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+ /// <reference path="../../../dist/preview release/babylon.d.ts"/>
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+
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+module BABYLON {
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+
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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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+ @serialize("font")
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+ private _font: string;
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+
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+ @serialize("text")
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+ private _text: string;
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+
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+ private _charSize: number;
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+
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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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+ public get charSize(): number {
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+ return this._charSize;
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+ }
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+
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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: Scene) {
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+ super(scene);
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+
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+ this.name = name;
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+ this._text == text;
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+ this._font == font;
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+
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+ this.wrapU = Texture.CLAMP_ADDRESSMODE;
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+ this.wrapV = Texture.CLAMP_ADDRESSMODE;
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+ //this.anisotropicFilteringLevel = 1;
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+
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+ // Get the font specific info.
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+ var maxCharHeight = this.getFontHeight(font);
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+ var maxCharWidth = this.getFontWidth(font);
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+
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+ this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
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+
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+ // This is an approximate size, but should always be able to fit at least the maxCharCount.
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+ var textureWidth = Math.ceil(this._charSize * text.length);
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+ var textureHeight = this._charSize;
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+
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+ // Create the texture that will store the font characters.
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+ this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, Texture.NEAREST_SAMPLINGMODE);
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+ //scene.getEngine().setclamp
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+ var textureSize = this.getSize();
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+
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+ // Create a canvas with the final size: the one matching the texture.
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+ var canvas = document.createElement("canvas");
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+ canvas.width = textureSize.width;
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+ canvas.height = textureSize.height;
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+ var context = canvas.getContext("2d");
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+ context.textBaseline = "top";
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+ context.font = font;
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+ context.fillStyle = "white";
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+ context.imageSmoothingEnabled = false;
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+
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+ // Sets the text in the texture.
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+ for (var i = 0; i < text.length; i++) {
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+ context.fillText(text[i], i * this._charSize, -maxCharHeight.offset);
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+ }
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+
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+ // Flush the text in the dynamic texture.
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+ this.getScene().getEngine().updateDynamicTexture(this._texture, canvas, false, true);
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+ }
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+
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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(font: string): number {
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+ var fontDraw = document.createElement("canvas");
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+ var ctx = fontDraw.getContext('2d');
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+ ctx.fillStyle = 'white';
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+ ctx.font = font;
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+
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+ return ctx.measureText("W").width;
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+ }
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+
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+ // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/
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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(font: string): {height: number, offset: number} {
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+ var fontDraw = document.createElement("canvas");
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+ var ctx = fontDraw.getContext('2d');
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+ ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);
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+ ctx.textBaseline = 'top';
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+ ctx.fillStyle = 'white';
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+ ctx.font = font;
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+ ctx.fillText('jH|', 0, 0);
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+ var pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;
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+ var start = -1;
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+ var end = -1;
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+ for (var row = 0; row < fontDraw.height; row++) {
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+ for (var column = 0; column < fontDraw.width; column++) {
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+ var index = (row * fontDraw.width + column) * 4;
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+ if (pixels[index] === 0) {
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+ if (column === fontDraw.width - 1 && start !== -1) {
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+ end = row;
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+ row = fontDraw.height;
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+ break;
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+ }
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+ continue;
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+ }
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+ else {
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+ if (start === -1) {
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+ start = row;
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+ }
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+ break;
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+ }
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+ }
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+ }
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+ return { height: (end - start)+1, offset: start-1}
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+ }
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+
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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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+ public clone(): AsciiArtFontTexture {
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+ return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene());
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+ }
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+
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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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+ public static Parse(source: any, scene: Scene): AsciiArtFontTexture {
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+ var texture = SerializationHelper.Parse(() => new AsciiArtFontTexture(source.name, source.font, source.text, scene),
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+ source, scene, null);
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+
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+ return texture;
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+ }
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+ }
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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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+ export interface IAsciiArtPostProcessOptions {
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+
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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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+ /**
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+ * The caracter set to use in the postprocess.
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+ */
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+ caracterSet?: string;
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+
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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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+ /**
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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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+ /**
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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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+ /**
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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: AsciiArtFontTexture;
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+
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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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+ public mixToTile:number = 0;
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+
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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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+ public mixToNormal:number = 0;
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+
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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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+ super(name,
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+ 'asciiart',
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+ ['asciiArtFontInfos', 'asciiArtOptions'],
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+ ['asciiArtFont'],
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+ {
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+ width: camera.getEngine().getRenderWidth(),
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+ height: camera.getEngine().getRenderHeight()
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+ },
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+ camera,
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+ Texture.TRILINEAR_SAMPLINGMODE,
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+ camera.getEngine(),
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+ true);
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+
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+ // Default values.
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+ var font = "40px Monospace";
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+ var caracterSet = " `-.'_:,\"=^;<+!*?/cL\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@";
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+
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+ // Use options.
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+ if (options) {
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+ if (typeof(options) === "string") {
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+ font = <string>options;
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+ }
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+ else {
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+ font = (<IAsciiArtPostProcessOptions>options).font || font;
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+ caracterSet = (<IAsciiArtPostProcessOptions>options).caracterSet || caracterSet;
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+ this.mixToTile = (<IAsciiArtPostProcessOptions>options).mixToTile || this.mixToTile;
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+ this.mixToNormal = (<IAsciiArtPostProcessOptions>options).mixToNormal || this.mixToNormal;
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+ }
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+ }
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+
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+ this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, caracterSet, camera.getScene());
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+ var textureSize = this._asciiArtFontTexture.getSize();
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+
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+ this.onApply = (effect: Effect) => {
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+ effect.setTexture("asciiArtFont", this._asciiArtFontTexture);
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+
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+ effect.setFloat4("asciiArtFontInfos",
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+ this._asciiArtFontTexture.charSize,
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+ caracterSet.length,
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+ textureSize.width,
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+ textureSize.height);
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+
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+ effect.setFloat4("asciiArtOptions",
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+ this.width,
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+ this.height,
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+ this.mixToNormal,
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+ this.mixToTile);
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+ };
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+ }
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+ }
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+}
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