@babylonjs/post-processes 5.0.0-rc.9 → 5.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -1,8 +1,8 @@
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- import { Nullable } from "@babylonjs/core/types.js";
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- import { Camera } from "@babylonjs/core/Cameras/camera.js";
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+ import type { Nullable } from "@babylonjs/core/types.js";
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+ import type { Camera } from "@babylonjs/core/Cameras/camera.js";
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  import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
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  import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
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- import { Scene } from "@babylonjs/core/scene.js";
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+ import type { Scene } from "@babylonjs/core/scene.js";
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  import "@babylonjs/core/Engines/Extensions/engine.dynamicTexture.js";
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  import "./asciiart.fragment";
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  /**
@@ -1 +1 @@
1
- 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{ Nullable } from \"core/types\";\r\nimport { serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport { Scene } from \"core/scene\";\r\nimport \"core/Engines/Extensions/engine.dynamicTexture\";\r\nimport \"./asciiart.fragment\";\r\n\r\n/**\r\n * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.\r\n *\r\n * It basically takes care rendering the font front the given font size to a texture.\r\n * This is used later on in the postprocess.\r\n */\r\nexport class AsciiArtFontTexture extends BaseTexture {\r\n @serialize(\"font\")\r\n private _font: string;\r\n\r\n @serialize(\"text\")\r\n private _text: string;\r\n\r\n private _charSize: number;\r\n\r\n /**\r\n * Gets the size of one char in the texture (each char fits in size * size space in the texture).\r\n */\r\n public get charSize(): number {\r\n return this._charSize;\r\n }\r\n\r\n /**\r\n * Create a new instance of the Ascii Art FontTexture class\r\n * @param name the name of the texture\r\n * @param font the font to use, use the W3C CSS notation\r\n * @param text the caracter set to use in the rendering.\r\n * @param scene the scene that owns the texture\r\n */\r\n constructor(name: string, font: string, text: string, scene: Nullable<Scene> = null) {\r\n super(scene);\r\n\r\n scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.name = name;\r\n this._text == text;\r\n this._font == font;\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n //this.anisotropicFilteringLevel = 1;\r\n\r\n // Get the font specific info.\r\n const maxCharHeight = this._getFontHeight(font);\r\n const maxCharWidth = this._getFontWidth(font);\r\n\r\n this._charSize = Math.max(maxCharHeight.height, maxCharWidth);\r\n\r\n // This is an approximate size, but should always be able to fit at least the maxCharCount.\r\n const textureWidth = Math.ceil(this._charSize * text.length);\r\n const textureHeight = this._charSize;\r\n\r\n // Create the texture that will store the font characters.\r\n this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, Texture.NEAREST_SAMPLINGMODE);\r\n //scene.getEngine().setclamp\r\n const textureSize = this.getSize();\r\n\r\n // Create a canvas with the final size: the one matching the texture.\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = textureSize.width;\r\n canvas.height = textureSize.height;\r\n const context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n context.textBaseline = \"top\";\r\n context.font = font;\r\n context.fillStyle = \"white\";\r\n context.imageSmoothingEnabled = false;\r\n\r\n // Sets the text in the texture.\r\n for (let i = 0; i < text.length; i++) {\r\n context.fillText(text[i], i * this._charSize, -maxCharHeight.offset);\r\n }\r\n\r\n // Flush the text in the dynamic texture.