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. isReady(): boolean;
  202. get baseTexture(): BABYLON.Texture;
  203. set baseTexture(texture: BABYLON.Texture);
  204. /**
  205. * Serializes this normal map procedural texture
  206. * @returns a serialized normal map procedural texture object
  207. */
  208. serialize(): any;
  209. /**
  210. * Creates a Normal Map Procedural BABYLON.Texture from parsed normal map procedural texture data
  211. * @param parsedTexture defines parsed texture data
  212. * @param scene defines the current scene
  213. * @param rootUrl defines the root URL containing normal map procedural texture information
  214. * @returns a parsed Normal Map Procedural BABYLON.Texture
  215. */
  216. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): NormalMapProceduralTexture;
  217. }
  218. }
  219. declare module BABYLON {
  220. /** @hidden */
  221. export var perlinNoiseProceduralTexturePixelShader: {
  222. name: string;
  223. shader: string;
  224. };
  225. }
  226. declare module BABYLON {
  227. export class PerlinNoiseProceduralTexture extends BABYLON.ProceduralTexture {
  228. time: number;
  229. timeScale: number;
  230. translationSpeed: number;
  231. private _currentTranslation;
  232. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  233. updateShaderUniforms(): void;
  234. render(useCameraPostProcess?: boolean): void;
  235. resize(size: any, generateMipMaps: any): void;
  236. /**
  237. * Serializes this perlin noise procedural texture
  238. * @returns a serialized perlin noise procedural texture object
  239. */
  240. serialize(): any;
  241. /**
  242. * Creates a Perlin Noise Procedural BABYLON.Texture from parsed perlin noise procedural texture data
  243. * @param parsedTexture defines parsed texture data
  244. * @param scene defines the current scene
  245. * @param rootUrl defines the root URL containing perlin noise procedural texture information
  246. * @returns a parsed Perlin Noise Procedural BABYLON.Texture
  247. */
  248. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): PerlinNoiseProceduralTexture;
  249. }
  250. }
  251. declare module BABYLON {
  252. /** @hidden */
  253. export var roadProceduralTexturePixelShader: {
  254. name: string;
  255. shader: string;
  256. };
  257. }
  258. declare module BABYLON {
  259. export class RoadProceduralTexture extends BABYLON.ProceduralTexture {
  260. private _roadColor;
  261. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  262. updateShaderUniforms(): void;
  263. get roadColor(): BABYLON.Color3;
  264. set roadColor(value: BABYLON.Color3);
  265. /**
  266. * Serializes this road procedural texture
  267. * @returns a serialized road procedural texture object
  268. */
  269. serialize(): any;
  270. /**
  271. * Creates a Road Procedural BABYLON.Texture from parsed road procedural texture data
  272. * @param parsedTexture defines parsed texture data
  273. * @param scene defines the current scene
  274. * @param rootUrl defines the root URL containing road procedural texture information
  275. * @returns a parsed Road Procedural BABYLON.Texture
  276. */
  277. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): RoadProceduralTexture;
  278. }
  279. }
  280. declare module BABYLON {
  281. /** @hidden */
  282. export var starfieldProceduralTexturePixelShader: {
  283. name: string;
  284. shader: string;
  285. };
  286. }
  287. declare module BABYLON {
  288. export class StarfieldProceduralTexture extends BABYLON.ProceduralTexture {
  289. private _time;
  290. private _alpha;
  291. private _beta;
  292. private _zoom;
  293. private _formuparam;
  294. private _stepsize;
  295. private _tile;
  296. private _brightness;
  297. private _darkmatter;
  298. private _distfading;
  299. private _saturation;
  300. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  301. updateShaderUniforms(): void;
  302. get time(): number;
  303. set time(value: number);
  304. get alpha(): number;
  305. set alpha(value: number);
  306. get beta(): number;
  307. set beta(value: number);
  308. get formuparam(): number;
  309. set formuparam(value: number);
  310. get stepsize(): number;
  311. set stepsize(value: number);
  312. get zoom(): number;
  313. set zoom(value: number);
  314. get tile(): number;
  315. set tile(value: number);
  316. get brightness(): number;
  317. set brightness(value: number);
  318. get darkmatter(): number;
  319. set darkmatter(value: number);
  320. get distfading(): number;
  321. set distfading(value: number);
  322. get saturation(): number;
  323. set saturation(value: number);
  324. /**
  325. * Serializes this starfield procedural texture
  326. * @returns a serialized starfield procedural texture object
  327. */
  328. serialize(): any;
  329. /**
  330. * Creates a Starfield Procedural BABYLON.Texture from parsed startfield procedural texture data
  331. * @param parsedTexture defines parsed texture data
  332. * @param scene defines the current scene
  333. * @param rootUrl defines the root URL containing startfield procedural texture information
  334. * @returns a parsed Starfield Procedural BABYLON.Texture
  335. */
  336. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): StarfieldProceduralTexture;
  337. }
  338. }
  339. declare module BABYLON {
  340. /** @hidden */
  341. export var woodProceduralTexturePixelShader: {
  342. name: string;
  343. shader: string;
  344. };
  345. }
  346. declare module BABYLON {
  347. export class WoodProceduralTexture extends BABYLON.ProceduralTexture {
  348. private _ampScale;
  349. private _woodColor;
  350. constructor(name: string, size: number, scene: BABYLON.Scene, fallbackTexture?: BABYLON.Texture, generateMipMaps?: boolean);
  351. updateShaderUniforms(): void;
  352. get ampScale(): number;
  353. set ampScale(value: number);
  354. get woodColor(): BABYLON.Color3;
  355. set woodColor(value: BABYLON.Color3);
  356. /**
  357. * Serializes this wood procedural texture
  358. * @returns a serialized wood procedural texture object
  359. */
  360. serialize(): any;
  361. /**
  362. * Creates a Wood Procedural BABYLON.Texture from parsed wood procedural texture data
  363. * @param parsedTexture defines parsed texture data
  364. * @param scene defines the current scene
  365. * @param rootUrl defines the root URL containing wood procedural texture information
  366. * @returns a parsed Wood Procedural BABYLON.Texture
  367. */
  368. static Parse(parsedTexture: any, scene: BABYLON.Scene, rootUrl: string): WoodProceduralTexture;
  369. }
  370. }