@babylonjs/addons 9.16.1 → 9.17.0
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.
- package/msdfText/shaders/msdf.fragment.js +3 -2
- package/msdfText/shaders/msdf.fragment.js.map +1 -1
- package/msdfText/shadersWGSL/msdf.fragment.js +3 -2
- package/msdfText/shadersWGSL/msdf.fragment.js.map +1 -1
- package/msdfText/textRenderer.d.ts +8 -0
- package/msdfText/textRenderer.js +34 -7
- package/msdfText/textRenderer.js.map +1 -1
- package/package.json +2 -2
|
@@ -2,9 +2,10 @@
|
|
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
3
|
const name = "msdfPixelShader";
|
|
4
4
|
const shader = `#extension GL_OES_standard_derivatives : enable
|
|
5
|
-
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));}
|
|
5
|
+
precision highp float;uniform sampler2D fontAtlas;uniform vec4 uColor;uniform vec4 uStrokeColor;uniform float uStrokeInsetWidth;uniform float uStrokeOutsetWidth;uniform float thickness;uniform float uDepthWrite;varying vec2 atlasUV;float median(vec3 msdf) {return max(min(msdf.r,msdf.g),min(max(msdf.r,msdf.g),msdf.b));}
|
|
6
6
|
void main(void)
|
|
7
|
-
{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;
|
|
7
|
+
{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;if (uDepthWrite>0.5 && max(alpha,border)<=0.0) {discard;}
|
|
8
|
+
vec4 filledFragColor=vec4(uColor.rgb,alpha*uColor.a);vec4 strokedFragColor=vec4(uStrokeColor.rgb,border*uStrokeColor.a);gl_FragColor=mix(filledFragColor,strokedFragColor,border);}`;
|
|
8
9
|
// Sideeffect
|
|
9
10
|
if (!ShaderStore.ShadersStore[name]) {
|
|
10
11
|
ShaderStore.ShadersStore[name] = shader;
|
|
@@ -1 +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,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG
|
|
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,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;;oLAIqK,CAAC;AACrL,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,EAAE,CAAC;IAClC,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAC5C,CAAC;AAED,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;uniform float uDepthWrite;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;if (uDepthWrite>0.5 && max(alpha,border)<=0.0) {discard;}\nvec4 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\n/** @internal */\nexport const msdfPixelShader = { name, shader };\n"]}
|
|
@@ -1,9 +1,10 @@
|
|
|
1
1
|
// Do not edit.
|
|
2
2
|
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
|
|
3
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));}
|
|
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;uniform uDepthWrite: 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
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;
|
|
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;if (uniforms.uDepthWrite>0.5 && max(alpha,border)<=0.0) {discard;}
|
|
7
|
+
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
8
|
// Sideeffect
|
|
8
9
|
if (!ShaderStore.ShadersStoreWGSL[name]) {
|
|
9
10
|
ShaderStore.ShadersStoreWGSL[name] = shader;
|
|
@@ -1 +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,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG
|
|
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,MAAM,0BAA0B,CAAC;AAEvD,MAAM,IAAI,GAAG,iBAAiB,CAAC;AAC/B,MAAM,MAAM,GAAG;;;yOAG0N,CAAC;AAC1O,aAAa;AACb,IAAI,CAAC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,EAAE,CAAC;IACtC,WAAW,CAAC,gBAAgB,CAAC,IAAI,CAAC,GAAG,MAAM,CAAC;AAChD,CAAC;AAED,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;uniform uDepthWrite: 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;if (uniforms.uDepthWrite>0.5 && max(alpha,border)<=0.0) {discard;}\nlet 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\n/** @internal */\nexport const msdfPixelShaderWGSL = { name, shader };\n"]}
|
|
@@ -98,6 +98,14 @@ export declare class TextRenderer implements IDisposable {
|
|
|
98
98
|
* Default is false
|
|
99
99
|
*/
|
|
100
100
|
ignoreDepthBuffer: boolean;
|
|
101
|
+
/**
|
|
102
|
+
* Gets or sets if the text renderer should write to the depth buffer (default is false).
|
|
103
|
+
* When enabled, transparent pixels are discarded so that separate text renderers (and other meshes)
|
|
104
|
+
* occlude each other according to their position in the 3D scene instead of their render order.
|
|
105
|
+
* On multisampled framebuffers, alpha-to-coverage is used to preserve anti-aliased edges.
|
|
106
|
+
* This has no effect when ignoreDepthBuffer is true.
|
|
107
|
+
*/
|
|
108
|
+
writeToDepthBuffer: boolean;
|
|
101
109
|
private constructor();
|
|
102
110
|
private _resizeBuffers;
|
|
103
111
|
private _setShaders;
|
package/msdfText/textRenderer.js
CHANGED
|
@@ -96,6 +96,14 @@ export class TextRenderer {
|
|
|
96
96
|
* Default is false
|
|
97
97
|
*/
|
|
98
98
|
this.ignoreDepthBuffer = false;
|
|
99
|
+
/**
|
|
100
|
+
* Gets or sets if the text renderer should write to the depth buffer (default is false).
|
|
101
|
+
* When enabled, transparent pixels are discarded so that separate text renderers (and other meshes)
|
|
102
|
+
* occlude each other according to their position in the 3D scene instead of their render order.