\r\n\r\n scene.getEngine().updateDynamicTexture(this._texture, canvas, false, true);\r\n }\r\n\r\n /**\r\n * Gets the max char width of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char width\r\n */\r\n private _getFontWidth(font: string): number {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n\r\n return ctx.measureText(\"W\").width;\r\n }\r\n\r\n // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/\r\n /**\r\n * Gets the max char height of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char height\r\n */\r\n private _getFontHeight(font: string): { height: number; offset: number } {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);\r\n ctx.textBaseline = \"top\";\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n ctx.fillText(\"jH|\", 0, 0);\r\n const pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;\r\n let start = -1;\r\n let end = -1;\r\n for (let row = 0; row < fontDraw.height; row++) {\r\n for (let column = 0; column < fontDraw.width; column++) {\r\n const index = (row * fontDraw.width + column) * 4;\r\n if (pixels[index] === 0) {\r\n if (column === fontDraw.width - 1 && start !== -1) {\r\n end = row;\r\n row = fontDraw.height;\r\n break;\r\n }\r\n continue;\r\n } else {\r\n if (start === -1) {\r\n start = row;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n return { height: end - start + 1, offset: start - 1 };\r\n }\r\n\r\n /**\r\n * Clones the current AsciiArtTexture.\r\n * @return the clone of the texture.\r\n */\r\n public clone(): AsciiArtFontTexture {\r\n return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene());\r\n }\r\n\r\n /**\r\n * Parses a json object representing the texture and returns an instance of it.\r\n * @param source the source JSON representation\r\n * @param scene the scene to create the texture for\r\n * @return the parsed texture\r\n */\r\n public static Parse(source: any, scene: Scene): AsciiArtFontTexture {\r\n const texture = SerializationHelper.Parse(() => new AsciiArtFontTexture(source.name, source.font, source.text, scene), source, scene, null);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n/**\r\n * Option available in the Ascii Art Post Process.\r\n */\r\nexport interface IAsciiArtPostProcessOptions {\r\n /**\r\n * The font to use following the w3c font definition.\r\n */\r\n font?: string;\r\n\r\n /**\r\n * The character set to use in the postprocess.\r\n */\r\n characterSet?: string;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToTile?: number;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToNormal?: number;\r\n}\r\n\r\n/**\r\n * AsciiArtPostProcess helps rendering everithing in Ascii Art.\r\n *\r\n * Simmply add it to your scene and let the nerd that lives in you have fun.\r\n * Example usage: var pp = new AsciiArtPostProcess(\"myAscii\", \"20px Monospace\", camera);\r\n */\r\nexport class AsciiArtPostProcess extends PostProcess {\r\n /**\r\n * The font texture used to render the char in the post process.\r\n */\r\n private _asciiArtFontTexture: AsciiArtFontTexture;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToTile: number = 0;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToNormal: number = 0;\r\n\r\n /**\r\n * Instantiates a new Ascii Art Post Process.\r\n * @param name the name to give to the postprocess\r\n * @camera the camera to apply the post process to.\r\n * @param camera\r\n * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format\r\n */\r\n constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions) {\r\n super(\r\n name,\r\n \"asciiart\",\r\n [\"asciiArtFontInfos\", \"asciiArtOptions\"],\r\n [\"asciiArtFont\"],\r\n {\r\n width: camera.getEngine().getRenderWidth(),\r\n height: camera.getEngine().getRenderHeight(),\r\n },\r\n camera,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n camera.getEngine(),\r\n true\r\n );\r\n\r\n // Default values.\r\n let font = \"40px Monospace\";\r\n let characterSet = \" `-.'_:,\\\"=^;<+!*?/cL\\\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@\";\r\n\r\n // Use options.\r\n if (options) {\r\n if (typeof options === \"string\") {\r\n font = <string>options;\r\n } else {\r\n font = (<IAsciiArtPostProcessOptions>options).font || font;\r\n characterSet = (<IAsciiArtPostProcessOptions>options).characterSet || characterSet;\r\n this.mixToTile = (<IAsciiArtPostProcessOptions>options).mixToTile || this.mixToTile;\r\n this.mixToNormal = (<IAsciiArtPostProcessOptions>options).mixToNormal || this.mixToNormal;\r\n }\r\n }\r\n\r\n this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());\r\n const textureSize = this._asciiArtFontTexture.getSize();\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"asciiArtFont\", this._asciiArtFontTexture);\r\n\r\n effect.setFloat4(\"asciiArtFontInfos\", this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);\r\n\r\n effect.setFloat4(\"asciiArtOptions\", this.width, this.height, this.mixToNormal, this.mixToTile);\r\n };\r\n }\r\n}\r\n"]}
