  if (engine.isWebGPU) {
281
281
  shaderLanguage = 1 /* ShaderLanguage.WGSL */;
282
- vertex = (await import("./webgpu/vertex.js")).msdfVertexShaderWGSL.shader;
283
- fragment = (await import("./webgpu/fragment.js")).msdfFragmentShaderWGSL.shader;
282
+ vertex = (await import("./shadersWGSL/msdf.vertex.js")).msdfVertexShaderWGSL.shader;
283
+ fragment = (await import("./shadersWGSL/msdf.fragment.js")).msdfPixelShaderWGSL.shader;
284
284
  }
285
285
  else {
286
- vertex = (await import("./webgl/vertex.js")).msdfVertexShader.shader;
287
- fragment = (await import("./webgl/fragment.js")).msdfFragmentShader.shader;
286
+ vertex = (await import("./shaders/msdf.vertex.js")).msdfVertexShader.shader;
287
+ fragment = (await import("./shaders/msdf.fragment.js")).msdfPixelShader.shader;
288
288
  }
289
289
  const textRenderer = new TextRenderer(engine, shaderLanguage, font);
290
290
  textRenderer._setShaders(vertex, fragment);
@@ -1 +1 @@
1
- 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type { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Buffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { DrawWrapper } from \"core/Materials/drawWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { SdfTextParagraph } from \"./sdf/paragraph\";\r\nimport type { FontAsset } from \"./fontAsset\";\r\nimport type { ParagraphOptions } from \"./paragraphOptions\";\r\nimport { ThinMatrix } from \"core/Maths/ThinMaths/thinMath.matrix\";\r\nimport {\r\n CopyMatrixToArray,\r\n CopyMatrixToRef,\r\n IdentityMatrixToRef,\r\n MultiplyMatricesToRef,\r\n ScalingMatrixToRef,\r\n TranslationMatrixToRef,\r\n} from \"core/Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { IColor4Like, IMatrixLike } from \"core/Maths/math.like\";\r\n\r\n/**\r\n * Abstract Node class from Babylon.js\r\n */\r\nexport interface INodeLike {\r\n getWorldMatrix(): IMatrixLike;\r\n}\r\n\r\n/**\r\n * Class used to render text using MSDF (Multi-channel Signed Distance Field) technique\r\n * Thanks a lot to the work of Bhushan_Wagh and zb_sj for their amazing work on MSDF for Babylon.js\r\n * #6RLCWP#16\r\n * Star wars scroller: #6RLCWP#29\r\n * With metrics: #6RLCWP#35\r\n * Thickness: #IABMEZ#3\r\n * Solar system: #9YCDYC#9\r\n * Stroke: #6RLCWP#37\r\n */\r\nexport class TextRenderer implements IDisposable {\r\n private readonly _useVAO: boolean = false;\r\n private _engine: AbstractEngine;\r\n private _shaderLanguage: ShaderLanguage;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _worldBuffer: Nullable<Buffer>;\r\n private _uvBuffer: Nullable<Buffer>;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _font: FontAsset;\r\n private _charMatrices = new Array<number>();\r\n private _charUvs = new Array<number>();\r\n private _isDirty = true;\r\n private _baseLine = 0;\r\n\r\n // Cache\r\n private _scalingMatrix = new ThinMatrix();\r\n private _fontScaleMatrix = new ThinMatrix();\r\n private _offsetMatrix = new ThinMatrix();\r\n private _translationMatrix = new ThinMatrix();\r\n private _baseMatrix = new ThinMatrix();\r\n private _scaledMatrix = new ThinMatrix();\r\n private _localMatrix = new ThinMatrix();\r\n private _finalMatrix = new ThinMatrix();\r\n private _lineMatrix = new ThinMatrix();\r\n private _parentWorldMatrix = new ThinMatrix();\r\n\r\n /**\r\n * Gets or sets the color of the text\r\n */\r\n public color: IColor4Like = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n\r\n /**\r\n * Gets or sets the color of the stroke around the text\r\n */\r\n public strokeColor: IColor4Like = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n\r\n /**\r\n * Gets or sets the width of the stroke around the text (inset)\r\n */\r\n public strokeInsetWidth = 0;\r\n\r\n /**\r\n * Gets or sets the width of the stroke around the text (outset)\r\n */\r\n public strokeOutsetWidth = 0;\r\n\r\n /**\r\n * Gets or sets the thickness of the text (0 means as defined in the font)\r\n * Value must be between -0.5 and 0.5\r\n */\r\n public thicknessControl = 0;\r\n\r\n private _parent: Nullable<INodeLike> = null;\r\n\r\n /**\r\n * Gets or sets the parent of the text renderer\r\n */\r\n public get parent(): Nullable<INodeLike> {\r\n return this._parent;\r\n }\r\n\r\n public set parent(value: Nullable<INodeLike>) {\r\n this._parent = value;\r\n }\r\n\r\n private _transformMatrix: IMatrixLike = new ThinMatrix();\r\n\r\n /**\r\n * Gets or sets the transform matrix of the text renderer\r\n * It will be applied in that order:\r\n * parent x transform x paragraph world\r\n */\r\n public get transformMatrix(): IMatrixLike {\r\n return this._transformMatrix;\r\n }\r\n\r\n public set transformMatrix(value: IMatrixLike) {\r\n this._transformMatrix = value;\r\n }\r\n\r\n /**\r\n * Gets or sets if the text is billboarded\r\n */\r\n public isBillboard = false;\r\n\r\n /**\r\n * Gets or sets if the text is screen projected\r\n * This will work only if the text is billboarded\r\n */\r\n public isBillboardScreenProjected = false;\r\n\r\n /**\r\n * Gets the number of characters in the text renderer\r\n */\r\n public get characterCount(): number {\r\n return this._charMatrices.length / 16;\r\n }\r\n\r\n /**\r\n * Gets or sets if the text renderer should ignore the depth buffer\r\n * Default is false\r\n */\r\n public ignoreDepthBuffer = false;\r\n\r\n private constructor(engine: AbstractEngine, shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL, font: FontAsset) {\r\n this._engine = engine;\r\n this._shaderLanguage = shaderLanguage;\r\n this._font = font;\r\n this._baseLine = font._font.common.lineHeight * font.scale;\r\n\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n\r\n // Main vertex buffer\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n this._vertexBuffers[\"offsets\"] = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n\r\n // Instances\r\n this._resizeBuffers(128);\r\n }\r\n\r\n private _resizeBuffers(capacity: number) {\r\n if (this._worldBuffer) {\r\n this._worldBuffer.dispose();\r\n this._worldBuffer = null;\r\n }\r\n\r\n if (this._uvBuffer) {\r\n this._uvBuffer.dispose();\r\n this._uvBuffer = null;\r\n }\r\n\r\n this._worldBuffer = new Buffer(this._engine, new Float32Array(capacity * 16), true, 16);\r\n this._vertexBuffers[\"world0\"] = this._worldBuffer.createVertexBuffer(\"world0\", 0, 4, 16, true);\r\n this._vertexBuffers[\"world1\"] = this._worldBuffer.createVertexBuffer(\"world1\", 4, 4, 16, true);\r\n this._vertexBuffers[\"world2\"] = this._worldBuffer.createVertexBuffer(\"world2\", 8, 4, 16, true);\r\n this._vertexBuffers[\"world3\"] = this._worldBuffer.createVertexBuffer(\"world3\", 12, 4, 16, true);\r\n\r\n this._uvBuffer = new Buffer(this._engine, new Float32Array(capacity * 4), true, 4);\r\n this._vertexBuffers[\"uvs\"] = this._uvBuffer.createVertexBuffer(\"uvs\", 0, 4, 4, true);\r\n }\r\n\r\n private _setShaders(vertex: string, fragment: string) {\r\n this._drawWrapperBase?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = true;\r\n }\r\n\r\n const defines = \"\";\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n {\r\n vertexSource: vertex,\r\n fragmentSource: fragment,\r\n },\r\n [\"offsets\", \"world0\", \"world1\", \"world2\", \"world3\", \"uvs\"],\r\n [\"parentWorld\", \"view\", \"projection\", \"uColor\", \"thickness\", \"uStrokeColor\", \"uStrokeInsetWidth\", \"uStrokeOutsetWidth\", \"mode\", \"transform\"],\r\n [\"fontAtlas\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperBase.effect._refCount++;\r\n }\r\n\r\n /**\r\n * Add a paragraph of text to the renderer\r\n * @param text define the text to add\r\n * @param options define the options to use for the paragraph (optional)\r\n * @param worldMatrix define the world matrix to use for the paragraph (optional)\r\n */\r\n public addParagraph(text: string, options?: Partial<ParagraphOptions>, worldMatrix?: IMatrixLike) {\r\n const paragraph = new SdfTextParagraph(text, this._font, options);\r\n\r\n const fontScale = this._font.scale;\r\n\r\n const texWidth = this._font._font.common.scaleW;\r\n const texHeight = this._font._font.common.scaleH;\r\n const glyphs = paragraph.glyphs.filter((g) => g.char.page >= 0);\r\n\r\n let worldMatrixToUse = worldMatrix;\r\n\r\n if (!worldMatrixToUse) {\r\n const lineHeight = paragraph.lineHeight * fontScale;\r\n const lineOffset = (paragraph.lines.length * lineHeight) / 2;\r\n TranslationMatrixToRef(0, this._baseLine - lineOffset, 0, this._lineMatrix);\r\n worldMatrixToUse = this._lineMatrix;\r\n }\r\n\r\n ScalingMatrixToRef(fontScale, fontScale, 1.0, this._fontScaleMatrix);\r\n TranslationMatrixToRef(0.5, -0.5, 0, this._offsetMatrix);\r\n\r\n const charsUvsBase = this._charUvs.length;\r\n const matricesBase = this._charMatrices.length;\r\n glyphs.forEach((g, i) => {\r\n this._charUvs[charsUvsBase + i * 4 + 0] = g.char.x / texWidth;\r\n this._charUvs[charsUvsBase + i * 4 + 1] = g.char.y / texHeight;\r\n this._charUvs[charsUvsBase + i * 4 + 2] = g.char.width / texWidth;\r\n this._charUvs[charsUvsBase + i * 4 + 3] = g.char.height / texHeight;\r\n\r\n const x = g.x + g.char.xoffset;\r\n const y = 1.0 - (g.y + g.char.yoffset);\r\n\r\n ScalingMatrixToRef(g.char.width, g.char.height, 1.0, this._scalingMatrix);\r\n MultiplyMatricesToRef(this._offsetMatrix, this._scalingMatrix, this._baseMatrix);\r\n\r\n TranslationMatrixToRef(x * fontScale, y * fontScale, 0.0, this._translationMatrix);\r\n MultiplyMatricesToRef(this._baseMatrix, this._fontScaleMatrix, this._scaledMatrix);\r\n MultiplyMatricesToRef(this._scaledMatrix, this._translationMatrix, this._localMatrix);\r\n\r\n MultiplyMatricesToRef(this._localMatrix, worldMatrixToUse, this._finalMatrix);\r\n CopyMatrixToArray(this._finalMatrix, this._charMatrices, matricesBase + i * 16);\r\n });\r\n\r\n this._isDirty = true;\r\n\r\n this._baseLine -= paragraph.lineHeight * fontScale * paragraph.lines.length;\r\n }\r\n\r\n /**\r\n * Render the text using the provided view and projection matrices\r\n * @param viewMatrix define the view matrix to use\r\n * @param projectionMatrix define the projection matrix to use\r\n */\r\n public render(viewMatrix: IMatrixLike, projectionMatrix: IMatrixLike): void {\r\n const drawWrapper = this._drawWrapperBase;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n const engine = this._engine;\r\n\r\n engine.setState(false);\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (this.ignoreDepthBuffer) {\r\n engine.setDepthBuffer(false);\r\n }\r\n\r\n if (this._parent) {\r\n CopyMatrixToRef(this._parent.getWorldMatrix(), this._parentWorldMatrix);\r\n } else {\r\n IdentityMatrixToRef(this._parentWorldMatrix);\r\n }\r\n\r\n effect.setInt(\"mode\", this.isBillboard ? (this.isBillboardScreenProjected ? 