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All rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABLITY OR NON-INFRINGEMENT. See the Apache Version 2.0 License for specific language governing permissions and limitations under the License. ***************************************************************************** */ /* global Reflect, Promise */ var extendStatics = function(d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; }; return extendStatics(d, b); }; function __extends(d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? 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} catch (e) { // This works if the window reference is available if (typeof window === "object") g = window; } // g can still be undefined, but nothing to do about it... // We return undefined, instead of nothing here, so it's // easier to handle this case. if(!global) { ...} module.exports = g; /***/ }), /***/ "./asciiArt/asciiArtPostProcess.ts": /*!*****************************************!*\ !*** ./asciiArt/asciiArtPostProcess.ts ***! \*****************************************/ /*! exports provided: AsciiArtFontTexture, AsciiArtPostProcess */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; __webpack_require__.r(__webpack_exports__); /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AsciiArtFontTexture", function() { return AsciiArtFontTexture; }); /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "AsciiArtPostProcess", function() { return AsciiArtPostProcess; }); /* harmony import */ var tslib__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! tslib */ "../../node_modules/tslib/tslib.es6.js"); /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__ = __webpack_require__(/*! babylonjs/Misc/decorators */ "babylonjs/Misc/decorators"); /* harmony import */ var babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__); /* harmony import */ var _asciiart_fragment__WEBPACK_IMPORTED_MODULE_2__ = __webpack_require__(/*! ./asciiart.fragment */ "./asciiArt/asciiart.fragment.ts"); /** * 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. */ var AsciiArtFontTexture = /** @class */ (function (_super) { tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"](AsciiArtFontTexture, _super); /** * 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 */ function AsciiArtFontTexture(name, font, text, scene) { if (scene === void 0) { scene = null; } var _this = _super.call(this, scene) || this; scene = _this.getScene(); if (!scene) { return _this; } _this.name = name; _this._text == text; _this._font == font; _this.wrapU = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Texture"].CLAMP_ADDRESSMODE; _this.wrapV = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Texture"].CLAMP_ADDRESSMODE; //this.anisotropicFilteringLevel = 1; // Get the font specific info. var maxCharHeight = _this.getFontHeight(font); var maxCharWidth = _this.getFontWidth(font); _this._charSize = Math.max(maxCharHeight.height, maxCharWidth); // This is an approximate size, but should always be able to fit at least the maxCharCount. var textureWidth = Math.ceil(_this._charSize * text.length); var textureHeight = _this._charSize; // Create the texture that will store the font characters. _this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Texture"].NEAREST_SAMPLINGMODE); //scene.getEngine().setclamp var textureSize = _this.getSize(); // Create a canvas with the final size: the one matching the texture. var canvas = document.createElement("canvas"); canvas.width = textureSize.width; canvas.height = textureSize.height; var context = canvas.getContext("2d"); context.textBaseline = "top"; context.font = font; context.fillStyle = "white"; context.imageSmoothingEnabled = false; // Sets the text in the texture. for (var i = 0; i < text.length; i++) { context.fillText(text[i], i * _this._charSize, -maxCharHeight.offset); } // Flush the text in the dynamic texture. scene.getEngine().updateDynamicTexture(_this._texture, canvas, false, true); return _this; } Object.defineProperty(AsciiArtFontTexture.prototype, "charSize", { /** * Gets the size of one char in the texture (each char fits in size * size space in the texture). */ get: function () { return this._charSize; }, enumerable: true, configurable: true }); /** * Gets the max char width of a font. * @param font the font to use, use the W3C CSS notation * @return the max char width */ AsciiArtFontTexture.prototype.getFontWidth = function (font) { var fontDraw = document.createElement("canvas"); var ctx = fontDraw.getContext('2d'); ctx.fillStyle = 