1
+ 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type { Nullable } from \"core/types\";\r\nimport { serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Effect } from \"core/Materials/effect\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport \"core/Engines/Extensions/engine.dynamicTexture\";\r\nimport \"./asciiart.fragment\";\r\n\r\n/**\r\n * AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.\r\n *\r\n * It basically takes care rendering the font front the given font size to a texture.\r\n * This is used later on in the postprocess.\r\n */\r\nexport class AsciiArtFontTexture extends BaseTexture {\r\n @serialize(\"font\")\r\n private _font: string;\r\n\r\n @serialize(\"text\")\r\n private _text: string;\r\n\r\n private _charSize: number;\r\n\r\n /**\r\n * Gets the size of one char in the texture (each char fits in size * size space in the texture).\r\n */\r\n public get charSize(): number {\r\n return this._charSize;\r\n }\r\n\r\n /**\r\n * Create a new instance of the Ascii Art FontTexture class\r\n * @param name the name of the texture\r\n * @param font the font to use, use the W3C CSS notation\r\n * @param text the caracter set to use in the rendering.\r\n * @param scene the scene that owns the texture\r\n */\r\n constructor(name: string, font: string, text: string, scene: Nullable<Scene> = null) {\r\n super(scene);\r\n\r\n scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.name = name;\r\n this._text == text;\r\n this._font == font;\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n //this.anisotropicFilteringLevel = 1;\r\n\r\n // Get the font specific info.\r\n const maxCharHeight = this._getFontHeight(font);\r\n const maxCharWidth = this._getFontWidth(font);\r\n\r\n this._charSize = Math.max(maxCharHeight.height, maxCharWidth);\r\n\r\n // This is an approximate size, but should always be able to fit at least the maxCharCount.\r\n const textureWidth = Math.ceil(this._charSize * text.length);\r\n const textureHeight = this._charSize;\r\n\r\n // Create the texture that will store the font characters.\r\n this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, Texture.NEAREST_SAMPLINGMODE);\r\n //scene.getEngine().setclamp\r\n const textureSize = this.getSize();\r\n\r\n // Create a canvas with the final size: the one matching the texture.\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = textureSize.width;\r\n canvas.height = textureSize.height;\r\n const context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n context.textBaseline = \"top\";\r\n context.font = font;\r\n context.fillStyle = \"white\";\r\n context.imageSmoothingEnabled = false;\r\n\r\n // Sets the text in the texture.\r\n for (let i = 0; i < text.length; i++) {\r\n context.fillText(text[i], i * this._charSize, -maxCharHeight.offset);\r\n }\r\n\r\n // Flush the text in the dynamic texture.\r\n\r\n scene.getEngine().updateDynamicTexture(this._texture, canvas, false, true);\r\n }\r\n\r\n /**\r\n * Gets the max char width of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char width\r\n */\r\n private _getFontWidth(font: string): number {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n\r\n return ctx.measureText(\"W\").width;\r\n }\r\n\r\n // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/\r\n /**\r\n * Gets the max char height of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char height\r\n */\r\n private _getFontHeight(font: string): { height: number; offset: number } {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);\r\n ctx.textBaseline = \"top\";\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n ctx.fillText(\"jH|\", 0, 0);\r\n const pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;\r\n let start = -1;\r\n let end = -1;\r\n for (let row = 0; row < fontDraw.height; row++) {\r\n for (let column = 0; column < fontDraw.width; column++) {\r\n const index = (row * fontDraw.width + column) * 4;\r\n if (pixels[index] === 0) {\r\n if (column === fontDraw.width - 1 && start !