|
|
103
|
+
* On multisampled framebuffers, alpha-to-coverage is used to preserve anti-aliased edges.
|
|
104
|
+
* This has no effect when ignoreDepthBuffer is true.
|
|
105
|
+
*/
|
|
106
|
+
this.writeToDepthBuffer = false;
|
|
99
107
|
this._engine = engine;
|
|
100
108
|
this._shaderLanguage = shaderLanguage;
|
|
101
109
|
this._font = font;
|
|
@@ -135,7 +143,7 @@ export class TextRenderer {
|
|
|
135
143
|
this._drawWrapperBase.effect = this._engine.createEffect({
|
|
136
144
|
vertexSource: vertex,
|
|
137
145
|
fragmentSource: fragment,
|
|
138
|
-
}, ["offsets", "world0", "world1", "world2", "world3", "uvs"], ["parentWorld", "view", "projection", "uColor", "thickness", "uStrokeColor", "uStrokeInsetWidth", "uStrokeOutsetWidth", "mode", "transform"], ["fontAtlas"], defines, undefined, undefined, undefined, undefined, this._shaderLanguage);
|
|
146
|
+
}, ["offsets", "world0", "world1", "world2", "world3", "uvs"], ["parentWorld", "view", "projection", "uColor", "thickness", "uStrokeColor", "uStrokeInsetWidth", "uStrokeOutsetWidth", "mode", "transform", "uDepthWrite"], ["fontAtlas"], defines, undefined, undefined, undefined, undefined, this._shaderLanguage);
|
|
139
147
|
this._drawWrapperBase.effect._refCount++;
|
|
140
148
|
}
|
|
141
149
|
/**
|
|
@@ -224,6 +232,8 @@ export class TextRenderer {
|
|
|
224
232
|
effect.setFloat("thickness", this.thicknessControl * 0.9);
|
|
225
233
|
effect.setFloat("uStrokeInsetWidth", this.strokeInsetWidth);
|
|
226
234
|
effect.setFloat("uStrokeOutsetWidth", this.strokeOutsetWidth);
|
|
235
|
+
const writeDepth = this.writeToDepthBuffer && !this.ignoreDepthBuffer;
|
|
236
|
+
effect.setFloat("uDepthWrite", writeDepth ? 1.0 : 0.0);
|
|
227
237
|
const instanceCount = this._charMatrices.length / 16;
|
|
228
238
|
// Need update?
|
|
229
239
|
if (this._isDirty) {
|
|
@@ -244,12 +254,29 @@ export class TextRenderer {
|
|
|
244
254
|
// VBOs
|
|
245
255
|
engine.bindBuffers(this._vertexBuffers, null, effect);
|
|
246
256
|
}
|
|
247
|
-
engine.
|
|
248
|
-
engine.
|
|
249
|
-
|
|
250
|
-
|
|
251
|
-
|
|
252
|
-
|
|
257
|
+
const useAlphaToCoverage = writeDepth && engine.currentSampleCount > 1;
|
|
258
|
+
const previousAlphaToCoverage = engine.getAlphaToCoverage();
|
|
259
|
+
// Alpha-to-coverage converts the MSDF alpha into per-sample coverage, allowing smooth edges to write depth correctly.
|
|
260
|
+
if (useAlphaToCoverage) {
|
|
261
|
+
engine.setAlphaToCoverage(true);
|
|
262
|
+
}
|
|
263
|
+
try {
|
|
264
|
+
// When writing to the depth buffer, keep depth writes enabled (setAlphaMode would otherwise disable them for the ALPHA_COMBINE mode).
|
|
265
|
+
engine.setAlphaMode(useAlphaToCoverage ? Constants.ALPHA_DISABLE : Constants.ALPHA_COMBINE, writeDepth);
|
|
266
|
+
if (writeDepth) {
|
|
267
|
+
engine.setDepthWrite(true);
|
|
268
|
+
}
|
|
269
|
+
engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, instanceCount);
|
|
270
|
+
}
|
|
271
|
+
finally {
|
|
272
|
+
if (useAlphaToCoverage) {
|
|
273
|
+
engine.setAlphaToCoverage(previousAlphaToCoverage);
|
|
274
|
+
}
|
|
275
|
+
engine.unbindInstanceAttributes();
|
|
276
|
+
engine.setAlphaMode(Constants.ALPHA_DISABLE);
|
|
277
|
+
if (this.ignoreDepthBuffer) {
|
|
278
|
+
engine.setDepthBuffer(true);
|
|
279
|
+
}
|
|
253
280
|
}
|
|
254
281
|
}
|
|
255
282
|
/**