'white'; ctx.font = font; return ctx.measureText("W").width; }; // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/ /** * Gets the max char height of a font. * @param font the font to use, use the W3C CSS notation * @return the max char height */ AsciiArtFontTexture.prototype.getFontHeight = function (font) { var fontDraw = document.createElement("canvas"); var ctx = fontDraw.getContext('2d'); ctx.fillRect(0, 0, fontDraw.width, fontDraw.height); ctx.textBaseline = 'top'; ctx.fillStyle = 'white'; ctx.font = font; ctx.fillText('jH|', 0, 0); var pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data; var start = -1; var end = -1; for (var row = 0; row < fontDraw.height; row++) { for (var column = 0; column < fontDraw.width; column++) { var index = (row * fontDraw.width + column) * 4; if (pixels[index] === 0) { if (column === fontDraw.width - 1 && start !== -1) { end = row; row = fontDraw.height; break; } continue; } else { if (start === -1) { start = row; } break; } } } return { height: (end - start) + 1, offset: start - 1 }; }; /** * Clones the current AsciiArtTexture. * @return the clone of the texture. */ AsciiArtFontTexture.prototype.clone = function () { return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene()); }; /** * 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 */ AsciiArtFontTexture.Parse = function (source, scene) { var texture = babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["SerializationHelper"].Parse(function () { return new AsciiArtFontTexture(source.name, source.font, source.text, scene); }, source, scene, null); return texture; }; tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"]([ Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])("font") ], AsciiArtFontTexture.prototype, "_font", void 0); tslib__WEBPACK_IMPORTED_MODULE_0__["__decorate"]([ Object(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["serialize"])("text") ], AsciiArtFontTexture.prototype, "_text", void 0); return AsciiArtFontTexture; }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["BaseTexture"])); /** * 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); */ var AsciiArtPostProcess = /** @class */ (function (_super) { tslib__WEBPACK_IMPORTED_MODULE_0__["__extends"](AsciiArtPostProcess, _super); /** * 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 */ function AsciiArtPostProcess(name, camera, options) { var _this = _super.call(this, name, 'asciiart', ['asciiArtFontInfos', 'asciiArtOptions'], ['asciiArtFont'], { width: camera.getEngine().getRenderWidth(), height: camera.getEngine().getRenderHeight() }, camera, babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["Texture"].TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this; /** * 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; */ _this.mixToTile = 0; /** * This defines the amount you want to mix the normal rendering pass in the ascii art. * This number is defined between 0 and 1; */ _this.mixToNormal = 0; // Default values. var font = "40px Monospace"; var characterSet = " `-.'_:,\"=^;<+!*?/cL\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@"; // Use options. if (options) { if (typeof (options) === "string") { font = options; } else { font = options.font || font; characterSet = options.characterSet || characterSet; _this.mixToTile = options.mixToTile || _this.mixToTile; _this.mixToNormal = options.mixToNormal || _this.mixToNormal; } } _this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene()); var textureSize = _this._asciiArtFontTexture.getSize(); _this.onApply = function (effect) { effect.setTexture("asciiArtFont", _this._asciiArtFontTexture); effect.setFloat4("asciiArtFontInfos", _this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height); effect.setFloat4("asciiArtOptions", _this.width, _this.height, _this.mixToNormal, _this.mixToTile); }; return _this; } return AsciiArtPostProcess; }(babylonjs_Misc_decorators__WEBPACK_IMPORTED_MODULE_1__["PostProcess"])); /***/ }), /***/ "./asciiArt/asciiart.fragment.ts": /*!***************************************!*\ !