Use canvas to render burg labels + Some tweaks

This commit is contained in:
Rayzeq 2021-07-06 19:40:51 +02:00
parent 011c58cf89
commit 28f3481ba0

View file

@ -12,6 +12,7 @@ const options = {scale: 50, lightness: .7, shadow: .5, sun: {x: 100, y: 600, z:
let Renderer, scene, camera, controls, animationFrame, material, texture,
geometry, mesh, ambientLight, spotLight, waterPlane, waterMaterial, waterMesh,
objexporter, square_geometry, texture_loader, raycaster;
const drawCtx = document.createElement("canvas").getContext('2d');
const drawSVG = document.createElementNS("http://www.w3.org/2000/svg", "svg");
document.body.appendChild(drawSVG);
let textMeshs = [], iconMeshs = [];
@ -201,14 +202,8 @@ function svg2base64(svg) {
return 'data:image/svg+xml;base64,' + btoa(str_xml);
}
function svg2mesh(svg, sx=1, sy=1, backface=false) {
svg.removeAttribute("viewBox");
const bbox = svg.getBBox();
svg.setAttribute("viewBox", [bbox.x, bbox.y, bbox.width, bbox.height].join(" "));
svg.setAttribute("width", bbox.width);
svg.setAttribute("height", bbox.height);
const texture = new texture_loader.load(svg2base64(svg));
function texture2mesh(texture, width=1, height=1, backface=false) {
texture = new texture_loader.load(texture);
texture.minFilter = THREE.LinearFilter; // remove `texture has been resized` warning
const material = new THREE.MeshBasicMaterial({map: texture, side: backface ? THREE.DoubleSide : THREE.FrontSide, depthWrite: false});
@ -218,35 +213,47 @@ function svg2mesh(svg, sx=1, sy=1, backface=false) {
square_geometry,
material
);
mesh.scale.x = bbox.width * (sx / 100);
mesh.scale.y = bbox.height * (sy / 100);
mesh.scale.x = width;
mesh.scale.y = height;
mesh.renderOrder = 1;
return mesh;
}
async function createStateText(font, size, color, label) {
async function createStateText(font, size, color, label, quality=10) {
drawSVG.innerHTML = "<defs></defs>";
drawSVG.appendChild(label.cloneNode(true));
if (fontCache[font] == undefined) {fontCache[font] = (await GFontToDataURI(`https://fonts.googleapis.com/css?family=${font}`)).join('\n');}
drawSVG.children[0].innerHTML = `<style type="text/css">${fontCache[font]}</style>`;
drawSVG.children[0].appendChild(svg.select(label.childNodes[0].href.baseVal).node().cloneNode(true)); // href of path in defs
drawSVG.children[1].setAttribute("transform", `scale(${5} ${5})`)
drawSVG.children[1].setAttribute("transform", `scale(${quality} ${quality})`)
drawSVG.children[1].setAttribute('font-family', font);
drawSVG.children[1].setAttribute('font-size', size);
drawSVG.children[1].setAttribute('fill', color);
const mesh = svg2mesh(drawSVG, 20, 20, true);
drawSVG.removeAttribute("viewBox");
const bbox = drawSVG.getBBox();
drawSVG.setAttribute("viewBox", [bbox.x, bbox.y, bbox.width, bbox.height].join(" "));
drawSVG.setAttribute("width", bbox.width);
drawSVG.setAttribute("height", bbox.height);
const mesh = texture2mesh(svg2base64(drawSVG), bbox.width / quality, bbox.height / quality, true);
mesh.rotation.set(THREE.Math.degToRad(-90), 0, 0);
return mesh;
}
async function createBurgText(text, font, size, color, quality=1) { // for quality: lower value mean higher quality
if (fontCache[font] == undefined) {fontCache[font] = (await GFontToDataURI(`https://fonts.googleapis.com/css?family=${font}`)).join("\n");}
drawSVG.innerHTML = `<defs><style type="text/css">${fontCache[font]}</style></defs>
<text font-family="${font}" font-size="${size * (20 / quality)}" fill="${color}">${text}</text>`;
return svg2mesh(drawSVG, 7*quality, 7*quality);
async function createBurgText(text, font, size, color, quality=30) {
drawCtx.font = `${size * quality}px ${font}`;
drawCtx.canvas.width = drawCtx.measureText(text).width;
drawCtx.canvas.height = size*quality * (1 + 1/4); // adding a margin of 1/4 of the size because text sometime overflow the font size
drawCtx.clearRect(0, 0, drawCtx.canvas.width, drawCtx.canvas.height);
drawCtx.font = `${size * quality}px ${font}`;
drawCtx.fillStyle = color;
drawCtx.fillText(text, 0, size * quality);
return texture2mesh(drawCtx.canvas.toDataURL(), drawCtx.canvas.width / quality, drawCtx.canvas.height / quality);
}
function get3dCoords(base_x, base_y) {
@ -274,18 +281,19 @@ async function createLabels() {
const town_icon_material = new THREE.MeshBasicMaterial({color: towns_icons.attr('fill')});
const citie_icon_geometry = new THREE.SphereGeometry(cities_icons.attr("size") * 2, 8, 8);
const town_icon_geometry = new THREE.SphereGeometry(towns_icons.attr("size") * 2, 8, 8);
for (const burg of pack.burgs.slice(1)) {
for (let i = 1; i < pack.burgs.length; i++) {
const burg = pack.burgs[i];
const [x, y, z] = get3dCoords(burg.x, burg.y)
if(layerIsOn("toggleLabels")) {
if (burg.capital) {
var text_mesh = await createBurgText(burg.name, cities.attr('font-family'), cities.attr('font-size'), cities.attr('fill')); // cities.attr('font-size')
var text_mesh = await createBurgText(burg.name, cities.attr('font-family'), cities.attr('font-size'), cities.attr('fill'));
} else {
var text_mesh = await createBurgText(burg.name, towns.attr('font-family'), towns.attr('font-size'), towns.attr('fill')); // towns.attr('font-size')
var text_mesh = await createBurgText(burg.name, towns.attr('font-family'), towns.attr('font-size'), towns.attr('fill'));
}
if (burg.capital) {
text_mesh.position.set(x, y + 15, z);
text_mesh.position.set(x, y + 10, z);
text_mesh.base_height = 15;
text_mesh.animate = function () {
this.rotation.copy(camera.rotation);