2 : 1) : 0);\r\n effect.setMatrix(\"parentWorld\", this._parentWorldMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"transform\", this.transformMatrix);\r\n\r\n // Texture\r\n effect.setTexture(\"fontAtlas\", this._font.textures[0]);\r\n effect.setDirectColor4(\"uColor\", this.color);\r\n effect.setDirectColor4(\"uStrokeColor\", this.strokeColor);\r\n effect.setFloat(\"thickness\", this.thicknessControl * 0.9);\r\n effect.setFloat(\"uStrokeInsetWidth\", this.strokeInsetWidth);\r\n effect.setFloat(\"uStrokeOutsetWidth\", this.strokeOutsetWidth);\r\n\r\n const instanceCount = this._charMatrices.length / 16;\r\n\r\n // Need update?\r\n if (this._isDirty) {\r\n this._isDirty = false;\r\n\r\n if (this._worldBuffer!.getBuffer()!.capacity / 4 < instanceCount * 16) {\r\n this._resizeBuffers(instanceCount);\r\n }\r\n\r\n this._worldBuffer!.update(this._charMatrices);\r\n this._uvBuffer!.update(this._charUvs);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, null, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, null);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, null, effect);\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, instanceCount);\r\n engine.unbindInstanceAttributes();\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n if (this.ignoreDepthBuffer) {\r\n engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._worldBuffer) {\r\n this._worldBuffer.dispose();\r\n this._worldBuffer = null;\r\n }\r\n\r\n if (this._uvBuffer) {\r\n this._uvBuffer.dispose();\r\n this._uvBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new TextRenderer instance asynchronously\r\n * @param font define the font asset to use\r\n * @param engine define the engine to use\r\n * @returns a promise that resolves to the created TextRenderer instance\r\n */\r\n public static async CreateTextRendererAsync(font: FontAsset, engine: AbstractEngine) {\r\n if (!engine.getCaps().instancedArrays || !engine._features.supportSpriteInstancing) {\r\n throw new Error(\"Instanced arrays are required for MSDF text rendering.\");\r\n }\r\n\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n let vertex: string = \"\";\r\n let fragment: string = \"\";\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n vertex = (await import(\"./webgpu/vertex\")).msdfVertexShaderWGSL.shader;\r\n fragment = (await import(\"./webgpu/fragment\")).msdfFragmentShaderWGSL.shader;\r\n } else {\r\n vertex = (await import(\"./webgl/vertex\")).msdfVertexShader.shader;\r\n fragment = (await import(\"./webgl/fragment\")).msdfFragmentShader.shader;\r\n }\r\n\r\n const textRenderer = new TextRenderer(engine, shaderLanguage, font);\r\n textRenderer._setShaders(vertex, fragment);\r\n\r\n return textRenderer;\r\n }\r\n}\r\n"]}
1
+ 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type { VertexBuffer } from \"core/Buffers/buffer\";\r\nimport { Buffer } from \"core/Buffers/buffer\";\r\nimport type { AbstractEngine } from \"core/Engines/abstractEngine\";\r\nimport { Constants } from \"core/Engines/constants\";\r\nimport type { ThinEngine } from \"core/Engines/thinEngine\";\r\nimport { DrawWrapper } from \"core/Materials/drawWrapper\";\r\nimport { ShaderLanguage } from \"core/Materials/shaderLanguage\";\r\nimport type { IDisposable } from \"core/scene\";\r\nimport type { Nullable } from \"core/types\";\r\nimport { SdfTextParagraph } from \"./sdf/paragraph\";\r\nimport type { FontAsset } from \"./fontAsset\";\r\nimport type { ParagraphOptions } from \"./paragraphOptions\";\r\nimport { ThinMatrix } from \"core/Maths/ThinMaths/thinMath.matrix\";\r\nimport {\r\n CopyMatrixToArray,\r\n CopyMatrixToRef,\r\n IdentityMatrixToRef,\r\n MultiplyMatricesToRef,\r\n ScalingMatrixToRef,\r\n TranslationMatrixToRef,\r\n} from \"core/Maths/ThinMaths/thinMath.matrix.functions\";\r\nimport type { IColor4Like, IMatrixLike } from \"core/Maths/math.like\";\r\n\r\n/**\r\n * Abstract Node class from Babylon.js\r\n */\r\nexport interface INodeLike {\r\n getWorldMatrix(): IMatrixLike;\r\n}\r\n\r\n/**\r\n * Class used to render text using MSDF (Multi-channel Signed Distance Field) technique\r\n * Thanks a lot to the work of Bhushan_Wagh and zb_sj for their amazing work on MSDF for Babylon.js\r\n * #6RLCWP#16\r\n * Star wars scroller: #6RLCWP#29\r\n * With metrics: #6RLCWP#35\r\n * Thickness: #IABMEZ#3\r\n * Solar system: #9YCDYC#9\r\n * Stroke: #6RLCWP#37\r\n */\r\nexport class TextRenderer implements IDisposable {\r\n private readonly _useVAO: boolean = false;\r\n private _engine: AbstractEngine;\r\n private _shaderLanguage: ShaderLanguage;\r\n private _vertexBuffers: { [key: string]: VertexBuffer } = {};\r\n private _spriteBuffer: Nullable<Buffer>;\r\n private _worldBuffer: Nullable<Buffer>;\r\n private _uvBuffer: Nullable<Buffer>;\r\n private _drawWrapperBase: DrawWrapper;\r\n private _vertexArrayObject: WebGLVertexArrayObject;\r\n private _font: FontAsset;\r\n private _charMatrices = new Array<number>();\r\n private _charUvs = new Array<number>();\r\n private _isDirty = true;\r\n private _baseLine = 0;\r\n\r\n // Cache\r\n private _scalingMatrix = new ThinMatrix();\r\n private _fontScaleMatrix = new ThinMatrix();\r\n private _offsetMatrix = new ThinMatrix();\r\n private _translationMatrix = new ThinMatrix();\r\n private _baseMatrix = new ThinMatrix();\r\n private _scaledMatrix = new ThinMatrix();\r\n private _localMatrix = new ThinMatrix();\r\n private _finalMatrix = new ThinMatrix();\r\n private _lineMatrix = new ThinMatrix();\r\n private _parentWorldMatrix = new ThinMatrix();\r\n\r\n /**\r\n * Gets or sets the color of the text\r\n */\r\n public color: IColor4Like = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n\r\n /**\r\n * Gets or sets the color of the stroke around the text\r\n */\r\n public strokeColor: IColor4Like = { r: 1.0, g: 1.0, b: 1.0, a: 1.0 };\r\n\r\n /**\r\n * Gets or sets the width of the stroke around the text (inset)\r\n */\r\n public strokeInsetWidth = 0;\r\n\r\n /**\r\n * Gets or sets the width of the stroke around the text (outset)\r\n */\r\n public strokeOutsetWidth = 0;\r\n\r\n /**\r\n * Gets or sets the thickness of the text (0 means as defined in the font)\r\n * Value must be between -0.5 and 0.5\r\n */\r\n public thicknessControl = 0;\r\n\r\n private _parent: Nullable<INodeLike> = null;\r\n\r\n /**\r\n * Gets or sets the parent of the text renderer\r\n */\r\n public get parent(): Nullable<INodeLike> {\r\n return this._parent;\r\n }\r\n\r\n public set parent(value: Nullable<INodeLike>) {\r\n this._parent = value;\r\n }\r\n\r\n private _transformMatrix: IMatrixLike = new ThinMatrix();\r\n\r\n /**\r\n * Gets or sets the transform matrix of the text renderer\r\n * It will be applied in that order:\r\n * parent x transform x paragraph world\r\n */\r\n public get transformMatrix(): IMatrixLike {\r\n return this._transformMatrix;\r\n }\r\n\r\n public set transformMatrix(value: IMatrixLike) {\r\n this._transformMatrix = value;\r\n }\r\n\r\n /**\r\n * Gets or sets if the text is billboarded\r\n */\r\n public isBillboard = false;\r\n\r\n /**\r\n * Gets or sets if the text is screen projected\r\n * This will work only if the text is billboarded\r\n */\r\n public isBillboardScreenProjected = false;\r\n\r\n /**\r\n * Gets the number of characters in the text renderer\r\n */\r\n public get characterCount(): number {\r\n return this._charMatrices.length / 16;\r\n }\r\n\r\n /**\r\n * Gets or sets if the text renderer should ignore the depth buffer\r\n * Default is false\r\n */\r\n public ignoreDepthBuffer = false;\r\n\r\n private constructor(engine: AbstractEngine, shaderLanguage: ShaderLanguage = ShaderLanguage.GLSL, font: FontAsset) {\r\n this._engine = engine;\r\n this._shaderLanguage = shaderLanguage;\r\n this._font = font;\r\n this._baseLine = font._font.common.lineHeight * font.scale;\r\n\r\n this._useVAO = engine.getCaps().vertexArrayObject && !engine.disableVertexArrayObjects;\r\n\r\n // Main vertex buffer\r\n const spriteData = new Float32Array([0, 0, 1, 0, 0, 1, 1, 1]);\r\n this._spriteBuffer = new Buffer(engine, spriteData, false, 2);\r\n this._vertexBuffers[\"offsets\"] = this._spriteBuffer.createVertexBuffer(\"offsets\", 0, 2);\r\n\r\n // Instances\r\n this._resizeBuffers(128);\r\n }\r\n\r\n private _resizeBuffers(capacity: number) {\r\n if (this._worldBuffer) {\r\n this._worldBuffer.dispose();\r\n this._worldBuffer = null;\r\n }\r\n\r\n if (this._uvBuffer) {\r\n this._uvBuffer.dispose();\r\n this._uvBuffer = null;\r\n }\r\n\r\n this._worldBuffer = new Buffer(this._engine, new Float32Array(capacity * 16), true, 16);\r\n this._vertexBuffers[\"world0\"] = this._worldBuffer.createVertexBuffer(\"world0\", 0, 4, 16, true);\r\n this._vertexBuffers[\"world1\"] = this._worldBuffer.createVertexBuffer(\"world1\", 4, 4, 16, true);\r\n this._vertexBuffers[\"world2\"] = this._worldBuffer.createVertexBuffer(\"world2\", 8, 4, 16, true);\r\n this._vertexBuffers[\"world3\"] = this._worldBuffer.createVertexBuffer(\"world3\", 12, 4, 16, true);\r\n\r\n this._uvBuffer = new Buffer(this._engine, new Float32Array(capacity * 4), true, 4);\r\n this._vertexBuffers[\"uvs\"] = this._uvBuffer.createVertexBuffer(\"uvs\", 0, 4, 4, true);\r\n }\r\n\r\n private _setShaders(vertex: string, fragment: string) {\r\n this._drawWrapperBase?.dispose();\r\n\r\n this._drawWrapperBase = new DrawWrapper(this._engine);\r\n\r\n if (this._drawWrapperBase.drawContext) {\r\n this._drawWrapperBase.drawContext.useInstancing = true;\r\n }\r\n\r\n const defines = \"\";\r\n\r\n this._drawWrapperBase.effect = this._engine.createEffect(\r\n {\r\n vertexSource: vertex,\r\n fragmentSource: fragment,\r\n },\r\n [\"offsets\", \"world0\", \"world1\", \"world2\", \"world3\", \"uvs\"],\r\n [\"parentWorld\", \"view\", \"projection\", \"uColor\", \"thickness\", \"uStrokeColor\", \"uStrokeInsetWidth\", \"uStrokeOutsetWidth\", \"mode\", \"transform\"],\r\n [\"fontAtlas\"],\r\n defines,\r\n undefined,\r\n undefined,\r\n undefined,\r\n undefined,\r\n this._shaderLanguage\r\n );\r\n\r\n this._drawWrapperBase.effect._refCount++;\r\n }\r\n\r\n /**\r\n * Add a paragraph of text to the renderer\r\n * @param text define the text to add\r\n * @param options define the options to use for the paragraph (optional)\r\n * @param worldMatrix define the world matrix to use for the paragraph (optional)\r\n */\r\n public addParagraph(text: string, options?: Partial<ParagraphOptions>, worldMatrix?: