babylon.asciiArtPostProcess.js 12 KB

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  1. "use strict";
  2. /// <reference path="../../../dist/preview release/babylon.d.ts"/>
  3. var __extends = (this && this.__extends) || (function () {
  4. var extendStatics = Object.setPrototypeOf ||
  5. ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
  6. function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
  7. return function (d, b) {
  8. extendStatics(d, b);
  9. function __() { this.constructor = d; }
  10. d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
  11. };
  12. })();
  13. var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
  14. var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
  15. if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
  16. 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;
  17. return c > 3 && r && Object.defineProperty(target, key, r), r;
  18. };
  19. var BABYLON;
  20. (function (BABYLON) {
  21. /**
  22. * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
  23. *
  24. * It basically takes care rendering the font front the given font size to a texture.
  25. * This is used later on in the postprocess.
  26. */
  27. var AsciiArtFontTexture = /** @class */ (function (_super) {
  28. __extends(AsciiArtFontTexture, _super);
  29. /**
  30. * Create a new instance of the Ascii Art FontTexture class
  31. * @param name the name of the texture
  32. * @param font the font to use, use the W3C CSS notation
  33. * @param text the caracter set to use in the rendering.
  34. * @param scene the scene that owns the texture
  35. */
  36. function AsciiArtFontTexture(name, font, text, scene) {
  37. if (scene === void 0) { scene = null; }
  38. var _this = _super.call(this, scene) || this;
  39. scene = _this.getScene();
  40. if (!scene) {
  41. return _this;
  42. }
  43. _this.name = name;
  44. _this._text == text;
  45. _this._font == font;
  46. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  47. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  48. //this.anisotropicFilteringLevel = 1;
  49. // Get the font specific info.
  50. var maxCharHeight = _this.getFontHeight(font);
  51. var maxCharWidth = _this.getFontWidth(font);
  52. _this._charSize = Math.max(maxCharHeight.height, maxCharWidth);
  53. // This is an approximate size, but should always be able to fit at least the maxCharCount.
  54. var textureWidth = Math.ceil(_this._charSize * text.length);
  55. var textureHeight = _this._charSize;
  56. // Create the texture that will store the font characters.
  57. _this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  58. //scene.getEngine().setclamp
  59. var textureSize = _this.getSize();
  60. // Create a canvas with the final size: the one matching the texture.
  61. var canvas = document.createElement("canvas");
  62. canvas.width = textureSize.width;
  63. canvas.height = textureSize.height;
  64. var context = canvas.getContext("2d");
  65. context.textBaseline = "top";
  66. context.font = font;
  67. context.fillStyle = "white";
  68. context.imageSmoothingEnabled = false;
  69. // Sets the text in the texture.
  70. for (var i = 0; i < text.length; i++) {
  71. context.fillText(text[i], i * _this._charSize, -maxCharHeight.offset);
  72. }
  73. // Flush the text in the dynamic texture.
  74. scene.getEngine().updateDynamicTexture(_this._texture, canvas, false, true);
  75. return _this;
  76. }
  77. Object.defineProperty(AsciiArtFontTexture.prototype, "charSize", {
  78. /**
  79. * Gets the size of one char in the texture (each char fits in size * size space in the texture).
  80. */
  81. get: function () {
  82. return this._charSize;
  83. },
  84. enumerable: true,
  85. configurable: true
  86. });
  87. /**
  88. * Gets the max char width of a font.
  89. * @param font the font to use, use the W3C CSS notation
  90. * @return the max char width
  91. */
  92. AsciiArtFontTexture.prototype.getFontWidth = function (font) {
  93. var fontDraw = document.createElement("canvas");
  94. var ctx = fontDraw.getContext('2d');
  95. ctx.fillStyle = 'white';
  96. ctx.font = font;
  97. return ctx.measureText("W").width;
  98. };
  99. // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/
  100. /**
  101. * Gets the max char height of a font.
