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