IMatrixLike) {\r\n const paragraph = new SdfTextParagraph(text, this._font, options);\r\n\r\n const fontScale = this._font.scale;\r\n\r\n const texWidth = this._font._font.common.scaleW;\r\n const texHeight = this._font._font.common.scaleH;\r\n const glyphs = paragraph.glyphs.filter((g) => g.char.page >= 0);\r\n\r\n let worldMatrixToUse = worldMatrix;\r\n\r\n if (!worldMatrixToUse) {\r\n const lineHeight = paragraph.lineHeight * fontScale;\r\n const lineOffset = (paragraph.lines.length * lineHeight) / 2;\r\n TranslationMatrixToRef(0, this._baseLine - lineOffset, 0, this._lineMatrix);\r\n worldMatrixToUse = this._lineMatrix;\r\n }\r\n\r\n ScalingMatrixToRef(fontScale, fontScale, 1.0, this._fontScaleMatrix);\r\n TranslationMatrixToRef(0.5, -0.5, 0, this._offsetMatrix);\r\n\r\n const charsUvsBase = this._charUvs.length;\r\n const matricesBase = this._charMatrices.length;\r\n glyphs.forEach((g, i) => {\r\n this._charUvs[charsUvsBase + i * 4 + 0] = g.char.x / texWidth;\r\n this._charUvs[charsUvsBase + i * 4 + 1] = g.char.y / texHeight;\r\n this._charUvs[charsUvsBase + i * 4 + 2] = g.char.width / texWidth;\r\n this._charUvs[charsUvsBase + i * 4 + 3] = g.char.height / texHeight;\r\n\r\n const x = g.x + g.char.xoffset;\r\n const y = 1.0 - (g.y + g.char.yoffset);\r\n\r\n ScalingMatrixToRef(g.char.width, g.char.height, 1.0, this._scalingMatrix);\r\n MultiplyMatricesToRef(this._offsetMatrix, this._scalingMatrix, this._baseMatrix);\r\n\r\n TranslationMatrixToRef(x * fontScale, y * fontScale, 0.0, this._translationMatrix);\r\n MultiplyMatricesToRef(this._baseMatrix, this._fontScaleMatrix, this._scaledMatrix);\r\n MultiplyMatricesToRef(this._scaledMatrix, this._translationMatrix, this._localMatrix);\r\n\r\n MultiplyMatricesToRef(this._localMatrix, worldMatrixToUse, this._finalMatrix);\r\n CopyMatrixToArray(this._finalMatrix, this._charMatrices, matricesBase + i * 16);\r\n });\r\n\r\n this._isDirty = true;\r\n\r\n this._baseLine -= paragraph.lineHeight * fontScale * paragraph.lines.length;\r\n }\r\n\r\n /**\r\n * Render the text using the provided view and projection matrices\r\n * @param viewMatrix define the view matrix to use\r\n * @param projectionMatrix define the projection matrix to use\r\n */\r\n public render(viewMatrix: IMatrixLike, projectionMatrix: IMatrixLike): void {\r\n const drawWrapper = this._drawWrapperBase;\r\n\r\n const effect = drawWrapper.effect!;\r\n\r\n // Check\r\n if (!effect.isReady()) {\r\n return;\r\n }\r\n const engine = this._engine;\r\n\r\n engine.setState(false);\r\n engine.enableEffect(drawWrapper);\r\n\r\n if (this.ignoreDepthBuffer) {\r\n engine.setDepthBuffer(false);\r\n }\r\n\r\n if (this._parent) {\r\n CopyMatrixToRef(this._parent.getWorldMatrix(), this._parentWorldMatrix);\r\n } else {\r\n IdentityMatrixToRef(this._parentWorldMatrix);\r\n }\r\n\r\n effect.setInt(\"mode\", this.isBillboard ? (this.isBillboardScreenProjected ? 2 : 1) : 0);\r\n effect.setMatrix(\"parentWorld\", this._parentWorldMatrix);\r\n effect.setMatrix(\"view\", viewMatrix);\r\n effect.setMatrix(\"projection\", projectionMatrix);\r\n effect.setMatrix(\"transform\", this.transformMatrix);\r\n\r\n // Texture\r\n effect.setTexture(\"fontAtlas\", this._font.textures[0]);\r\n effect.setDirectColor4(\"uColor\", this.color);\r\n effect.setDirectColor4(\"uStrokeColor\", this.strokeColor);\r\n effect.setFloat(\"thickness\", this.thicknessControl * 0.9);\r\n effect.setFloat(\"uStrokeInsetWidth\", this.strokeInsetWidth);\r\n effect.setFloat(\"uStrokeOutsetWidth\", this.strokeOutsetWidth);\r\n\r\n const instanceCount = this._charMatrices.length / 16;\r\n\r\n // Need update?\r\n if (this._isDirty) {\r\n this._isDirty = false;\r\n\r\n if (this._worldBuffer!.getBuffer()!.capacity / 4 < instanceCount * 16) {\r\n this._resizeBuffers(instanceCount);\r\n }\r\n\r\n this._worldBuffer!.update(this._charMatrices);\r\n this._uvBuffer!.update(this._charUvs);\r\n }\r\n\r\n if (this._useVAO) {\r\n if (!this._vertexArrayObject) {\r\n this._vertexArrayObject = (engine as ThinEngine).recordVertexArrayObject(this._vertexBuffers, null, effect);\r\n }\r\n (engine as ThinEngine).bindVertexArrayObject(this._vertexArrayObject, null);\r\n } else {\r\n // VBOs\r\n engine.bindBuffers(this._vertexBuffers, null, effect);\r\n }\r\n\r\n engine.setAlphaMode(Constants.ALPHA_COMBINE);\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, instanceCount);\r\n engine.unbindInstanceAttributes();\r\n engine.setAlphaMode(Constants.ALPHA_DISABLE);\r\n\r\n if (this.ignoreDepthBuffer) {\r\n engine.setDepthBuffer(true);\r\n }\r\n }\r\n\r\n /**\r\n * Release associated resources\r\n */\r\n public dispose(): void {\r\n if (this._worldBuffer) {\r\n this._worldBuffer.dispose();\r\n this._worldBuffer = null;\r\n }\r\n\r\n if (this._uvBuffer) {\r\n this._uvBuffer.dispose();\r\n this._uvBuffer = null;\r\n }\r\n\r\n if (this._spriteBuffer) {\r\n this._spriteBuffer.dispose();\r\n this._spriteBuffer = null;\r\n }\r\n\r\n if (this._vertexArrayObject) {\r\n (this._engine as ThinEngine).releaseVertexArrayObject(this._vertexArrayObject);\r\n (<any>this._vertexArrayObject) = null;\r\n }\r\n }\r\n\r\n /**\r\n * Creates a new TextRenderer instance asynchronously\r\n * @param font define the font asset to use\r\n * @param engine define the engine to use\r\n * @returns a promise that resolves to the created TextRenderer instance\r\n */\r\n public static async CreateTextRendererAsync(font: FontAsset, engine: AbstractEngine) {\r\n if (!engine.getCaps().instancedArrays || !engine._features.supportSpriteInstancing) {\r\n throw new Error(\"Instanced arrays are required for MSDF text rendering.