/// var __extends = (this && this.__extends) || (function () { var 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 function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) { var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d; if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc); else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; return c > 3 && r && Object.defineProperty(target, key, r), r; }; var BABYLON; (function (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. */ var AsciiArtFontTexture = /** @class */ (function (_super) { __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 = BABYLON.Texture.CLAMP_ADDRESSMODE; _this.wrapV = BABYLON.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, BABYLON.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 = BABYLON.SerializationHelper.Parse(function () { return new AsciiArtFontTexture(source.name, source.font, source.text, scene); }, source, scene, null); return texture; }; __decorate([ BABYLON.serialize("font") ], AsciiArtFontTexture.prototype, "_font", void 0); __decorate([ BABYLON.serialize("text") ], AsciiArtFontTexture.prototype, "_text", void 0); return AsciiArtFontTexture; }(BABYLON.BaseTexture)); BABYLON.AsciiArtFontTexture = AsciiArtFontTexture; /** * 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) { __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, BABYLON.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; }(BABYLON.PostProcess)); BABYLON.AsciiArtPostProcess = AsciiArtPostProcess; })(BABYLON || (BABYLON = {})); //# sourceMappingURL=babylon.asciiArtPostProcess.js.map BABYLON.Effect.ShadersStore['asciiartPixelShader'] = "\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}";