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@benvanik
Created April 2, 2011 05:32
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interface ExtFontAttributes {
attribute DOMString fontFamily;
attribute DOMString fontStyle;
attribute DOMString fontSize;
attribute DOMString fontWeight;
attribute DOMString fontVariant;
};
interface ExtCharacterMap {
};
interface ExtString {
};
interface EXT_string_drawing {
// Returns source to mix in for PAINTED mode with a method EXT_string_sample(uv) -> alpha value
DOMString getStringFragmentSource();
// Returns full fragment shader for PAINTED mode
WebGLShader getStringFragmentShader();
// Create a character map with the given font description
ExtCharacterMap createCharacterMap(ExtFontAttributes font);
void deleteCharacterMap(ExtCharacterMap map);
const GLenum CHARACTER_MAP_FONT_ATTRIBUTES;
any getCharacterMapParameter(ExtCharacterMap map, GLenum pname); // CHARACTER_MAP_FONT_ATTRIBUTES, DELETE_STATUS
// Ahead-of-time append a set of characters to the map (do at load time, if possible)
void characterMapAppendCharacters(ExtCharacterMap map, DOMString chars);
const GLenum CHARACTER_SET_ASCII;
void characterMapAppendSet(ExtCharacterMap map, GLenum set);
// Return width/height of a string in device-independent pixels
float[] measureString(ExtCharacterMap map, DOMString chars);
// Create a string of the given type
const GLenum PAINTED_STRING;
const GLenum DRAWN_STRING;
ExtString createString(GLenum type); // PAINTED_STRING | DRAWN_STRING
void deleteString(ExtString str);
// Set the string to the given characters from the given map
void stringData(ExtString str, ExtCharacterMap map, DOMString chars, GLenum usage); // STATIC/STREAM/DYNAMIC_DRAW
// Tint the string
void stringColor(ExtString str, GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
// Set the string outline (width = 0.0 to disable)
void stringOutline(ExtString str, float width);
// Set the string glow (width = 0.0 to disable)
void stringGlow(ExtString str, float width, GLclampf red, GLclampf green, GLclampf blue);
// Set the string shadow (offsetx = 0.0 && offsety = 0.0 to disable)
void stringShadow(ExtString str, float offsetx, float offsety, GLclampf red, GLclampf green, GLclampf blue);
const GLenum STRING_TYPE;
const GLenum STRING_WIDTH;
const GLenum STRING_HEIGHT;
const GLenum STRING_COLOR;
const GLenum STRING_OUTLINE_WIDTH;
const GLenum STRING_GLOW_WIDTH;
const GLenum STRING_GLOW_COLOR;
const GLenum STRING_SHADOW_OFFSET;
const GLenum STRING_SHADOW_COLOR;
any getStringParameter(ExtString str, GLenum pname); // STRING_* + DELETE_STATUS
// Draw a string of type DRAWN_STRING with the given transformation/projection matrix
void drawString(ExtString str, Float32Array matrix, float z); // 4x4 world->ndc
void drawString(ExtString str, float x, float y);
// Setup a string of type PAINTED_STRING for painting
// Will useProgram and set a bunch of uniforms - follow with desired vs/fs uniforms and draw calls
void useString(ExtString str, WebGLProgram program);
};
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