\");\r\n }\r\n\r\n let shaderLanguage = ShaderLanguage.GLSL;\r\n let vertex: string = \"\";\r\n let fragment: string = \"\";\r\n if (engine.isWebGPU) {\r\n shaderLanguage = ShaderLanguage.WGSL;\r\n vertex = (await import(\"./shadersWGSL/msdf.vertex\")).msdfVertexShaderWGSL.shader;\r\n fragment = (await import(\"./shadersWGSL/msdf.fragment\")).msdfPixelShaderWGSL.shader;\r\n } else {\r\n vertex = (await import(\"./shaders/msdf.vertex\")).msdfVertexShader.shader;\r\n fragment = (await import(\"./shaders/msdf.fragment\")).msdfPixelShader.shader;\r\n }\r\n\r\n const textRenderer = new TextRenderer(engine, shaderLanguage, font);\r\n textRenderer._setShaders(vertex, fragment);\r\n\r\n return textRenderer;\r\n }\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/addons",
3
- "version": "8.9.0",
3
+ "version": "8.9.1",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -18,7 +18,7 @@
18
18
  "postcompile": "build-tools -c add-js-to-es6"
19
19
  },
20
20
  "devDependencies": {
21
- "@babylonjs/core": "^8.9.0",
21
+ "@babylonjs/core": "^8.9.1",
22
22
  "@dev/addons": "^1.0.0",
23
23
  "@dev/build-tools": "^1.0.0"
24
24
  },
@@ -1,43 +0,0 @@
1
- /* eslint-disable @typescript-eslint/naming-convention */
2
- const name = "msdfFragmentShader";
3
- const shader = `
4
- #extension GL_OES_standard_derivatives : enable
5
-
6
- precision highp float;
7
-
8
- uniform sampler2D fontAtlas;
9
- uniform vec4 uColor;
10
- uniform vec4 uStrokeColor;
11
- uniform float uStrokeInsetWidth;
12
- uniform float uStrokeOutsetWidth;
13
- uniform float thickness;
14
-
15
- varying vec2 atlasUV;
16
-
17
- float median(vec3 msdf) {
18
- return max(min(msdf.r, msdf.g), min(max(msdf.r, msdf.g), msdf.b));
19
- }
20
-
21
- void main(void)
22
- {
23
- vec3 s = texture2D(fontAtlas, atlasUV).rgb;
24
- float sigDist = median(s) - 0.5 + thickness;
25
-
26
- float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
27
-
28
- float sigDistOutset = sigDist + uStrokeOutsetWidth * 0.5;
29
- float sigDistInset = sigDist - uStrokeInsetWidth * 0.5;
30
-
31
- float outset = clamp(sigDistOutset / fwidth(sigDistOutset) + 0.5, 0.0, 1.0);
32
- float inset = 1.0 - clamp(sigDistInset / fwidth(sigDistInset) + 0.5, 0.0, 1.0);
33
-
34
- float border = outset * inset;
35
-
36
- vec4 filledFragColor = vec4(uColor.rgb, alpha * uColor.a);
37
- vec4 strokedFragColor = vec4(uStrokeColor.rgb, border * uStrokeColor.a);
38
-
39
- gl_FragColor = mix(filledFragColor, strokedFragColor, border);
40
- }`;
41
- /** @internal */
42
- export const msdfFragmentShader = { name, shader };
43
- //# sourceMappingURL=fragment.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgl/fragment.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,IAAI,GAAG,oBAAoB,CAAC;AAClC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqCb,CAAC;AAEH,gBAAgB;AAChB,MAAM,CAAC,MAAM,kBAAkB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nconst name = \"msdfFragmentShader\";\r\nconst shader = `\r\n#extension GL_OES_standard_derivatives : enable\r\n\r\nprecision highp float;\r\n\r\nuniform sampler2D fontAtlas;\r\nuniform vec4 uColor;\r\nuniform vec4 uStrokeColor;\r\nuniform float uStrokeInsetWidth;\r\nuniform float uStrokeOutsetWidth;\r\nuniform float thickness;\r\n\r\nvarying vec2 atlasUV;\r\n\r\nfloat median(vec3 msdf) {\r\n return max(min(msdf.r, msdf.g), min(max(msdf.r, msdf.g), msdf.b));\r\n}\r\n \r\nvoid main(void)\r\n{\r\n vec3 s = texture2D(fontAtlas, atlasUV).rgb;\r\n float sigDist = median(s) - 0.5 + thickness;\r\n\r\n float alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);\r\n\r\n float sigDistOutset = sigDist + uStrokeOutsetWidth * 0.5;\r\n float sigDistInset = sigDist - uStrokeInsetWidth * 0.5;\r\n\r\n float outset = clamp(sigDistOutset / fwidth(sigDistOutset) + 0.5, 0.0, 1.0);\r\n float inset = 1.0 - clamp(sigDistInset / fwidth(sigDistInset) + 0.5, 0.0, 1.0);\r\n\r\n float border = outset * inset;\r\n\r\n vec4 filledFragColor = vec4(uColor.rgb, alpha * uColor.a);\r\n vec4 strokedFragColor = vec4(uStrokeColor.rgb, border * uStrokeColor.a);\r\n\r\n gl_FragColor = mix(filledFragColor, strokedFragColor, border);\r\n}`;\r\n\r\n/** @internal */\r\nexport const msdfFragmentShader = { name, shader };\r\n"]}
@@ -1,2 +0,0 @@
1
- export * from "./fragment.js";
2
- export * from "./vertex.js";
@@ -1,3 +0,0 @@
1
- export * from "./fragment.js";
2
- export * from "./vertex.js";
3
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgl/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,UAAU,CAAC","sourcesContent":["export * from \"./fragment\";\nexport * from \"./vertex\";\n"]}
@@ -1,43 +0,0 @@
1
- /* eslint-disable @typescript-eslint/naming-convention */
2
- const name = "msdfVertexShader";
3
- const shader = `
4
- #define BILLBOARD 1
5
- #define BILLBOARDSCREENPROJECTED 2
6
-
7
- attribute vec2 offsets;
8
- attribute vec4 world0;
9
- attribute vec4 world1;
10
- attribute vec4 world2;