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"textRenderer.js","sourceRoot":"","sources":["../../../../dev/addons/src/msdfText/textRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAEhE,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAEnD,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAIzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAGnD,OAAO,EAAE,UAAU,EAAE,MAAM,sCAAsC,CAAC;AAClE,OAAO,EACH,iBAAiB,EACjB,eAAe,EACf,mBAAmB,EACnB,qBAAqB,EACrB,kBAAkB,EAClB,sBAAsB,GACzB,MAAM,gDAAgD,CAAC;AAUxD;;;;;;;;;GASG;AACH,MAAM,OAAO,YAAY;IAwDrB;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAA0B;QACxC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;IAID;;;;OAIG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,KAAkB;QACzC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAaD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,EAAE,CAAC;IAC1C,CAAC;IAQD,YAAoB,MAAsB,EAAE,4CAAoD,EAAE,IAAe;QAzGhG,YAAO,GAAY,KAAK,CAAC;QAGlC,mBAAc,GAAoC,EAAE,CAAC;QAOrD,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QACpC,aAAQ,GAAG,IAAI,KAAK,EAAU,CAAC;QAC/B,aAAQ,GAAG,IAAI,CAAC;QAChB,cAAS,GAAG,CAAC,CAAC;QAEtB,QAAQ;QACA,mBAAc,GAAG,IAAI,UAAU,EAAE,CAAC;QAClC,qBAAgB,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,kBAAa,GAAG,IAAI,UAAU,EAAE,CAAC;QACjC,uBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;QACtC,gBAAW,GAAG,IAAI,UAAU,EAAE,CAAC;QAC/B,kBAAa,GAAG,IAAI,UAAU,EAAE,CAAC;QACjC,iBAAY,GAAG,IAAI,UAAU,EAAE,CAAC;QAChC,iBAAY,GAAG,IAAI,UAAU,EAAE,CAAC;QAChC,gBAAW,GAAG,IAAI,UAAU,EAAE,CAAC;QAC/B,uBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;QAE9C;;WAEG;QACI,UAAK,GAAgB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAE/D;;WAEG;QACI,gBAAW,GAAgB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAErE;;WAEG;QACI,qBAAgB,GAAG,CAAC,CAAC;QAE5B;;WAEG;QACI,sBAAiB,GAAG,CAAC,CAAC;QAE7B;;;WAGG;QACI,qBAAgB,GAAG,CAAC,CAAC;QAEpB,YAAO,GAAwB,IAAI,CAAC;QAapC,qBAAgB,GAAgB,IAAI,UAAU,EAAE,CAAC;QAezD;;WAEG;QACI,gBAAW,GAAG,KAAK,CAAC;QAE3B;;;WAGG;QACI,+BAA0B,GAAG,KAAK,CAAC;QAS1C;;;WAGG;QACI,sBAAiB,GAAG,KAAK,CAAC;QAG7B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC;QAE3D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,yBAAyB,CAAC;QAEvF,qBAAqB;QACrB,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAExF,YAAY;QACZ,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;IAC7B,CAAC;IAEO,cAAc,CAAC,QAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,YAAY,CAAC,QAAQ,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC;QACxF,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAEhG,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,YAAY,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACzF,CAAC;IAEO,WAAW,CAAC,MAAc,EAAE,QAAgB;QAChD,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QAEjC,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAEtD,IAAI,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;YACpC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC;QAC3D,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CACpD;YACI,YAAY,EAAE,MAAM;YACpB,cAAc,EAAE,QAAQ;SAC3B,EACD,CAAC,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,EAC1D,CAAC,aAAa,EAAE,MAAM,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,cAAc,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,MAAM,EAAE,WAAW,CAAC,EAC5I,CAAC,WAAW,CAAC,EACb,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,CACvB,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAY,EAAE,OAAmC,EAAE,WAAyB;QAC5F,MAAM,SAAS,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAElE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;QAEnC,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;QACjD,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC;QAEhE,IAAI,gBAAgB,GAAG,WAAW,CAAC;QAEnC,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACpB,MAAM,UAAU,GAAG,SAAS,CAAC,UAAU,GAAG,SAAS,CAAC;YACpD,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,KAAK,CAAC,MAAM,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC;YAC7D,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,GAAG,UAAU,EAAE,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC5E,gBAAgB,GAAG,IAAI,CAAC,WAAW,CAAC;QACxC,CAAC;QAED,kBAAkB,CAAC,SAAS,EAAE,SAAS,EAAE,GAAG,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACrE,sBAAsB,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAEzD,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QAC1C,MAAM,YAAY,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;QAC/C,