*** ./asciiArt/asciiart.fragment.ts ***! \***************************************/ /*! exports provided: asciiartPixelShader */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; __webpack_require__.r(__webpack_exports__); /* harmony export (binding) */ __webpack_require__.d(__webpack_exports__, "asciiartPixelShader", function() { return asciiartPixelShader; }); /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! babylonjs/Materials/effect */ "babylonjs/Misc/decorators"); /* harmony import */ var babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0___default = /*#__PURE__*/__webpack_require__.n(babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__); var name = 'asciiartPixelShader'; var shader = "\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D asciiArtFont;\n\nuniform vec4 asciiArtFontInfos;\nuniform vec4 asciiArtOptions;\n\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,vec3(0.2126,0.7152,0.0722)),0.,1.);\n}\n\nvoid main(void)\n{\nfloat caracterSize=asciiArtFontInfos.x;\nfloat numChar=asciiArtFontInfos.y-1.0;\nfloat fontx=asciiArtFontInfos.z;\nfloat fonty=asciiArtFontInfos.w;\nfloat screenx=asciiArtOptions.x;\nfloat screeny=asciiArtOptions.y;\nfloat tileX=float(floor((gl_FragCoord.x)/caracterSize))*caracterSize/screenx;\nfloat tileY=float(floor((gl_FragCoord.y)/caracterSize))*caracterSize/screeny;\nvec2 tileUV=vec2(tileX,tileY);\nvec4 tileColor=texture2D(textureSampler,tileUV);\nvec4 baseColor=texture2D(textureSampler,vUV);\nfloat tileLuminance=getLuminance(tileColor.rgb);\nfloat offsetx=(float(floor(tileLuminance*numChar)))*caracterSize/fontx;\nfloat offsety=0.0;\nfloat x=float(mod(gl_FragCoord.x,caracterSize))/fontx;\nfloat y=float(mod(gl_FragCoord.y,caracterSize))/fonty;\nvec4 finalColor=texture2D(asciiArtFont,vec2(offsetx+x,offsety+(caracterSize/fonty-y)));\nfinalColor.rgb*=tileColor.rgb;\nfinalColor.a=1.0;\nfinalColor=mix(finalColor,tileColor,asciiArtOptions.w);\nfinalColor=mix(finalColor,baseColor,asciiArtOptions.z);\ngl_FragColor=finalColor;\n}"; babylonjs_Materials_effect__WEBPACK_IMPORTED_MODULE_0__["Effect"].ShadersStore[name] = shader; /** @hidden */ var asciiartPixelShader = { name: name, shader: shader }; /***/ }), /***/ "./asciiArt/index.ts": /*!***************************!*\ !*** ./asciiArt/index.ts ***! \***************************/ /*! exports provided: AsciiArtFontTexture, AsciiArtPostProcess */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; __webpack_require__.r(__webpack_exports__); /* harmony import */ var _asciiArtPostProcess__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ./asciiArtPostProcess */ "./asciiArt/asciiArtPostProcess.ts"); /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "AsciiArtFontTexture", function() { return _asciiArtPostProcess__WEBPACK_IMPORTED_MODULE_0__["AsciiArtFontTexture"]; }); /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "AsciiArtPostProcess", function() { return _asciiArtPostProcess__WEBPACK_IMPORTED_MODULE_0__["AsciiArtPostProcess"]; }); /***/ }), /***/ "./legacy/legacy-asciiArt.ts": /*!***********************************!*\ !*** ./legacy/legacy-asciiArt.ts ***! \***********************************/ /*! exports provided: AsciiArtFontTexture, AsciiArtPostProcess */ /***/ (function(module, __webpack_exports__, __webpack_require__) { "use strict"; __webpack_require__.r(__webpack_exports__); /* WEBPACK VAR INJECTION */(function(global) {/* harmony import */ var _asciiArt_index__WEBPACK_IMPORTED_MODULE_0__ = __webpack_require__(/*! ../asciiArt/index */ "./asciiArt/index.ts"); /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "AsciiArtFontTexture", function() { return _asciiArt_index__WEBPACK_IMPORTED_MODULE_0__["AsciiArtFontTexture"]; }); /* harmony reexport (safe) */ __webpack_require__.d(__webpack_exports__, "AsciiArtPostProcess", function() { return _asciiArt_index__WEBPACK_IMPORTED_MODULE_0__["AsciiArtPostProcess"]; }); /** * This is the entry point for the UMD module. * The entry point for a future ESM package should be index.ts */ var globalObject = (typeof global !== 'undefined') ? global : ((typeof window !== 'undefined') ? window : undefined); if (typeof globalObject !== "undefined") { for (var key in _asciiArt_index__WEBPACK_IMPORTED_MODULE_0__) { globalObject.BABYLON[key] = _asciiArt_index__WEBPACK_IMPORTED_MODULE_0__[key]; } } /* WEBPACK VAR INJECTION */}.call(this, __webpack_require__(/*! ./../../../node_modules/webpack/buildin/global.js */ "../../node_modules/webpack/buildin/global.js"))) /***/ }), /***/ "babylonjs/Misc/decorators": /*!****************************************************************************************************!*\ !*** external {"root":"BABYLON","commonjs":"babylonjs","commonjs2":"babylonjs","amd":"babylonjs"} ***! \****************************************************************************************************/ /*! no static exports found */ /***/ (function(module, exports) { module.exports = __WEBPACK_EXTERNAL_MODULE_babylonjs_Misc_decorators__; /***/ }) /******/ }); }); //# sourceMappingURL=babylon.asciiArtPostProcess.js.map