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@@ -1,347 +1,458 @@
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-/*BabylonJS Postprocess library*/
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-// Dependencies for this module:
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-// ../../../../Tools/Gulp/babylonjs
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-
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-declare module 'babylonjs-postProcessLibrary' {
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- export * from "babylonjs-postProcessLibrary/src/asciiArt";
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- export * from "babylonjs-postProcessLibrary/src/digitalRain";
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+declare module "babylonjs-post-process/asciiArt/asciiart.fragment" {
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+ /** @hidden */
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+ export var asciiartPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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}
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-
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-declare module 'babylonjs-postProcessLibrary/src/asciiArt' {
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- export * from "babylonjs-postProcessLibrary/src/asciiArt/asciiArtPostProcess";
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-}
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-
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-declare module 'babylonjs-postProcessLibrary/src/digitalRain' {
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- export * from "babylonjs-postProcessLibrary/src/digitalRain/digitalRainPostProcess";
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-}
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-
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-declare module 'babylonjs-postProcessLibrary/src/asciiArt/asciiArtPostProcess' {
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- import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
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- import "./asciiart.fragment";
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+declare module "babylonjs-post-process/asciiArt/asciiArtPostProcess" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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+ import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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+ import { Scene } from "babylonjs/scene";
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+ import "babylonjs-post-process/asciiArt/asciiart.fragment";
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/**
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- * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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- *
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- * It basically takes care rendering the font front the given font size to a texture.
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- * This is used later on in the postprocess.
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- */
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+ * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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export class AsciiArtFontTexture extends BaseTexture {
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- /**
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- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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- */
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- readonly charSize: number;
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- /**
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- * Create a new instance of the Ascii Art FontTexture class
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- * @param name the name of the texture
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- * @param font the font to use, use the W3C CSS notation
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- * @param text the caracter set to use in the rendering.
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- * @param scene the scene that owns the texture
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- */
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- constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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- /**
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- * Clones the current AsciiArtTexture.
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- * @return the clone of the texture.
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- */
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- clone(): AsciiArtFontTexture;
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- /**
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- * Parses a json object representing the texture and returns an instance of it.
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- * @param source the source JSON representation
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- * @param scene the scene to create the texture for
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- * @return the parsed texture
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- */
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- static Parse(source: any, scene: Scene): AsciiArtFontTexture;
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ readonly charSize: number;
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+ /**
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+ * Create a new instance of the Ascii Art FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char width
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+ */
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+ private getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char height
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+ */
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+ private getFontHeight;
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+ /**
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+ * Clones the current AsciiArtTexture.
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+ * @return the clone of the texture.
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+ */
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+ clone(): AsciiArtFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
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+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
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+ * @return the parsed texture
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+ */
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+ static Parse(source: any, scene: Scene): AsciiArtFontTexture;
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}
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/**
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- * Option available in the Ascii Art Post Process.
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- */
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+ * Option available in the Ascii Art Post Process.
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+ */
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export interface IAsciiArtPostProcessOptions {
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- /**
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- * The font to use following the w3c font definition.
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- */
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- font?: string;
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- /**
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- * The character set to use in the postprocess.
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- */
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- characterSet?: string;
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile?: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the ascii art.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal?: number;
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+ /**
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+ * The font to use following the w3c font definition.
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+ */
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+ font?: string;
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+ /**
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+ * The character set to use in the postprocess.
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+ */
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+ characterSet?: string;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile?: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal?: number;
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}
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/**
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- * AsciiArtPostProcess helps rendering everithing in Ascii Art.
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- *
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- * Simmply add it to your scene and let the nerd that lives in you have fun.
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- * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
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- */
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+ * AsciiArtPostProcess helps rendering everithing in Ascii Art.
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+ *
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+ * Simmply add it to your scene and let the nerd that lives in you have fun.
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+ * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
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+ */
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export class AsciiArtPostProcess extends PostProcess {
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the ascii art.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal: number;
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- /**
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- * Instantiates a new Ascii Art Post Process.
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- * @param name the name to give to the postprocess
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- * @camera the camera to apply the post process to.
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- * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
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- */
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- constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
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+ /**
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+ * The font texture used to render the char in the post process.
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+ */
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+ private _asciiArtFontTexture;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal: number;
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+ /**
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+ * Instantiates a new Ascii Art Post Process.