11
- attribute vec4 world3;
12
- attribute vec4 uvs;
13
-
14
- uniform mat4 transform;
15
- uniform mat4 parentWorld;
16
- uniform mat4 view;
17
- uniform mat4 projection;
18
- uniform vec3 center;
19
- uniform int mode;
20
-
21
- varying vec2 atlasUV;
22
-
23
- void main(void) {
24
- mat4 world = mat4(world0, world1, world2, world3);
25
- vec4 worldPos = transform * (world * vec4(offsets.xy - vec2(0.5, 0.5), 0., 1.0));
26
-
27
- if (mode >= BILLBOARD) {
28
- vec3 viewPos = (view * parentWorld * vec4(0., 0., 0., 1.0)).xyz;
29
- if (mode == BILLBOARDSCREENPROJECTED) {
30
- viewPos.x /= viewPos.z;
31
- viewPos.y /= viewPos.z;
32
- viewPos.z = 1.0;
33
- }
34
- gl_Position = projection * vec4(viewPos + worldPos.xyz,1.0);
35
- } else {
36
- vec3 viewPos = (view * parentWorld * worldPos).xyz;
37
- gl_Position = projection * vec4(viewPos,1.0);
38
- }
39
- atlasUV = vec2(uvs.x + offsets.x * uvs.z, uvs.y + (1.0 - offsets.y) * uvs.w);
40
- }`;
41
- /** @internal */
42
- export const msdfVertexShader = { name, shader };
43
- //# sourceMappingURL=vertex.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgl/vertex.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,IAAI,GAAG,kBAAkB,CAAC;AAChC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAqCb,CAAC;AAEH,gBAAgB;AAChB,MAAM,CAAC,MAAM,gBAAgB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nconst name = \"msdfVertexShader\";\r\nconst shader = `\r\n#define BILLBOARD 1\r\n#define BILLBOARDSCREENPROJECTED 2\r\n\r\nattribute vec2 offsets;\r\nattribute vec4 world0;\r\nattribute vec4 world1;\r\nattribute vec4 world2;\r\nattribute vec4 world3;\r\nattribute vec4 uvs;\r\n\r\nuniform mat4 transform;\r\nuniform mat4 parentWorld;\r\nuniform mat4 view;\r\nuniform mat4 projection;\r\nuniform vec3 center;\r\nuniform int mode;\r\n\r\nvarying vec2 atlasUV;\r\n\r\nvoid main(void) {\r\n mat4 world = mat4(world0, world1, world2, world3);\r\n vec4 worldPos = transform * (world * vec4(offsets.xy - vec2(0.5, 0.5), 0., 1.0));\r\n\r\n if (mode >= BILLBOARD) {\r\n vec3 viewPos = (view * parentWorld * vec4(0., 0., 0., 1.0)).xyz; \r\n if (mode == BILLBOARDSCREENPROJECTED) {\r\n viewPos.x /= viewPos.z;\r\n viewPos.y /= viewPos.z;\r\n viewPos.z = 1.0;\r\n }\r\n gl_Position = projection * vec4(viewPos + worldPos.xyz,1.0); \r\n } else {\r\n vec3 viewPos = (view * parentWorld * worldPos).xyz; \r\n gl_Position = projection * vec4(viewPos,1.0); \r\n }\r\n atlasUV = vec2(uvs.x + offsets.x * uvs.z, uvs.y + (1.0 - offsets.y) * uvs.w);\r\n}`;\r\n\r\n/** @internal */\r\nexport const msdfVertexShader = { name, shader };\r\n"]}
@@ -1,46 +0,0 @@
1
- /* eslint-disable @typescript-eslint/naming-convention */
2
- const name = "msdfFragmentShaderWGSL";
3
- const shader = `
4
- var fontAtlas: texture_2d<f32>;
5
- var fontAtlasSampler: sampler;
6
- uniform uColor: vec4f;
7
- uniform thickness: f32;
8
- uniform uStrokeColor: vec4f;
9
- uniform uStrokeInsetWidth: f32;
10
- uniform uStrokeOutsetWidth: f32;
11
-
12
- varying atlasUV: vec2f;
13
-
14
- fn median(msdf: vec3<f32>) -> f32 {
15
- let a = min(msdf.r, msdf.g);
16
- let b = max(msdf.r, msdf.g);
17
- return max(a, min(b, msdf.b));
18
- }
19
-
20
- @fragment
21
- fn main(input: FragmentInputs) -> FragmentOutputs {
22
- let s = textureSample(fontAtlas, fontAtlasSampler, input.atlasUV).rgb;
23
- let sigDist = median(s) - 0.5 + uniforms.thickness;
24
-
25
- let afwidth = length(vec2<f32>(dpdx(sigDist), dpdy(sigDist)));
26
- let alpha = clamp(sigDist / afwidth + 0.5, 0.0, 1.0);
27
-
28
- let sigDistOutset = sigDist + uniforms.uStrokeOutsetWidth * 0.5;
29
- let sigDistInset = sigDist - uniforms.uStrokeInsetWidth * 0.5;
30
-
31
- let afwidthOutset = length(vec2<f32>(dpdx(sigDistOutset), dpdy(sigDistOutset)));
32
- let afwidthInset = length(vec2<f32>(dpdx(sigDistInset), dpdy(sigDistInset)));
33
-
34
- let outset = clamp(sigDistOutset / afwidthOutset + 0.5, 0.0, 1.0);
35
- let inset = 1.0 - clamp(sigDistInset / afwidthInset + 0.5, 0.0, 1.0);
36
-
37
- let border = outset * inset;
38
-
39
- let filledFragColor = vec4<f32>(uniforms.uColor.rgb, alpha * uniforms.uColor.a);
40
- let strokedFragColor = vec4<f32>(uniforms.uStrokeColor.rgb, border * uniforms.uStrokeColor.a);
41
-
42
- fragmentOutputs.color = mix(filledFragColor, strokedFragColor, border);
43
- }`;
44
- /** @internal */
45
- export const msdfFragmentShaderWGSL = { name, shader };
46
- //# sourceMappingURL=fragment.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"fragment.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgpu/fragment.