== -1) {\r\n end = row;\r\n row = fontDraw.height;\r\n break;\r\n }\r\n continue;\r\n } else {\r\n if (start === -1) {\r\n start = row;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n return { height: end - start + 1, offset: start - 1 };\r\n }\r\n\r\n /**\r\n * Clones the current AsciiArtTexture.\r\n * @return the clone of the texture.\r\n */\r\n public clone(): AsciiArtFontTexture {\r\n return new AsciiArtFontTexture(this.name, this._font, this._text, this.getScene());\r\n }\r\n\r\n /**\r\n * Parses a json object representing the texture and returns an instance of it.\r\n * @param source the source JSON representation\r\n * @param scene the scene to create the texture for\r\n * @return the parsed texture\r\n */\r\n public static Parse(source: any, scene: Scene): AsciiArtFontTexture {\r\n const texture = SerializationHelper.Parse(() => new AsciiArtFontTexture(source.name, source.font, source.text, scene), source, scene, null);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n/**\r\n * Option available in the Ascii Art Post Process.\r\n */\r\nexport interface IAsciiArtPostProcessOptions {\r\n /**\r\n * The font to use following the w3c font definition.\r\n */\r\n font?: string;\r\n\r\n /**\r\n * The character set to use in the postprocess.\r\n */\r\n characterSet?: string;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToTile?: number;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToNormal?: number;\r\n}\r\n\r\n/**\r\n * AsciiArtPostProcess helps rendering everithing in Ascii Art.\r\n *\r\n * Simmply add it to your scene and let the nerd that lives in you have fun.\r\n * Example usage: var pp = new AsciiArtPostProcess(\"myAscii\", \"20px Monospace\", camera);\r\n */\r\nexport class AsciiArtPostProcess extends PostProcess {\r\n /**\r\n * The font texture used to render the char in the post process.\r\n */\r\n private _asciiArtFontTexture: AsciiArtFontTexture;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToTile: number = 0;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the ascii art.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToNormal: number = 0;\r\n\r\n /**\r\n * Instantiates a new Ascii Art Post Process.\r\n * @param name the name to give to the postprocess\r\n * @camera the camera to apply the post process to.\r\n * @param camera\r\n * @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format\r\n */\r\n constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions) {\r\n super(\r\n name,\r\n \"asciiart\",\r\n [\"asciiArtFontInfos\", \"asciiArtOptions\"],\r\n [\"asciiArtFont\"],\r\n {\r\n width: camera.getEngine().getRenderWidth(),\r\n height: camera.getEngine().getRenderHeight(),\r\n },\r\n camera,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n camera.getEngine(),\r\n true\r\n );\r\n\r\n // Default values.\r\n let font = \"40px Monospace\";\r\n let characterSet = \" `-.'_:,\\\"=^;<+!*?/cL\\\\zrs7TivJtC{3F)Il(xZfY5S2eajo14[nuyE]P6V9kXpKwGhqAUbOd8#HRDB0$mgMW&Q%N@\";\r\n\r\n // Use options.\r\n if (options) {\r\n if (typeof options === \"string\") {\r\n font = <string>options;\r\n } else {\r\n font = (<IAsciiArtPostProcessOptions>options).font || font;\r\n characterSet = (<IAsciiArtPostProcessOptions>options).characterSet || characterSet;\r\n this.mixToTile = (<IAsciiArtPostProcessOptions>options).mixToTile || this.mixToTile;\r\n this.mixToNormal = (<IAsciiArtPostProcessOptions>options).mixToNormal || this.mixToNormal;\r\n }\r\n }\r\n\r\n this._asciiArtFontTexture = new AsciiArtFontTexture(name, font, characterSet, camera.getScene());\r\n const textureSize = this._asciiArtFontTexture.getSize();\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"asciiArtFont\", this._asciiArtFontTexture);\r\n\r\n effect.setFloat4(\"asciiArtFontInfos\", this._asciiArtFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);\r\n\r\n effect.setFloat4(\"asciiArtOptions\", this.width, this.height, this.mixToNormal, this.mixToTile);\r\n };\r\n }\r\n}\r\n"]}