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+ * @param name the name to give to the postprocess
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+ * @camera the camera to apply the post process to.
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+ * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
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+ */
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+ constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
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}
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}
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-
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-declare module 'babylonjs-postProcessLibrary/src/digitalRain/digitalRainPostProcess' {
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- import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
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- import "./digitalrain.fragment";
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+declare module "babylonjs-post-process/asciiArt/index" {
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+ export * from "babylonjs-post-process/asciiArt/asciiArtPostProcess";
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+}
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+declare module "babylonjs-post-process/digitalRain/digitalrain.fragment" {
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+ /** @hidden */
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+ export var digitalrainPixelShader: {
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+ name: string;
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+ shader: string;
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+ };
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+}
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+declare module "babylonjs-post-process/digitalRain/digitalRainPostProcess" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Camera } from "babylonjs/Cameras/camera";
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+ import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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+ import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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+ import { Scene } from "babylonjs/scene";
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+ import "babylonjs-post-process/digitalRain/digitalrain.fragment";
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/**
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- * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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- *
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- * It basically takes care rendering the font front the given font size to a texture.
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- * This is used later on in the postprocess.
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- */
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+ * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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+ *
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+ * It basically takes care rendering the font front the given font size to a texture.
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+ * This is used later on in the postprocess.
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+ */
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export class DigitalRainFontTexture extends BaseTexture {
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- /**
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- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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- */
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- readonly charSize: number;
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- /**
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- * Create a new instance of the Digital Rain FontTexture class
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- * @param name the name of the texture
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- * @param font the font to use, use the W3C CSS notation
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- * @param text the caracter set to use in the rendering.
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- * @param scene the scene that owns the texture
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- */
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- constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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- /**
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- * Clones the current DigitalRainFontTexture.
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- * @return the clone of the texture.
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- */
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- clone(): DigitalRainFontTexture;
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- /**
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- * Parses a json object representing the texture and returns an instance of it.
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- * @param source the source JSON representation
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- * @param scene the scene to create the texture for
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- * @return the parsed texture
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- */
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- static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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+ private _font;
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+ private _text;
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+ private _charSize;
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+ /**
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+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
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+ */
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+ readonly charSize: number;
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+ /**
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+ * Create a new instance of the Digital Rain FontTexture class
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+ * @param name the name of the texture
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+ * @param font the font to use, use the W3C CSS notation
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+ * @param text the caracter set to use in the rendering.
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+ * @param scene the scene that owns the texture
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+ */
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+ constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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+ /**
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+ * Gets the max char width of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char width
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+ */
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+ private getFontWidth;
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+ /**
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+ * Gets the max char height of a font.
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+ * @param font the font to use, use the W3C CSS notation
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+ * @return the max char height
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+ */
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+ private getFontHeight;
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+ /**
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+ * Clones the current DigitalRainFontTexture.
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+ * @return the clone of the texture.
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+ */
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+ clone(): DigitalRainFontTexture;
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+ /**
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+ * Parses a json object representing the texture and returns an instance of it.
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+ * @param source the source JSON representation
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+ * @param scene the scene to create the texture for
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+ * @return the parsed texture
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+ */
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+ static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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}
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/**
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- * Option available in the Digital Rain Post Process.
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- */
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+ * Option available in the Digital Rain Post Process.
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+ */
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export interface IDigitalRainPostProcessOptions {
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- /**
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- * The font to use following the w3c font definition.
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- */
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- font?: string;
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile?: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal?: number;
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+ /**
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+ * The font to use following the w3c font definition.
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+ */
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+ font?: string;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile?: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal?: number;
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}
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/**
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- * DigitalRainPostProcess helps rendering everithing in digital rain.
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- *
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- * Simmply add it to your scene and let the nerd that lives in you have fun.
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- * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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- */
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+ * DigitalRainPostProcess helps rendering everithing in digital rain.
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+ *
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+ * Simmply add it to your scene and let the nerd that lives in you have fun.
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+ * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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+ */
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export class DigitalRainPostProcess extends PostProcess {
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- /**
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- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToTile: number;
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- /**
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- * This defines the amount you want to mix the normal rendering pass in the digital rain.
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- * This number is defined between 0 and 1;
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- */
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- mixToNormal: number;
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- /**
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- * Instantiates a new Digital Rain Post Process.
