babylonjs.proceduralTextures.d.ts 15 KB

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  1. declare module BABYLON {
  2. /** @hidden */
  3. export var brickProceduralTexturePixelShader: {
  4. name: string;
  5. shader: string;
  6. };
  7. }
  8. declare module BABYLON {
  9. export class BrickProceduralTexture extends BABYLON.ProceduralTexture {
  10. private _numberOfBricksHeight;
  11. private _numberOfBricksWidth;
  12. private _jointColor;
  13. private _brickColor;
  14. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  15. updateShaderUniforms(): void;
  16. get numberOfBricksHeight(): number;
  17. set numberOfBricksHeight(value: number);
  18. get numberOfBricksWidth(): number;
  19. set numberOfBricksWidth(value: number);
  20. get jointColor(): BABYLON.Color3;
  21. set jointColor(value: BABYLON.Color3);
  22. get brickColor(): BABYLON.Color3;
  23. set brickColor(value: BABYLON.Color3);
  24. /**
  25. * Serializes this brick procedural texture
  26. * @returns a serialized brick procedural texture object
  27. */
  28. serialize(): any;
  29. /**
  30. * Creates a Brick Procedural BABYLON.Texture from parsed brick procedural texture data
  31. * @param parsedTexture defines parsed texture data
  32. * @param scene defines the current scene
  33. * @param rootUrl defines the root URL containing brick procedural texture information
  34. * @returns a parsed Brick Procedural BABYLON.Texture
  35. */
  36. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): BrickProceduralTexture;
  37. }
  38. }
  39. declare module BABYLON {
  40. /** @hidden */
  41. export var cloudProceduralTexturePixelShader: {
  42. name: string;
  43. shader: string;
  44. };
  45. }
  46. declare module BABYLON {
  47. export class CloudProceduralTexture extends BABYLON.ProceduralTexture {
  48. private _skyColor;
  49. private _cloudColor;
  50. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  51. updateShaderUniforms(): void;
  52. get skyColor(): BABYLON.Color4;
  53. set skyColor(value: BABYLON.Color4);
  54. get cloudColor(): BABYLON.Color4;
  55. set cloudColor(value: BABYLON.Color4);
  56. /**
  57. * Serializes this cloud procedural texture
  58. * @returns a serialized cloud procedural texture object
  59. */
  60. serialize(): any;
  61. /**
  62. * Creates a Cloud Procedural BABYLON.Texture from parsed cloud procedural texture data
  63. * @param parsedTexture defines parsed texture data
  64. * @param scene defines the current scene
  65. * @param rootUrl defines the root URL containing cloud procedural texture information
  66. * @returns a parsed Cloud Procedural BABYLON.Texture
  67. */
  68. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): CloudProceduralTexture;
  69. }
  70. }
  71. declare module BABYLON {
  72. /** @hidden */
  73. export var fireProceduralTexturePixelShader: {
  74. name: string;
  75. shader: string;
  76. };
  77. }
  78. declare module BABYLON {
  79. export class FireProceduralTexture extends BABYLON.ProceduralTexture {
  80. private _time;
  81. private _speed;
  82. private _autoGenerateTime;
  83. private _fireColors;
  84. private _alphaThreshold;
  85. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  86. updateShaderUniforms(): void;
  87. render(useCameraPostProcess?: boolean): void;
  88. static get PurpleFireColors(): BABYLON.Color3[];
  89. static get GreenFireColors(): BABYLON.Color3[];
  90. static get RedFireColors(): BABYLON.Color3[];
  91. static get BlueFireColors(): BABYLON.Color3[];
  92. get autoGenerateTime(): boolean;
  93. set autoGenerateTime(value: boolean);
  94. get fireColors(): BABYLON.Color3[];
  95. set fireColors(value: BABYLON.Color3[]);
  96. get time(): number;
  97. set time(value: number);
  98. get speed(): BABYLON.Vector2;
  99. set speed(value: BABYLON.Vector2);
  100. get alphaThreshold(): number;
  101. set alphaThreshold(value: number);
  102. /**
  103. * Serializes this fire procedural texture
  104. * @returns a serialized fire procedural texture object
  105. */
  106. serialize(): any;
  107. /**
  108. * Creates a Fire Procedural BABYLON.Texture from parsed fire procedural texture data
  109. * @param parsedTexture defines parsed texture data
  110. * @param scene defines the current scene
  111. * @param rootUrl defines the root URL containing fire procedural texture information
  112. * @returns a parsed Fire Procedural BABYLON.Texture
  113. */
  114. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): FireProceduralTexture;
  115. }
  116. }
  117. declare module BABYLON {
  118. /** @hidden */
  119. export var grassProceduralTexturePixelShader: {
  120. name: string;
  121. shader: string;
  122. };
  123. }
  124. declare module BABYLON {
