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+declare module 'babylonjs-procedural-textures' {
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+ export = BABYLON;
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+}
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+
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+declare module BABYLON {
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+ class WoodProceduralTexture extends ProceduralTexture {
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+ private _ampScale;
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+ private _woodColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ ampScale: number;
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+ woodColor: Color3;
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+ /**
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+ * Serializes this wood procedural texture
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+ * @returns a serialized wood procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Wood Procedural Texture from parsed wood procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing wood procedural texture information
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+ * @returns a parsed Wood Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): WoodProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class FireProceduralTexture extends ProceduralTexture {
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+ private _time;
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+ private _speed;
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+ private _autoGenerateTime;
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+ private _fireColors;
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+ private _alphaThreshold;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ render(useCameraPostProcess?: boolean): void;
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+ static readonly PurpleFireColors: Color3[];
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+ static readonly GreenFireColors: Color3[];
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+ static readonly RedFireColors: Color3[];
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+ static readonly BlueFireColors: Color3[];
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+ autoGenerateTime: boolean;
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+ fireColors: Color3[];
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+ time: number;
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+ speed: Vector2;
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+ alphaThreshold: number;
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+ /**
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+ * Serializes this fire procedural texture
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+ * @returns a serialized fire procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Fire Procedural Texture from parsed fire procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing fire procedural texture information
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+ * @returns a parsed Fire Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): FireProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class CloudProceduralTexture extends ProceduralTexture {
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+ private _skyColor;
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+ private _cloudColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ skyColor: Color4;
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+ cloudColor: Color4;
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+ /**
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+ * Serializes this cloud procedural texture
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+ * @returns a serialized cloud procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Cloud Procedural Texture from parsed cloud procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing cloud procedural texture information
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+ * @returns a parsed Cloud Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CloudProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class GrassProceduralTexture extends ProceduralTexture {
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+ private _grassColors;
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+ private _groundColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ grassColors: Color3[];
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+ groundColor: Color3;
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+ /**
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+ * Serializes this grass procedural texture
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+ * @returns a serialized grass procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Grass Procedural Texture from parsed grass procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing grass procedural texture information
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+ * @returns a parsed Grass Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): GrassProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class RoadProceduralTexture extends ProceduralTexture {
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+ private _roadColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ roadColor: Color3;
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+ /**
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+ * Serializes this road procedural texture
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+ * @returns a serialized road procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Road Procedural Texture from parsed road procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing road procedural texture information
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+ * @returns a parsed Road Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): RoadProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class BrickProceduralTexture extends ProceduralTexture {
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+ private _numberOfBricksHeight;
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+ private _numberOfBricksWidth;
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+ private _jointColor;
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+ private _brickColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ numberOfBricksHeight: number;
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+ numberOfBricksWidth: number;
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+ jointColor: Color3;
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+ brickColor: Color3;
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+ /**
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+ * Serializes this brick procedural texture
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+ * @returns a serialized brick procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Brick Procedural Texture from parsed brick procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing brick procedural texture information
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+ * @returns a parsed Brick Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): BrickProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class MarbleProceduralTexture extends ProceduralTexture {
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+ private _numberOfTilesHeight;
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+ private _numberOfTilesWidth;
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+ private _amplitude;
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+ private _jointColor;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ numberOfTilesHeight: number;
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+ amplitude: number;
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+ numberOfTilesWidth: number;
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+ jointColor: Color3;
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+ /**
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+ * Serializes this marble procedural texture
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+ * @returns a serialized marble procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Marble Procedural Texture from parsed marble procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing marble procedural texture information
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+ * @returns a parsed Marble Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): MarbleProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class StarfieldProceduralTexture extends ProceduralTexture {
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+ private _time;
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+ private _alpha;
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+ private _beta;
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+ private _zoom;
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+ private _formuparam;
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+ private _stepsize;
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+ private _tile;
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+ private _brightness;
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+ private _darkmatter;
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+ private _distfading;
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+ private _saturation;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ time: number;
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+ alpha: number;
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+ beta: number;
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+ formuparam: number;
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+ stepsize: number;
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+ zoom: number;
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+ tile: number;
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+ brightness: number;
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+ darkmatter: number;
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+ distfading: number;
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+ saturation: number;
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+ /**
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+ * Serializes this starfield procedural texture
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+ * @returns a serialized starfield procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Starfield Procedural Texture from parsed startfield procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing startfield procedural texture information
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+ * @returns a parsed Starfield Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): StarfieldProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class NormalMapProceduralTexture extends ProceduralTexture {
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+ private _baseTexture;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ render(useCameraPostProcess?: boolean): void;
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+ resize(size: any, generateMipMaps: any): void;
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+ baseTexture: Texture;
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+ /**
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+ * Serializes this normal map procedural texture
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+ * @returns a serialized normal map procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Normal Map Procedural Texture from parsed normal map procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing normal map procedural texture information
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+ * @returns a parsed Normal Map Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): NormalMapProceduralTexture;
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+ }
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+}
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+
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+
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+declare module BABYLON {
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+ class PerlinNoiseProceduralTexture extends ProceduralTexture {
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+ time: number;
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+ timeScale: number;
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+ translationSpeed: number;
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+ private _currentTranslation;
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+ constructor(name: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
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+ updateShaderUniforms(): void;
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+ render(useCameraPostProcess?: boolean): void;
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+ resize(size: any, generateMipMaps: any): void;
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+ /**
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+ * Serializes this perlin noise procedural texture
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+ * @returns a serialized perlin noise procedural texture object
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+ */
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+ serialize(): any;
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+ /**
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+ * Creates a Perlin Noise Procedural Texture from parsed perlin noise procedural texture data
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+ * @param parsedTexture defines parsed texture data
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+ * @param scene defines the current scene
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+ * @param rootUrl defines the root URL containing perlin noise procedural texture information
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+ * @returns a parsed Perlin Noise Procedural Texture
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+ */
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+ static Parse(parsedTexture: any, scene: Scene, rootUrl: string): PerlinNoiseProceduralTexture;
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+ }
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+}
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