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;YACpB,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,QAAQ,CAAC;YAC9D,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC;YAC/D,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC;YAClE,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;YAEpE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;YAC/B,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAEvC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAC1E,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAEjF,sBAAsB,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,GAAG,SAAS,EAAE,GAAG,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACnF,qBAAqB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACnF,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAEtF,qBAAqB,CAAC,IAAI,CAAC,YAAY,EAAE,gBAAgB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAC9E,iBAAiB,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;QACpF,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,SAAS,IAAI,SAAS,CAAC,UAAU,GAAG,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,MAAM,CAAC;IAChF,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,UAAuB,EAAE,gBAA6B;QAChE,MAAM,WAAW,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE1C,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;QAEnC,QAAQ;QACR,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;QAEjC,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACjD,CAAC;QAED,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACxF,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QACrC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,CAAC,CAAC;QACjD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAEpD,UAAU;QACV,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,MAAM,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAC7C,MAAM,CAAC,eAAe,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACzD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,gBAAgB,GAAG,GAAG,CAAC,CAAC;QAC1D,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC5D,MAAM,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9D,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,EAAE,CAAC;QAErD,eAAe;QACf,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YAEtB,IAAI,IAAI,CAAC,YAAa,CAAC,SAAS,EAAG,CAAC,QAAQ,GAAG,CAAC,GAAG,aAAa,GAAG,EAAE,EAAE,CAAC;gBACpE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,CAAC;YACvC,CAAC;YAED,IAAI,CAAC,YAAa,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAC9C,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC3B,IAAI,CAAC,kBAAkB,GAAI,MAAqB,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;YAChH,CAAC;YACA,MAAqB,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,CAAC;QAChF,CAAC;aAAM,CAAC;YACJ,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAC1D,CAAC;QAED,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAC7C,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;QACrF,MAAM,CAAC,wBAAwB,EAAE,CAAC;QAClC,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;QAE7C,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;QAChC,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;YAC7B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC9B,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACzB,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACzE,IAAI,CAAC,kBAAmB,GAAG,IAAI,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC,IAAe,EAAE,MAAsB;QAC/E,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,uBAAuB,EAAE,CAAC;YACjF,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;QAC9E,CAAC;QAED,IAAI,cAAc,8BAAsB,CAAC;QACzC,IAAI,MAAc,CAAC;QACnB,IAAI,QAAgB,CAAC;QACrB,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,cAAc,8BAAsB,CAAC;YACrC,MAAM,GAAG,CAAC,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,oBAAoB,CAAC,MAAM,CAAC;YACjF,QAAQ,GAAG,CAAC,MAAM,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,mBAAmB,CAAC,MAAM,CAAC;QACxF,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,CAAC,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC,gBAAgB,CAAC,MAAM,CAAC;YACzE,QAAQ,GAAG,CAAC,MAAM,MAAM,CAAC,yBAAyB,CAAC,CAAC,CAAC,eAAe,CAAC,MAAM,CAAC;QAChF,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,cAAc,EAAE,IAAI,CAAC,CAAC;QACpE,YAAY,CAAC,WAAW,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;QAE3C,OAAO,YAAY,CAAC;IACxB,CAAC;CACJ","sourcesContent":["import { type VertexBuffer, 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, type 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 * Clear all paragraphs from the renderer to allow adding new ones from scratch\r\n */\r\n public clearParagraphs(): void {\r\n this._charMatrices.length = 0;\r\n this._charUvs.length = 0;\r\n this._baseLine = 0;\r\n this._isDirty = true;\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"]}
|
|
1
|
+
{"version":3,"file":"textRenderer.js","sourceRoot":"","sources":["../../../../dev/addons/src/msdfText/textRenderer.ts"],"names":[],"mappings":"AAAA,OAAO,EAAqB,MAAM,EAAE,MAAM,qBAAqB,CAAC;AAEhE,OAAO,EAAE,SAAS,EAAE,MAAM,wBAAwB,CAAC;AAEnD,OAAO,EAAE,WAAW,EAAE,MAAM,4BAA4B,CAAC;AAIzD,OAAO,EAAE,gBAAgB,EAAE,MAAM,iBAAiB,CAAC;AAGnD,OAAO,EAAE,UAAU,EAAE,MAAM,sCAAsC,CAAC;AAClE,OAAO,EACH,iBAAiB,EACjB,eAAe,EACf,mBAAmB,EACnB,qBAAqB,EACrB,kBAAkB,EAClB,sBAAsB,GACzB,MAAM,gDAAgD,CAAC;AAUxD;;;;;;;;;GASG;AACH,MAAM,OAAO,YAAY;IAwDrB;;OAEG;IACH,IAAW,MAAM;QACb,OAAO,IAAI,CAAC,OAAO,CAAC;IACxB,CAAC;IAED,IAAW,MAAM,CAAC,KAA0B;QACxC,IAAI,CAAC,OAAO,GAAG,KAAK,CAAC;IACzB,CAAC;IAID;;;;OAIG;IACH,IAAW,eAAe;QACtB,OAAO,IAAI,CAAC,gBAAgB,CAAC;IACjC,CAAC;IAED,IAAW,eAAe,CAAC,KAAkB;QACzC,IAAI,CAAC,gBAAgB,GAAG,KAAK,CAAC;IAClC,CAAC;IAaD;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,EAAE,CAAC;IAC1C,CAAC;IAiBD,YAAoB,MAAsB,EAAE,4CAAoD,EAAE,IAAe;QAlHhG,YAAO,GAAY,KAAK,CAAC;QAGlC,mBAAc,GAAoC,EAAE,CAAC;QAOrD,kBAAa,GAAG,IAAI,KAAK,EAAU,CAAC;QACpC,aAAQ,GAAG,IAAI,KAAK,EAAU,CAAC;QAC/B,aAAQ,GAAG,IAAI,CAAC;QAChB,cAAS,GAAG,CAAC,CAAC;QAEtB,QAAQ;QACA,mBAAc,GAAG,IAAI,UAAU,EAAE,CAAC;QAClC,qBAAgB,GAAG,IAAI,UAAU,EAAE,CAAC;QACpC,kBAAa,GAAG,IAAI,UAAU,EAAE,CAAC;QACjC,uBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;QACtC,gBAAW,GAAG,IAAI,UAAU,EAAE,CAAC;QAC/B,kBAAa,GAAG,IAAI,UAAU,EAAE,CAAC;QACjC,iBAAY,GAAG,IAAI,UAAU,EAAE,CAAC;QAChC,iBAAY,GAAG,IAAI,UAAU,EAAE,CAAC;QAChC,gBAAW,GAAG,IAAI,UAAU,EAAE,CAAC;QAC/B,uBAAkB,GAAG,IAAI,UAAU,EAAE,CAAC;QAE9C;;WAEG;QACI,UAAK,GAAgB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAE/D;;WAEG;QACI,gBAAW,GAAgB,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,CAAC;QAErE;;WAEG;QACI,qBAAgB,GAAG,CAAC,CAAC;QAE5B;;WAEG;QACI,sBAAiB,GAAG,CAAC,CAAC;QAE7B;;;WAGG;QACI,qBAAgB,GAAG,CAAC,CAAC;QAEpB,YAAO,GAAwB,IAAI,CAAC;QAapC,qBAAgB,GAAgB,IAAI,UAAU,EAAE,CAAC;QAezD;;WAEG;QACI,gBAAW,GAAG,KAAK,CAAC;QAE3B;;;WAGG;QACI,+BAA0B,GAAG,KAAK,CAAC;QAS1C;;;WAGG;QACI,sBAAiB,GAAG,KAAK,CAAC;QAEjC;;;;;;WAMG;QACI,uBAAkB,GAAG,KAAK,CAAC;QAG9B,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC;QACtB,IAAI,CAAC,eAAe,GAAG,cAAc,CAAC;QACtC,IAAI,CAAC,KAAK,GAAG,IAAI,CAAC;QAClB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,MAAM,CAAC,UAAU,GAAG,IAAI,CAAC,KAAK,CAAC;QAE3D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,EAAE,CAAC,iBAAiB,IAAI,CAAC,MAAM,CAAC,yBAAyB,CAAC;QAEvF,qBAAqB;QACrB,MAAM,UAAU,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,aAAa,GAAG,IAAI,MAAM,CAAC,MAAM,EAAE,UAAU,EAAE,KAAK,EAAE,CAAC,CAAC,CAAC;QAC9D,IAAI,CAAC,cAAc,CAAC,SAAS,CAAC,GAAG,IAAI,CAAC,aAAa,CAAC,kBAAkB,CAAC,SAAS,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;QAExF,YAAY;QACZ,IAAI,CAAC,cAAc,CAAC,GAAG,CAAC,CAAC;IAC7B,CAAC;IAEO,cAAc,CAAC,QAAgB;QACnC,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;QAED,IAAI,CAAC,YAAY,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,YAAY,CAAC,QAAQ,GAAG,EAAE,CAAC,EAAE,IAAI,EAAE,EAAE,CAAC,CAAC;QACxF,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,CAAC