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- * @param name the name to give to the postprocess
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- * @camera the camera to apply the post process to.
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- * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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- */
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- constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
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+ /**
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+ * The font texture used to render the char in the post process.
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+ */
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+ private _digitalRainFontTexture;
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+ /**
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+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToTile: number;
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+ /**
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+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
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+ * This number is defined between 0 and 1;
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+ */
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+ mixToNormal: number;
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+ /**
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+ * Instantiates a new Digital Rain Post Process.
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+ * @param name the name to give to the postprocess
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+ * @camera the camera to apply the post process to.
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+ * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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+ */
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+ constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
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}
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}
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-
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-
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-/*BabylonJS Postprocess library*/
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-// Dependencies for this module:
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-// ../../../../Tools/Gulp/babylonjs
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+declare module "babylonjs-post-process/digitalRain/index" {
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+ export * from "babylonjs-post-process/digitalRain/digitalRainPostProcess";
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+}
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+declare module "babylonjs-post-process/index" {
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+ export * from "babylonjs-post-process/asciiArt/index";
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+ export * from "babylonjs-post-process/digitalRain/index";
|
|
|
+}
|
|
|
+declare module "babylonjs-post-process/legacy/legacy-asciiArt" {
|
|
|
+ export * from "babylonjs-post-process/asciiArt/index";
|
|
|
+}
|
|
|
+declare module "babylonjs-post-process/legacy/legacy-digitalRain" {
|
|
|
+ export * from "babylonjs-post-process/digitalRain/index";
|
|
|
+}
|
|
|
+declare module "babylonjs-post-process/legacy/legacy" {
|
|
|
+ export * from "babylonjs-post-process/index";
|
|
|
+}
|
|
|
+declare module "babylonjs-post-process" {
|
|
|
+ export * from "babylonjs-post-process/legacy/legacy";
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
+ /** @hidden */
|
|
|
+ export var asciiartPixelShader: {
|
|
|
+ name: string;
|
|
|
+ shader: string;
|
|
|
+ };
|
|
|
+}
|
|
|
declare module BABYLON {
|
|
|
/**
|
|
|
- * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
|
|
|
- *
|
|
|
- * It basically takes care rendering the font front the given font size to a texture.
|
|
|
- * This is used later on in the postprocess.
|
|
|
- */
|
|
|
+ * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
|
|
|
+ *
|
|
|
+ * It basically takes care rendering the font front the given font size to a texture.
|
|
|
+ * This is used later on in the postprocess.
|
|
|
+ */
|
|
|
export class AsciiArtFontTexture extends BABYLON.BaseTexture {
|
|
|
- /**
|
|
|
- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
|
- */
|
|
|
- readonly charSize: number;
|
|
|
- /**
|
|
|
- * Create a new instance of the Ascii Art FontTexture class
|
|
|
- * @param name the name of the texture
|
|
|
- * @param font the font to use, use the W3C CSS notation
|
|
|
- * @param text the caracter set to use in the rendering.
|
|
|
- * @param scene the scene that owns the texture
|
|
|
- */
|
|
|
- constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
|
|
|
- /**
|
|
|
- * Clones the current AsciiArtTexture.
|
|
|
- * @return the clone of the texture.
|
|
|
- */
|
|
|
- clone(): AsciiArtFontTexture;
|
|
|
- /**
|
|
|
- * Parses a json object representing the texture and returns an instance of it.
|
|
|
- * @param source the source JSON representation
|
|
|
- * @param scene the scene to create the texture for
|
|
|
- * @return the parsed texture
|
|
|
- */
|
|
|
- static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
|
|
|
+ private _font;
|
|
|
+ private _text;
|
|
|
+ private _charSize;
|
|
|
+ /**
|
|
|
+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
|
+ */
|
|
|
+ readonly charSize: number;
|
|
|
+ /**
|
|
|
+ * Create a new instance of the Ascii Art FontTexture class
|
|
|
+ * @param name the name of the texture
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @param text the caracter set to use in the rendering.
|
|
|
+ * @param scene the scene that owns the texture
|
|
|
+ */
|
|
|
+ constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
|
|
|
+ /**
|
|
|
+ * Gets the max char width of a font.
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @return the max char width
|
|
|
+ */
|
|
|
+ private getFontWidth;
|
|
|
+ /**
|
|
|
+ * Gets the max char height of a font.