  102. * @param font the font to use, use the W3C CSS notation
  103. * @return the max char height
  104. */
  105. AsciiArtFontTexture.prototype.getFontHeight = function (font) {
  106. var fontDraw = document.createElement("canvas");
  107. var ctx = fontDraw.getContext('2d');
  108. ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);
  109. ctx.textBaseline = 'top';
  110. ctx.fillStyle = 'white';
  111. ctx.font = font;
  112. ctx.fillText('jH|', 0, 0);
  113. var pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;
  114. var start = -1;
  115. var end = -1;
  116. for (var row = 0; row < fontDraw.height; row++) {
  117. for (var column = 0; column < fontDraw.width; column++) {
  118. var index = (row * fontDraw.width + column) * 4;
  119. if (pixels[index] === 0) {
  120. if (column === fontDraw.width - 1 && start !== -1) {
  121. end = row;
  122. row = fontDraw.height;
  123. break;
  124. }
  125. continue;
  126. }
  127. else {
  128. if (start === -1) {
  129. start = row;
  130. }
  131. break;
  132. }
  133. }
  134. }
  135. return { height: (end - start) + 1, offset: start - 1 };
  136. };
  137. /**
  138. * Clones the current AsciiArtTexture.
  139. * @return the clone of the texture.
  140. */
  141. AsciiArtFontTexture.prototype.clone = function () {
  142. return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene());
  143. };
  144. /**
  145. * Parses a json object representing the texture and returns an instance of it.
  146. * @param source the source JSON representation
  147. * @param scene the scene to create the texture for
  148. * @return the parsed texture
  149. */
  150. AsciiArtFontTexture.Parse = function (source, scene) {
  151. var texture = BABYLON.SerializationHelper.Parse(function () { return new AsciiArtFontTexture(source.name, source.font, source.text, scene); }, source, scene, null);
  152. return texture;
  153. };
  154. __decorate([
  155. BABYLON.serialize("font")
  156. ], AsciiArtFontTexture.prototype, "_font", void 0);
  157. __decorate([
  158. BABYLON.serialize("text")
  159. ], AsciiArtFontTexture.prototype, "_text", void 0);
  160. return AsciiArtFontTexture;
  161. }(BABYLON.BaseTexture));
  162. BABYLON.AsciiArtFontTexture = AsciiArtFontTexture;
  163. /**
  164. * AsciiArtPostProcess helps rendering everithing in Ascii Art.
  165. *
  166. * Simmply add it to your scene and let the nerd that lives in you have fun.
  167. * Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
  168. */
  169. var AsciiArtPostProcess = /** @class */ (function (_super) {
  170. __extends(AsciiArtPostProcess, _super);
  171. /**
  172. * Instantiates a new Ascii Art Post Process.
  173. * @param name the name to give to the postprocess
  174. * @camera the camera to apply the post process to.
  175. * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
  176. */
  177. function AsciiArtPostProcess(name, camera, options) {
  178. var _this = _super.call(this, name, 'asciiart', ['asciiArtFontInfos', 'asciiArtOptions'], ['asciiArtFont'], {
  179. width: camera.getEngine().getRenderWidth(),
  180. height: camera.getEngine().getRenderHeight()
  181. }, camera, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, camera.getEngine(), true) || this;
  182. /**
  183. * This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
  184. * This number is defined between 0 and 1;
  185. */
  186. _this.mixToTile = 0;
  187. /**
  188. * This defines the amount you want to mix the normal rendering pass in the ascii art.
  189. * This number is defined between 0 and 1;
  190. */
  191. _this.mixToNormal = 0;
  192. // Default values.
  193. var font = "40px Monospace";
  194. var characterSet = " `-.'_:,\"=^;<+!*?/cL\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@";
  195. // Use options.
  196. if (options) {
  197. if (typeof (options) === "string") {
  198. font = options;
  199. }
  200. else {
  201. font = options.font || font;
  202. characterSet = options.characterSet || characterSet;
  203. _this.mixToTile = options.mixToTile || _this.mixToTile;
  204. _this.mixToNormal = options.mixToNormal || _this.mixToNormal;
  205. }
  206. }
  207. _this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());
  208. var textureSize = _this._asciiArtFontTexture.getSize();
  209. _this.onApply = function (effect) {
  210. effect.setTexture("asciiArtFont", _this._asciiArtFontTexture);
  211. effect.setFloat4("asciiArtFontInfos", _this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);
  212. effect.setFloat4("asciiArtOptions", _this.width, _this.height, _this.mixToNormal, _this.mixToTile);
  213. };
  214. return _this;
  215. }
  216. return AsciiArtPostProcess;
  217. }(BABYLON.PostProcess));
  218. BABYLON.AsciiArtPostProcess = AsciiArtPostProcess;
  219. })(BABYLON || (BABYLON = {}));
  220. //# sourceMappingURL=babylon.asciiArtPostProcess.js.map
  221. 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}";