,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAC/F,IAAI,CAAC,cAAc,CAAC,QAAQ,CAAC,GAAG,IAAI,CAAC,YAAY,CAAC,kBAAkB,CAAC,QAAQ,EAAE,EAAE,EAAE,CAAC,EAAE,EAAE,EAAE,IAAI,CAAC,CAAC;QAEhG,IAAI,CAAC,SAAS,GAAG,IAAI,MAAM,CAAC,IAAI,CAAC,OAAO,EAAE,IAAI,YAAY,CAAC,QAAQ,GAAG,CAAC,CAAC,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;QACnF,IAAI,CAAC,cAAc,CAAC,KAAK,CAAC,GAAG,IAAI,CAAC,SAAS,CAAC,kBAAkB,CAAC,KAAK,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,IAAI,CAAC,CAAC;IACzF,CAAC;IAEO,WAAW,CAAC,MAAc,EAAE,QAAgB;QAChD,IAAI,CAAC,gBAAgB,EAAE,OAAO,EAAE,CAAC;QAEjC,IAAI,CAAC,gBAAgB,GAAG,IAAI,WAAW,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;QAEtD,IAAI,IAAI,CAAC,gBAAgB,CAAC,WAAW,EAAE,CAAC;YACpC,IAAI,CAAC,gBAAgB,CAAC,WAAW,CAAC,aAAa,GAAG,IAAI,CAAC;QAC3D,CAAC;QAED,MAAM,OAAO,GAAG,EAAE,CAAC;QAEnB,IAAI,CAAC,gBAAgB,CAAC,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC,YAAY,CACpD;YACI,YAAY,EAAE,MAAM;YACpB,cAAc,EAAE,QAAQ;SAC3B,EACD,CAAC,SAAS,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,QAAQ,EAAE,KAAK,CAAC,EAC1D,CAAC,aAAa,EAAE,MAAM,EAAE,YAAY,EAAE,QAAQ,EAAE,WAAW,EAAE,cAAc,EAAE,mBAAmB,EAAE,oBAAoB,EAAE,MAAM,EAAE,WAAW,EAAE,aAAa,CAAC,EAC3J,CAAC,WAAW,CAAC,EACb,OAAO,EACP,SAAS,EACT,SAAS,EACT,SAAS,EACT,SAAS,EACT,IAAI,CAAC,eAAe,CACvB,CAAC;QAEF,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,SAAS,EAAE,CAAC;IAC7C,CAAC;IAED;;;;;OAKG;IACI,YAAY,CAAC,IAAY,EAAE,OAAmC,EAAE,WAAyB;QAC5F,MAAM,SAAS,GAAG,IAAI,gBAAgB,CAAC,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,OAAO,CAAC,CAAC;QAElE,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC;QAEnC,MAAM,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;QAChD,MAAM,SAAS,GAAG,IAAI,CAAC,KAAK,CAAC,KAAK,CAAC,MAAM,CAAC,MAAM,CAAC;QACjD,MAAM,MAAM,GAAG,SAAS,CAAC,MAAM,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,EAAE,CAAC,CAAC,CAAC,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC;QAEhE,IAAI,gBAAgB,GAAG,WAAW,CAAC;QAEnC,IAAI,CAAC,gBAAgB,EAAE,CAAC;YACpB,MAAM,UAAU,GAAG,SAAS,CAAC,UAAU,GAAG,SAAS,CAAC;YACpD,MAAM,UAAU,GAAG,CAAC,SAAS,CAAC,KAAK,CAAC,MAAM,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC;YAC7D,sBAAsB,CAAC,CAAC,EAAE,IAAI,CAAC,SAAS,GAAG,UAAU,EAAE,CAAC,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAC5E,gBAAgB,GAAG,IAAI,CAAC,WAAW,CAAC;QACxC,CAAC;QAED,kBAAkB,CAAC,SAAS,EAAE,SAAS,EAAE,GAAG,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QACrE,sBAAsB,CAAC,GAAG,EAAE,CAAC,GAAG,EAAE,CAAC,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;QAEzD,MAAM,YAAY,GAAG,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC;QAC1C,MAAM,YAAY,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC;QAC/C,MAAM,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,EAAE;YACpB,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,QAAQ,CAAC;YAC9D,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,CAAC,GAAG,SAAS,CAAC;YAC/D,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,KAAK,GAAG,QAAQ,CAAC;YAClE,IAAI,CAAC,QAAQ,CAAC,YAAY,GAAG,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,MAAM,GAAG,SAAS,CAAC;YAEpE,MAAM,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC;YAC/B,MAAM,CAAC,GAAG,GAAG,GAAG,CAAC,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,CAAC;YAEvC,kBAAkB,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,CAAC,IAAI,CAAC,MAAM,EAAE,GAAG,EAAE,IAAI,CAAC,cAAc,CAAC,CAAC;YAC1E,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;YAEjF,sBAAsB,CAAC,CAAC,GAAG,SAAS,EAAE,CAAC,GAAG,SAAS,EAAE,GAAG,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACnF,qBAAqB,CAAC,IAAI,CAAC,WAAW,EAAE,IAAI,CAAC,gBAAgB,EAAE,IAAI,CAAC,aAAa,CAAC,CAAC;YACnF,qBAAqB,CAAC,IAAI,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAEtF,qBAAqB,CAAC,IAAI,CAAC,YAAY,EAAE,gBAAgB,EAAE,IAAI,CAAC,YAAY,CAAC,CAAC;YAC9E,iBAAiB,CAAC,IAAI,CAAC,YAAY,EAAE,IAAI,CAAC,aAAa,EAAE,YAAY,GAAG,CAAC,GAAG,EAAE,CAAC,CAAC;QACpF,CAAC,CAAC,CAAC;QAEH,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