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @return the max char height
|
|
|
+ */
|
|
|
+ private getFontHeight;
|
|
|
+ /**
|
|
|
+ * Clones the current AsciiArtTexture.
|
|
|
+ * @return the clone of the texture.
|
|
|
+ */
|
|
|
+ clone(): AsciiArtFontTexture;
|
|
|
+ /**
|
|
|
+ * Parses a json object representing the texture and returns an instance of it.
|
|
|
+ * @param source the source JSON representation
|
|
|
+ * @param scene the scene to create the texture for
|
|
|
+ * @return the parsed texture
|
|
|
+ */
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
|
|
|
}
|
|
|
/**
|
|
|
- * Option available in the Ascii Art Post Process.
|
|
|
- */
|
|
|
+ * Option available in the Ascii Art Post Process.
|
|
|
+ */
|
|
|
export interface IAsciiArtPostProcessOptions {
|
|
|
- /**
|
|
|
- * The font to use following the w3c font definition.
|
|
|
- */
|
|
|
- font?: string;
|
|
|
- /**
|
|
|
- * The character set to use in the postprocess.
|
|
|
- */
|
|
|
- characterSet?: string;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToTile?: number;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToNormal?: number;
|
|
|
+ /**
|
|
|
+ * The font to use following the w3c font definition.
|
|
|
+ */
|
|
|
+ font?: string;
|
|
|
+ /**
|
|
|
+ * The character set to use in the postprocess.
|
|
|
+ */
|
|
|
+ characterSet?: string;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToTile?: number;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToNormal?: number;
|
|
|
}
|
|
|
/**
|
|
|
- * AsciiArtPostProcess helps rendering everithing in Ascii Art.
|
|
|
- *
|
|
|
- * Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
|
- * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
|
|
|
- */
|
|
|
+ * AsciiArtPostProcess helps rendering everithing in Ascii Art.
|
|
|
+ *
|
|
|
+ * Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
|
+ * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
|
|
|
+ */
|
|
|
export class AsciiArtPostProcess extends BABYLON.PostProcess {
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToTile: number;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToNormal: number;
|
|
|
- /**
|
|
|
- * Instantiates a new Ascii Art Post Process.
|
|
|
- * @param name the name to give to the postprocess
|
|
|
- * @camera the camera to apply the post process to.
|
|
|
- * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
|
|
|
- */
|
|
|
- constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
|
|
|
+ /**
|
|
|
+ * The font texture used to render the char in the post process.
|
|
|
+ */
|
|
|
+ private _asciiArtFontTexture;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToTile: number;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToNormal: number;
|
|
|
+ /**
|
|
|
+ * Instantiates a new Ascii Art Post Process.
|
|
|
+ * @param name the name to give to the postprocess
|
|
|
+ * @camera the camera to apply the post process to.
|
|
|
+ * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
|
|
|
+ */
|
|
|
+ constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
|
|
|
}
|
|
|
}
|
|
|
declare module BABYLON {
|
|
|
+ /** @hidden */
|
|
|
+ export var digitalrainPixelShader: {
|
|
|
+ name: string;
|
|
|
+ shader: string;
|
|
|
+ };
|
|
|
+}
|
|
|
+declare module BABYLON {
|
|
|
/**
|
|
|
- * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
|
|
|
- *
|
|
|
- * It basically takes care rendering the font front the given font size to a texture.
|
|
|
- * This is used later on in the postprocess.
|
|
|
- */
|
|
|
+ * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
|
|
|
+ *
|
|
|
+ * It basically takes care rendering the font front the given font size to a texture.
|
|
|
+ * This is used later on in the postprocess.
|
|
|
+ */
|
|
|
export class DigitalRainFontTexture extends BABYLON.BaseTexture {
|
|
|
- /**
|
|
|
- * Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
|
- */
|
|
|
- readonly charSize: number;
|
|
|
- /**
|
|
|
- * Create a new instance of the Digital Rain FontTexture class
|
|
|
- * @param name the name of the texture
|
|
|
- * @param font the font to use, use the W3C CSS notation
|
|
|
- * @param text the caracter set to use in the rendering.
|
|
|
- * @param scene the scene that owns the texture
|
|
|
- */
|
|
|
- constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
|
|
|
- /**
|
|
|
- * Clones the current DigitalRainFontTexture.