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,IAAI,GAAG,wBAAwB,CAAC;AACtC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AAEH,gBAAgB;AAChB,MAAM,CAAC,MAAM,sBAAsB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nconst name = \"msdfFragmentShaderWGSL\";\r\nconst shader = `\r\nvar fontAtlas: texture_2d<f32>;\r\nvar fontAtlasSampler: sampler;\r\nuniform uColor: vec4f;\r\nuniform thickness: f32;\r\nuniform uStrokeColor: vec4f;\r\nuniform uStrokeInsetWidth: f32;\r\nuniform uStrokeOutsetWidth: f32;\r\n\r\nvarying atlasUV: vec2f;\r\n\r\nfn median(msdf: vec3<f32>) -> f32 {\r\n let a = min(msdf.r, msdf.g);\r\n let b = max(msdf.r, msdf.g);\r\n return max(a, min(b, msdf.b));\r\n}\r\n\r\n@fragment\r\nfn main(input: FragmentInputs) -> FragmentOutputs {\r\n let s = textureSample(fontAtlas, fontAtlasSampler, input.atlasUV).rgb;\r\n let sigDist = median(s) - 0.5 + uniforms.thickness;\r\n\r\n let afwidth = length(vec2<f32>(dpdx(sigDist), dpdy(sigDist)));\r\n let alpha = clamp(sigDist / afwidth + 0.5, 0.0, 1.0);\r\n\r\n let sigDistOutset = sigDist + uniforms.uStrokeOutsetWidth * 0.5;\r\n let sigDistInset = sigDist - uniforms.uStrokeInsetWidth * 0.5;\r\n\r\n let afwidthOutset = length(vec2<f32>(dpdx(sigDistOutset), dpdy(sigDistOutset)));\r\n let afwidthInset = length(vec2<f32>(dpdx(sigDistInset), dpdy(sigDistInset)));\r\n\r\n let outset = clamp(sigDistOutset / afwidthOutset + 0.5, 0.0, 1.0);\r\n let inset = 1.0 - clamp(sigDistInset / afwidthInset + 0.5, 0.0, 1.0);\r\n\r\n let border = outset * inset;\r\n\r\n let filledFragColor = vec4<f32>(uniforms.uColor.rgb, alpha * uniforms.uColor.a);\r\n let strokedFragColor = vec4<f32>(uniforms.uStrokeColor.rgb, border * uniforms.uStrokeColor.a);\r\n\r\n fragmentOutputs.color = mix(filledFragColor, strokedFragColor, border);\r\n}`;\r\n\r\n/** @internal */\r\nexport const msdfFragmentShaderWGSL = { name, shader };\r\n"]}
@@ -1,2 +0,0 @@
1
- export * from "./fragment.js";
2
- export * from "./vertex.js";
@@ -1,3 +0,0 @@
1
- export * from "./fragment.js";
2
- export * from "./vertex.js";
3
- //# sourceMappingURL=index.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgpu/index.ts"],"names":[],"mappings":"AAAA,cAAc,YAAY,CAAC;AAC3B,cAAc,UAAU,CAAC","sourcesContent":["export * from \"./fragment\";\nexport * from \"./vertex\";\n"]}
@@ -1,46 +0,0 @@
1
- /* eslint-disable @typescript-eslint/naming-convention */
2
- const name = "msdfVertexShaderWGSL";
3
- const shader = `
4
- #define BILLBOARD 1
5
- #define BILLBOARDSCREENPROJECTED 2
6
-
7
- attribute offsets: vec2f;
8
- attribute world0: vec4f;
9
- attribute world1: vec4f;
10
- attribute world2: vec4f;
11
- attribute world3: vec4f;
12
- attribute uvs: vec4f;
13
-
14
- uniform transform: mat4x4f;
15
- uniform parentWorld: mat4x4f;
16
- uniform view: mat4x4f;
17
- uniform projection: mat4x4f;
18
- uniform mode: u32;
19
-
20
- varying atlasUV: vec2f;
21
-
22
- @vertex
23
- fn main(input: VertexInputs) -> FragmentInputs {
24
- let world = mat4x4<f32>(input.world0, input.world1, input.world2, input.world3);
25
- let localOffset = vec4<f32>(input.offsets - vec2<f32>(0.5, 0.5), 0.0, 1.0);
26
- let worldPos = uniforms.transform * world * localOffset;
27
-
28
- if (uniforms.mode >= BILLBOARD) {
29
- var viewPos = (uniforms.view * uniforms.parentWorld * vec4f(0., 0., 0., 1.0)).xyz;
30
- if (uniforms.mode == BILLBOARDSCREENPROJECTED) {
31
- viewPos = vec3f(viewPos.x / viewPos.z, viewPos.y / viewPos.z, 1.0);
32
- }
33
- vertexOutputs.position = uniforms.projection * vec4<f32>(viewPos + worldPos.xyz, 1.0);
34
- } else {
35
- let viewPos = (uniforms.view * uniforms.parentWorld * worldPos).xyz;
36
- vertexOutputs.position = uniforms.projection * vec4<f32>(viewPos, 1.0);
37
- }
38
-
39
- vertexOutputs.atlasUV = vec2<f32>(
40
- input.uvs.x + input.offsets.x * input.uvs.z,
41
- input.uvs.y + (1.0 - input.offsets.y) * input.uvs.w
42
- );
43
- }`;
44
- /** @internal */
45
- export const msdfVertexShaderWGSL = { name, shader };
46
- //# sourceMappingURL=vertex.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"vertex.js","sourceRoot":"","sources":["../../../../../dev/addons/src/msdfText/webgpu/vertex.ts"],"names":[],"mappings":"AAAA,yDAAyD;AACzD,MAAM,IAAI,GAAG,sBAAsB,CAAC;AACpC,MAAM,MAAM,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EAwCb,CAAC;AAEH,gBAAgB;AAChB,MAAM,CAAC,MAAM,oBAAoB,GAAG,EAAE,IAAI,EAAE,MAAM,EAAE,CAAC","sourcesContent":["/* eslint-disable @typescript-eslint/naming-convention */\r\nconst name = \"msdfVertexShaderWGSL\";\r\nconst shader = `\r\n#define BILLBOARD 1\r\n#define BILLBOARDSCREENPROJECTED 2\r\n\r\nattribute offsets: vec2f;\r\nattribute world0: vec4f;\r\nattribute world1: vec4f;\r\nattribute world2: vec4f;\r\nattribute world3: vec4f;\r\nattribute uvs: vec4f;\r\n\r\nuniform transform: mat4x4f;\r\nuniform parentWorld: mat4x4f;\r\nuniform view: mat4x4f;\r\nuniform projection: mat4x4f;\r\nuniform mode: u32;\r\n\r\nvarying atlasUV: vec2f;\r\n\r\n@vertex\r\nfn main(input: VertexInputs) -> FragmentInputs {\r\n let world = mat4x4<f32>(input.world0, input.world1, input.world2, input.world3);\r\n let localOffset = vec4<f32>(input.offsets - vec2<f32>(0.5, 0.5), 0.0, 1.0);\r\n let worldPos = uniforms.transform * world * localOffset;\r\n\r\n if (uniforms.mode >= BILLBOARD) { \r\n var viewPos = (uniforms.view * uniforms.parentWorld * vec4f(0., 0., 0., 1.0)).xyz;\r\n if (uniforms.mode == BILLBOARDSCREENPROJECTED) {\r\n viewPos = vec3f(viewPos.x / viewPos.z, viewPos.y / viewPos.z, 1.0);\r\n } \r\n vertexOutputs.position = uniforms.projection * vec4<f32>(viewPos + worldPos.xyz, 1.0);\r\n } else { \r\n let viewPos = (uniforms.view * uniforms.parentWorld * worldPos).xyz;\r\n vertexOutputs.position = uniforms.projection * vec4<f32>(viewPos, 1.0);\r\n }\r\n\r\n vertexOutputs.atlasUV = vec2<f32>(\r\n input.uvs.x + input.offsets.x * input.uvs.z,\r\n input.uvs.y + (1.0 - input.offsets.y) * input.uvs.w\r\n );\r\n}`;\r\n\r\n/** @internal */\r\nexport const msdfVertexShaderWGSL = { name, shader };\r\n"]}