QAErB,IAAI,CAAC,SAAS,IAAI,SAAS,CAAC,UAAU,GAAG,SAAS,GAAG,SAAS,CAAC,KAAK,CAAC,MAAM,CAAC;IAChF,CAAC;IAED;;OAEG;IACI,eAAe;QAClB,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,CAAC,CAAC;QAC9B,IAAI,CAAC,QAAQ,CAAC,MAAM,GAAG,CAAC,CAAC;QACzB,IAAI,CAAC,SAAS,GAAG,CAAC,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;IACzB,CAAC;IAED;;;;OAIG;IACI,MAAM,CAAC,UAAuB,EAAE,gBAA6B;QAChE,MAAM,WAAW,GAAG,IAAI,CAAC,gBAAgB,CAAC;QAE1C,MAAM,MAAM,GAAG,WAAW,CAAC,MAAO,CAAC;QAEnC,QAAQ;QACR,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,EAAE,CAAC;YACpB,OAAO;QACX,CAAC;QACD,MAAM,MAAM,GAAG,IAAI,CAAC,OAAO,CAAC;QAE5B,MAAM,CAAC,QAAQ,CAAC,KAAK,CAAC,CAAC;QACvB,MAAM,CAAC,YAAY,CAAC,WAAW,CAAC,CAAC;QAEjC,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;YACzB,MAAM,CAAC,cAAc,CAAC,KAAK,CAAC,CAAC;QACjC,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,eAAe,CAAC,IAAI,CAAC,OAAO,CAAC,cAAc,EAAE,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QAC5E,CAAC;aAAM,CAAC;YACJ,mBAAmB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACjD,CAAC;QAED,MAAM,CAAC,MAAM,CAAC,MAAM,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;QACxF,MAAM,CAAC,SAAS,CAAC,aAAa,EAAE,IAAI,CAAC,kBAAkB,CAAC,CAAC;QACzD,MAAM,CAAC,SAAS,CAAC,MAAM,EAAE,UAAU,CAAC,CAAC;QACrC,MAAM,CAAC,SAAS,CAAC,YAAY,EAAE,gBAAgB,CAAC,CAAC;QACjD,MAAM,CAAC,SAAS,CAAC,WAAW,EAAE,IAAI,CAAC,eAAe,CAAC,CAAC;QAEpD,UAAU;QACV,MAAM,CAAC,UAAU,CAAC,WAAW,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,CAAC,CAAC,CAAC,CAAC,CAAC;QACvD,MAAM,CAAC,eAAe,CAAC,QAAQ,EAAE,IAAI,CAAC,KAAK,CAAC,CAAC;QAC7C,MAAM,CAAC,eAAe,CAAC,cAAc,EAAE,IAAI,CAAC,WAAW,CAAC,CAAC;QACzD,MAAM,CAAC,QAAQ,CAAC,WAAW,EAAE,IAAI,CAAC,gBAAgB,GAAG,GAAG,CAAC,CAAC;QAC1D,MAAM,CAAC,QAAQ,CAAC,mBAAmB,EAAE,IAAI,CAAC,gBAAgB,CAAC,CAAC;QAC5D,MAAM,CAAC,QAAQ,CAAC,oBAAoB,EAAE,IAAI,CAAC,iBAAiB,CAAC,CAAC;QAE9D,MAAM,UAAU,GAAG,IAAI,CAAC,kBAAkB,IAAI,CAAC,IAAI,CAAC,iBAAiB,CAAC;QACtE,MAAM,CAAC,QAAQ,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC,CAAC,GAAG,CAAC,CAAC;QAEvD,MAAM,aAAa,GAAG,IAAI,CAAC,aAAa,CAAC,MAAM,GAAG,EAAE,CAAC;QAErD,eAAe;QACf,IAAI,IAAI,CAAC,QAAQ,EAAE,CAAC;YAChB,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YAEtB,IAAI,IAAI,CAAC,YAAa,CAAC,SAAS,EAAG,CAAC,QAAQ,GAAG,CAAC,GAAG,aAAa,GAAG,EAAE,EAAE,CAAC;gBACpE,IAAI,CAAC,cAAc,CAAC,aAAa,CAAC,CAAC;YACvC,CAAC;YAED,IAAI,CAAC,YAAa,CAAC,MAAM,CAAC,IAAI,CAAC,aAAa,CAAC,CAAC;YAC9C,IAAI,CAAC,SAAU,CAAC,MAAM,CAAC,IAAI,CAAC,QAAQ,CAAC,CAAC;QAC1C,CAAC;QAED,IAAI,IAAI,CAAC,OAAO,EAAE,CAAC;YACf,IAAI,CAAC,IAAI,CAAC,kBAAkB,EAAE,CAAC;gBAC3B,IAAI,CAAC,kBAAkB,GAAI,MAAqB,CAAC,uBAAuB,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;YAChH,CAAC;YACA,MAAqB,CAAC,qBAAqB,CAAC,IAAI,CAAC,kBAAkB,EAAE,IAAI,CAAC,CAAC;QAChF,CAAC;aAAM,CAAC;YACJ,OAAO;YACP,MAAM,CAAC,WAAW,CAAC,IAAI,CAAC,cAAc,EAAE,IAAI,EAAE,MAAM,CAAC,CAAC;QAC1D,CAAC;QAED,MAAM,kBAAkB,GAAG,UAAU,IAAI,MAAM,CAAC,kBAAkB,GAAG,CAAC,CAAC;QACvE,MAAM,uBAAuB,GAAG,MAAM,CAAC,kBAAkB,EAAE,CAAC;QAE5D,sHAAsH;QACtH,IAAI,kBAAkB,EAAE,CAAC;YACrB,MAAM,CAAC,kBAAkB,CAAC,IAAI,CAAC,CAAC;QACpC,CAAC;QAED,IAAI,CAAC;YACD,sIAAsI;YACtI,MAAM,CAAC,YAAY,CAAC,kBAAkB,CAAC,CAAC,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC,CAAC,SAAS,CAAC,aAAa,EAAE,UAAU,CAAC,CAAC;YACxG,IAAI,UAAU,EAAE,CAAC;gBACb,MAAM,CAAC,aAAa,CAAC,IAAI,CAAC,CAAC;YAC/B,CAAC;YACD,MAAM,CAAC,cAAc,CAAC,SAAS,CAAC,8BAA8B,EAAE,CAAC,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;QACzF,CAAC;gBAAS,CAAC;YACP,IAAI,kBAAkB,EAAE,CAAC;gBACrB,MAAM,CAAC,kBAAkB,CAAC,uBAAuB,CAAC,CAAC;YACvD,CAAC;YACD,MAAM,CAAC,wBAAwB,EAAE,CAAC;YAClC,MAAM,CAAC,YAAY,CAAC,SAAS,CAAC,aAAa,CAAC,CAAC;YAE7C,IAAI,IAAI,CAAC,iBAAiB,EAAE,CAAC;gBACzB,MAAM,CAAC,cAAc,CAAC,IAAI,CAAC,CAAC;YAChC,CAAC;QACL,CAAC;IACL,CAAC;IAED;;OAEG;IACI,OAAO;QACV,IAAI,IAAI,CAAC,YAAY,EAAE,CAAC;YACpB,IAAI,CAAC,YAAY,CAAC,OAAO,EAAE,CAAC;YAC5B,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC;QAC7B,CAAC;QAED,IAAI,IAAI,CAAC,SAAS,EAAE,CAAC;YACjB,IAAI,CAAC,SAAS,CAAC,OAAO,EAAE,CAAC;YACzB,