|
|
|
- * @return the clone of the texture.
|
|
|
- */
|
|
|
- clone(): DigitalRainFontTexture;
|
|
|
- /**
|
|
|
- * Parses a json object representing the texture and returns an instance of it.
|
|
|
- * @param source the source JSON representation
|
|
|
- * @param scene the scene to create the texture for
|
|
|
- * @return the parsed texture
|
|
|
- */
|
|
|
- static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
|
|
|
+ private _font;
|
|
|
+ private _text;
|
|
|
+ private _charSize;
|
|
|
+ /**
|
|
|
+ * Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
|
+ */
|
|
|
+ readonly charSize: number;
|
|
|
+ /**
|
|
|
+ * Create a new instance of the Digital Rain FontTexture class
|
|
|
+ * @param name the name of the texture
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @param text the caracter set to use in the rendering.
|
|
|
+ * @param scene the scene that owns the texture
|
|
|
+ */
|
|
|
+ constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
|
|
|
+ /**
|
|
|
+ * Gets the max char width of a font.
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @return the max char width
|
|
|
+ */
|
|
|
+ private getFontWidth;
|
|
|
+ /**
|
|
|
+ * Gets the max char height of a font.
|
|
|
+ * @param font the font to use, use the W3C CSS notation
|
|
|
+ * @return the max char height
|
|
|
+ */
|
|
|
+ private getFontHeight;
|
|
|
+ /**
|
|
|
+ * Clones the current DigitalRainFontTexture.
|
|
|
+ * @return the clone of the texture.
|
|
|
+ */
|
|
|
+ clone(): DigitalRainFontTexture;
|
|
|
+ /**
|
|
|
+ * Parses a json object representing the texture and returns an instance of it.
|
|
|
+ * @param source the source JSON representation
|
|
|
+ * @param scene the scene to create the texture for
|
|
|
+ * @return the parsed texture
|
|
|
+ */
|
|
|
+ static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
|
|
|
}
|
|
|
/**
|
|
|
- * Option available in the Digital Rain Post Process.
|
|
|
- */
|
|
|
+ * Option available in the Digital Rain Post Process.
|
|
|
+ */
|
|
|
export interface IDigitalRainPostProcessOptions {
|
|
|
- /**
|
|
|
- * The font to use following the w3c font definition.
|
|
|
- */
|
|
|
- font?: string;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToTile?: number;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToNormal?: number;
|
|
|
+ /**
|
|
|
+ * The font to use following the w3c font definition.
|
|
|
+ */
|
|
|
+ font?: string;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToTile?: number;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToNormal?: number;
|
|
|
}
|
|
|
/**
|
|
|
- * DigitalRainPostProcess helps rendering everithing in digital rain.
|
|
|
- *
|
|
|
- * Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
|
- * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
|
|
|
- */
|
|
|
+ * DigitalRainPostProcess helps rendering everithing in digital rain.
|
|
|
+ *
|
|
|
+ * Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
|
+ * Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
|
|
|
+ */
|
|
|
export class DigitalRainPostProcess extends BABYLON.PostProcess {
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToTile: number;
|
|
|
- /**
|
|
|
- * This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
|
- * This number is defined between 0 and 1;
|
|
|
- */
|
|
|
- mixToNormal: number;
|
|
|
- /**
|
|
|
- * Instantiates a new Digital Rain Post Process.
|
|
|
- * @param name the name to give to the postprocess
|
|
|
- * @camera the camera to apply the post process to.
|
|
|
- * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
|
|
|
- */
|
|
|
- constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
|
|
|
+ /**
|
|
|
+ * The font texture used to render the char in the post process.
|
|
|
+ */
|
|
|
+ private _digitalRainFontTexture;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToTile: number;
|
|
|
+ /**
|
|
|
+ * This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
|
+ * This number is defined between 0 and 1;
|
|
|
+ */
|
|
|
+ mixToNormal: number;
|
|
|
+ /**
|
|
|
+ * Instantiates a new Digital Rain Post Process.
|
|
|
+ * @param name the name to give to the postprocess
|
|
|
+ * @camera the camera to apply the post process to.
|
|
|
+ * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
|
|
|
+ */
|
|
|
+ constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
|
|
|
}
|
|
|
}
|