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fontpath-gl

experimental

img2
<sup>click to view demo</sup>

A 2D fontpath renderer for stackgl. As opposed to gl-render-text, which is texture based, this renderer is path-based.

Here is a quick overview of some pros to the fontpath approach:

Some downsides:

Usage

NPM

The following will produce filled text, drawn with triangles.

var MyFont = require('fontpath-test-fonts/lib/OpenSans-Regular.ttf')

var createText = require('fontpath-gl')
var mesh = createText(gl, {
	text: 'lorem ipsum dolor',
	font: MyFont,
	fontSize: 150,
	align: 'right'
	wrapWidth: 150
})

mesh.projection = ortho
mesh.draw(x, y)

This inherits from fontpath-simple-renderer, so the constructor options, functions and members are the same. Some additional features:

mesh = createText(gl[, options])

In addition to the typical fontpath renderer options, you can also pass:

mesh.color

Upon rendering, this will set the tint uniform of the shader (available with default shader). This is useful for coloring the text.

mesh.projection

The projection 4x4 matrix for the text, applied to each glyph. Identity by default.

mesh.view

A 4x4 view matrix to apply to each glyph. Identity by default.

mesh.mode

The rendering mode, default gl.TRIANGLES.

mesh.dispose()

Disposes the mesh and its default shader. If you provided a shader during constructor, that shader will not be disposed.

triangulation

img
<sup>click to view demo</sup>

This uses fontpath-shape2d and poly2tri to approximate the bezier curves and triangulate the glyphs. In some cases these may fail to triangulate, or produce undesirable results. Tess2 is more robust in some cases, but it leads to a less pleasing wireframe and doesn't allow for steiner points.

To allow for custom triangulation without bloating the filesize with poly2tri, it has been broken off into a different file and only included with the index.js entry point. So, say you want to use Tess2 without the heavy poly2tri dependency, your code would have to look like this:

//require the base class
var TextRenderer = require('fontpath-gl/base')

TextRenderer.prototype.triangulateGlyph = function (glyph) {
	//... approximate glyph curves,
	//... then triangulate with Tess2
	//... you may also do some simplifying here
	
	//return an object in the following format
	return {
		//xy positions, required
		positions: new Float32Array([ x1,y1,x2,y2... ]) 

		//indices, optional
		cells: new Uint16Array([ i0,i1,i2... ]) 
	}	
}

module.exports = TextRenderer

cells is optional, but indexing will produce more efficient rendering.

You can also require('fontpath-gl/triangulate') which exposes the default triangulateGlyph function.

See the demo folder for an example of custom triangulation.

roadmap

License

MIT, see LICENSE.md for details.