  125. export class GrassProceduralTexture extends BABYLON.ProceduralTexture {
  126. private _grassColors;
  127. private _groundColor;
  128. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  129. updateShaderUniforms(): void;
  130. get grassColors(): BABYLON.Color3[];
  131. set grassColors(value: BABYLON.Color3[]);
  132. get groundColor(): BABYLON.Color3;
  133. set groundColor(value: BABYLON.Color3);
  134. /**
  135. * Serializes this grass procedural texture
  136. * @returns a serialized grass procedural texture object
  137. */
  138. serialize(): any;
  139. /**
  140. * Creates a Grass Procedural BABYLON.Texture from parsed grass procedural texture data
  141. * @param parsedTexture defines parsed texture data
  142. * @param scene defines the current scene
  143. * @param rootUrl defines the root URL containing grass procedural texture information
  144. * @returns a parsed Grass Procedural BABYLON.Texture
  145. */
  146. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): GrassProceduralTexture;
  147. }
  148. }
  149. declare module BABYLON {
  150. /** @hidden */
  151. export var marbleProceduralTexturePixelShader: {
  152. name: string;
  153. shader: string;
  154. };
  155. }
  156. declare module BABYLON {
  157. export class MarbleProceduralTexture extends BABYLON.ProceduralTexture {
  158. private _numberOfTilesHeight;
  159. private _numberOfTilesWidth;
  160. private _amplitude;
  161. private _jointColor;
  162. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  163. updateShaderUniforms(): void;
  164. get numberOfTilesHeight(): number;
  165. set numberOfTilesHeight(value: number);
  166. get amplitude(): number;
  167. set amplitude(value: number);
  168. get numberOfTilesWidth(): number;
  169. set numberOfTilesWidth(value: number);
  170. get jointColor(): BABYLON.Color3;
  171. set jointColor(value: BABYLON.Color3);
  172. /**
  173. * Serializes this marble procedural texture
  174. * @returns a serialized marble procedural texture object
  175. */
  176. serialize(): any;
  177. /**
  178. * Creates a Marble Procedural BABYLON.Texture from parsed marble procedural texture data
  179. * @param parsedTexture defines parsed texture data
  180. * @param scene defines the current scene
  181. * @param rootUrl defines the root URL containing marble procedural texture information
  182. * @returns a parsed Marble Procedural BABYLON.Texture
  183. */
  184. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): MarbleProceduralTexture;
  185. }
  186. }
  187. declare module BABYLON {
  188. /** @hidden */
  189. export var normalMapProceduralTexturePixelShader: {
  190. name: string;
  191. shader: string;
  192. };
  193. }
  194. declare module BABYLON {
  195. export class NormalMapProceduralTexture extends BABYLON.ProceduralTexture {
  196. private _baseTexture;
  197. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  198. updateShaderUniforms(): void;
  199. render(useCameraPostProcess?: boolean): void;
  200. resize(size: any, generateMipMaps: any): void;
  201. get baseTexture(): BABYLON.Texture;
  202. set baseTexture(texture: BABYLON.Texture);
  203. /**
  204. * Serializes this normal map procedural texture
  205. * @returns a serialized normal map procedural texture object
  206. */
  207. serialize(): any;
  208. /**
  209. * Creates a Normal Map Procedural BABYLON.Texture from parsed normal map procedural texture data
  210. * @param parsedTexture defines parsed texture data
  211. * @param scene defines the current scene
  212. * @param rootUrl defines the root URL containing normal map procedural texture information
  213. * @returns a parsed Normal Map Procedural BABYLON.Texture
  214. */
  215. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): NormalMapProceduralTexture;
  216. }
  217. }
  218. declare module BABYLON {
  219. /** @hidden */
  220. export var perlinNoiseProceduralTexturePixelShader: {
  221. name: string;
  222. shader: string;
  223. };
  224. }
  225. declare module BABYLON {
  226. export class PerlinNoiseProceduralTexture extends BABYLON.ProceduralTexture {
  227. time: number;
  228. timeScale: number;
  229. translationSpeed: number;
  230. private _currentTranslation;
  231. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  232. updateShaderUniforms(): void;
  233. render(useCameraPostProcess?: boolean): void;
  234. resize(size: any, generateMipMaps: any): void;
  235. /**
  236. * Serializes this perlin noise procedural texture
  237. * @returns a serialized perlin noise procedural texture object
  238. */
  239. serialize(): any;
  240. /**
  241. * Creates a Perlin Noise Procedural BABYLON.Texture from parsed perlin noise procedural texture data
