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@@ -1,171 +0,0 @@
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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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-export * from "babylonjs-postProcessLibrary/--/--/postProcessesLibrary/build/asciiArt";
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-export * from "babylonjs-postProcessLibrary/--/--/postProcessesLibrary/build/digitalRain";
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-
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-export * from "babylonjs-postProcessLibrary/--/--/postProcessesLibrary/build/asciiArt/asciiArtPostProcess";
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-
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-export * from "babylonjs-postProcessLibrary/--/--/postProcessesLibrary/build/digitalRain/digitalRainPostProcess";
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-
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-import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
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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 declare 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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-}
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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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-/**
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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 declare 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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-
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-import { BaseTexture, Nullable, Scene, PostProcess, Camera } from "babylonjs";
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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 declare 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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-}
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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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-/**
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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 declare 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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-
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