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC;QAC1B,CAAC;QAED,IAAI,IAAI,CAAC,aAAa,EAAE,CAAC;YACrB,IAAI,CAAC,aAAa,CAAC,OAAO,EAAE,CAAC;YAC7B,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC9B,CAAC;QAED,IAAI,IAAI,CAAC,kBAAkB,EAAE,CAAC;YACzB,IAAI,CAAC,OAAsB,CAAC,wBAAwB,CAAC,IAAI,CAAC,kBAAkB,CAAC,CAAC;YACzE,IAAI,CAAC,kBAAmB,GAAG,IAAI,CAAC;QAC1C,CAAC;IACL,CAAC;IAED;;;;;OAKG;IACI,MAAM,CAAC,KAAK,CAAC,uBAAuB,CAAC,IAAe,EAAE,MAAsB;QAC/E,IAAI,CAAC,MAAM,CAAC,OAAO,EAAE,CAAC,eAAe,IAAI,CAAC,MAAM,CAAC,SAAS,CAAC,uBAAuB,EAAE,CAAC;YACjF,MAAM,IAAI,KAAK,CAAC,wDAAwD,CAAC,CAAC;QAC9E,CAAC;QAED,IAAI,cAAc,8BAAsB,CAAC;QACzC,IAAI,MAAc,CAAC;QACnB,IAAI,QAAgB,CAAC;QACrB,IAAI,MAAM,CAAC,QAAQ,EAAE,CAAC;YAClB,cAAc,8BAAsB,CAAC;YACrC,MAAM,GAAG,CAAC,MAAM,MAAM,CAAC,2BAA2B,CAAC,CAAC,CAAC,oBAAoB,CAAC,MAAM,CAAC;YACjF,QAAQ,GAAG,CAAC,MAAM,MAAM,CAAC,6BAA6B,CAAC,CAAC,CAAC,mBAAmB,CAAC,MAAM,CAAC;QACxF,CAAC;aAAM,CAAC;YACJ,MAAM,GAAG,CAAC,MAAM,MAAM,CAAC,uBAAuB,CAAC,CAAC,CAAC,gBAAgB,CAAC,MAAM,CAAC;YACzE,QAAQ,GAAG,CAAC,MAAM,MAAM,CAAC,yBAAyB,CAAC,CAAC,CAAC,eAAe,CAAC,MAAM,CAAC;QAChF,CAAC;QAED,MAAM,YAAY,GAAG,IAAI,YAAY,CAAC,MAAM,EAAE,cAAc,EAAE,IAAI,CAAC,CAAC;QACpE,YAAY,CAAC,WAAW,CAAC,MAAM,EAAE,QAAQ,CAAC,CAAC;QAE3C,OAAO,YAAY,CAAC;IACxB,CAAC;CACJ","sourcesContent":["import { type VertexBuffer, 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, type 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 /**\r\n * Gets or sets if the text renderer should write to the depth buffer (default is false).\r\n * When enabled, transparent pixels are discarded so that separate text renderers (and other meshes)\r\n * occlude each other according to their position in the 3D scene instead of their render order.\r\n * On multisampled framebuffers, alpha-to-coverage is used to preserve anti-aliased edges.\r\n * This has no effect when ignoreDepthBuffer is true.\r\n */\r\n public writeToDepthBuffer = 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\", \"uDepthWrite\"],\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 * Clear all paragraphs from the renderer to allow adding new ones from scratch\r\n */\r\n public clearParagraphs(): void {\r\n this._charMatrices.length = 0;\r\n this._charUvs.length = 0;\r\n this._baseLine = 0;\r\n this._isDirty = true;\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 writeDepth = this.writeToDepthBuffer && !this.ignoreDepthBuffer;\r\n effect.setFloat(\"uDepthWrite\", writeDepth ? 1.0 : 0.0);\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 const useAlphaToCoverage = writeDepth && engine.currentSampleCount > 1;\r\n const previousAlphaToCoverage = engine.getAlphaToCoverage();\r\n\r\n // Alpha-to-coverage converts the MSDF alpha into per-sample coverage, allowing smooth edges to write depth correctly.\r\n if (useAlphaToCoverage) {\r\n engine.setAlphaToCoverage(true);\r\n }\r\n\r\n try {\r\n // When writing to the depth buffer, keep depth writes enabled (setAlphaMode would otherwise disable them for the ALPHA_COMBINE mode).\r\n engine.setAlphaMode(useAlphaToCoverage ? Constants.ALPHA_DISABLE : Constants.ALPHA_COMBINE, writeDepth);\r\n if (writeDepth) {\r\n engine.setDepthWrite(true);\r\n }\r\n engine.drawArraysType(Constants.MATERIAL_TriangleStripDrawMode, 0, 4, instanceCount);\r\n } finally {\r\n if (useAlphaToCoverage) {\r\n engine.setAlphaToCoverage(previousAlphaToCoverage);\r\n }\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 /**\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": "9.
|
|
3
|
+
"version": "9.17.0",
|
|
4
4
|
"main": "index.js",
|
|
5
5
|
"module": "index.js",
|
|
6
6
|
"types": "index.d.ts",
|
|
@@ -19,7 +19,7 @@
|
|
|
19
19
|
"postcompile": "build-tools -c add-js-to-es6"
|
|
20
20
|
},
|
|
21
21
|
"devDependencies": {
|
|
22
|
-
"@babylonjs/core": "9.
|
|
22
|
+
"@babylonjs/core": "9.17.0",
|
|
23
23
|
"@dev/addons": "^1.0.0",
|
|
24
24
|
"@dev/build-tools": "^1.0.0"
|
|
25
25
|
},
|