  242. * @param parsedTexture defines parsed texture data
  243. * @param scene defines the current scene
  244. * @param rootUrl defines the root URL containing perlin noise procedural texture information
  245. * @returns a parsed Perlin Noise Procedural BABYLON.Texture
  246. */
  247. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): PerlinNoiseProceduralTexture;
  248. }
  249. }
  250. declare module BABYLON {
  251. /** @hidden */
  252. export var roadProceduralTexturePixelShader: {
  253. name: string;
  254. shader: string;
  255. };
  256. }
  257. declare module BABYLON {
  258. export class RoadProceduralTexture extends BABYLON.ProceduralTexture {
  259. private _roadColor;
  260. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  261. updateShaderUniforms(): void;
  262. get roadColor(): BABYLON.Color3;
  263. set roadColor(value: BABYLON.Color3);
  264. /**
  265. * Serializes this road procedural texture
  266. * @returns a serialized road procedural texture object
  267. */
  268. serialize(): any;
  269. /**
  270. * Creates a Road Procedural BABYLON.Texture from parsed road procedural texture data
  271. * @param parsedTexture defines parsed texture data
  272. * @param scene defines the current scene
  273. * @param rootUrl defines the root URL containing road procedural texture information
  274. * @returns a parsed Road Procedural BABYLON.Texture
  275. */
  276. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): RoadProceduralTexture;
  277. }
  278. }
  279. declare module BABYLON {
  280. /** @hidden */
  281. export var starfieldProceduralTexturePixelShader: {
  282. name: string;
  283. shader: string;
  284. };
  285. }
  286. declare module BABYLON {
  287. export class StarfieldProceduralTexture extends BABYLON.ProceduralTexture {
  288. private _time;
  289. private _alpha;
  290. private _beta;
  291. private _zoom;
  292. private _formuparam;
  293. private _stepsize;
  294. private _tile;
  295. private _brightness;
  296. private _darkmatter;
  297. private _distfading;
  298. private _saturation;
  299. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  300. updateShaderUniforms(): void;
  301. get time(): number;
  302. set time(value: number);
  303. get alpha(): number;
  304. set alpha(value: number);
  305. get beta(): number;
  306. set beta(value: number);
  307. get formuparam(): number;
  308. set formuparam(value: number);
  309. get stepsize(): number;
  310. set stepsize(value: number);
  311. get zoom(): number;
  312. set zoom(value: number);
  313. get tile(): number;
  314. set tile(value: number);
  315. get brightness(): number;
  316. set brightness(value: number);
  317. get darkmatter(): number;
  318. set darkmatter(value: number);
  319. get distfading(): number;
  320. set distfading(value: number);
  321. get saturation(): number;
  322. set saturation(value: number);
  323. /**
  324. * Serializes this starfield procedural texture
  325. * @returns a serialized starfield procedural texture object
  326. */
  327. serialize(): any;
  328. /**
  329. * Creates a Starfield Procedural BABYLON.Texture from parsed startfield procedural texture data
  330. * @param parsedTexture defines parsed texture data
  331. * @param scene defines the current scene
  332. * @param rootUrl defines the root URL containing startfield procedural texture information
  333. * @returns a parsed Starfield Procedural BABYLON.Texture
  334. */
  335. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): StarfieldProceduralTexture;
  336. }
  337. }
  338. declare module BABYLON {
  339. /** @hidden */
  340. export var woodProceduralTexturePixelShader: {
  341. name: string;
  342. shader: string;
  343. };
  344. }
  345. declare module BABYLON {
  346. export class WoodProceduralTexture extends BABYLON.ProceduralTexture {
  347. private _ampScale;
  348. private _woodColor;
  349. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  350. updateShaderUniforms(): void;
  351. get ampScale(): number;
  352. set ampScale(value: number);
  353. get woodColor(): BABYLON.Color3;
  354. set woodColor(value: BABYLON.Color3);
  355. /**
  356. * Serializes this wood procedural texture
  357. * @returns a serialized wood procedural texture object
  358. */
  359. serialize(): any;
  360. /**
  361. * Creates a Wood Procedural BABYLON.Texture from parsed wood procedural texture data
  362. * @param parsedTexture defines parsed texture data
  363. * @param scene defines the current scene
  364. * @param rootUrl defines the root URL containing wood procedural texture information
  365. * @returns a parsed Wood Procedural BABYLON.Texture
  366. */
  367. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): WoodProceduralTexture;
  368. }
  369. }