package/asciiArt/index.js CHANGED
@@ -1,2 +1,2 @@
1
- export * from "./asciiArtPostProcess";
1
+ export * from "./asciiArtPostProcess.js";
2
2
  //# sourceMappingURL=index.js.map
@@ -1,8 +1,8 @@
1
- import { Nullable } from "@babylonjs/core/types.js";
2
- import { Camera } from "@babylonjs/core/Cameras/camera.js";
1
+ import type { Nullable } from "@babylonjs/core/types.js";
2
+ import type { Camera } from "@babylonjs/core/Cameras/camera.js";
3
3
  import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
4
4
  import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
5
- import { Scene } from "@babylonjs/core/scene.js";
5
+ import type { Scene } from "@babylonjs/core/scene.js";
6
6
  import "@babylonjs/core/Engines/Extensions/engine.dynamicTexture.js";
7
7
  import "./digitalrain.fragment";
8
8
  /**
@@ -5,7 +5,7 @@ import { BaseTexture } from "@babylonjs/core/Materials/Textures/baseTexture.js";
5
5
  import { Texture } from "@babylonjs/core/Materials/Textures/texture.js";
6
6
  import { PostProcess } from "@babylonjs/core/PostProcesses/postProcess.js";
7
7
  import "@babylonjs/core/Engines/Extensions/engine.dynamicTexture.js";
8
- import "./digitalrain.fragment";
8
+ import "./digitalrain.fragment.js";
9
9
  /**
10
10
  * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
11
11
  *
@@ -1 +1 @@
1
- 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{ Nullable } from \"core/types\";\r\nimport { serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport { Camera } from \"core/Cameras/camera\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport { Effect } from \"core/Materials/effect\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport { Scene } from \"core/scene\";\r\nimport \"core/Engines/Extensions/engine.dynamicTexture\";\r\nimport \"./digitalrain.fragment\";\r\n\r\n/**\r\n * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.\r\n *\r\n * It basically takes care rendering the font front the given font size to a texture.\r\n * This is used later on in the postprocess.\r\n */\r\nexport class DigitalRainFontTexture extends BaseTexture {\r\n @serialize(\"font\")\r\n private _font: string;\r\n\r\n @serialize(\"text\")\r\n private _text: string;\r\n\r\n private _charSize: number;\r\n\r\n /**\r\n * Gets the size of one char in the texture (each char fits in size * size space in the texture).\r\n */\r\n public get charSize(): number {\r\n return this._charSize;\r\n }\r\n\r\n /**\r\n * Create a new instance of the Digital Rain FontTexture class\r\n * @param name the name of the texture\r\n * @param font the font to use, use the W3C CSS notation\r\n * @param text the caracter set to use in the rendering.\r\n * @param scene the scene that owns the texture\r\n */\r\n constructor(name: string, font: string, text: string, scene: Nullable<Scene> = null) {\r\n super(scene);\r\n\r\n scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.name = name;\r\n this._text == text;\r\n this._font == font;\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n // Get the font specific info.\r\n const maxCharHeight = this._getFontHeight(font);\r\n const maxCharWidth = this._getFontWidth(font);\r\n\r\n this._charSize = Math.max(maxCharHeight.height, maxCharWidth);\r\n\r\n // This is an approximate size, but should always be able to fit at least the maxCharCount.\r\n const textureWidth = this._charSize;\r\n const textureHeight = Math.ceil(this._charSize * text.length);\r\n\r\n // Create the texture that will store the font characters.\r\n this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, Texture.NEAREST_SAMPLINGMODE);\r\n //scene.getEngine().setclamp\r\n const textureSize = this.getSize();\r\n\r\n // Create a canvas with the final size: the one matching the texture.\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = textureSize.width;\r\n canvas.height = textureSize.height;\r\n const context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n context.textBaseline = \"top\";\r\n context.font = font;\r\n context.fillStyle = \"white\";\r\n context.imageSmoothingEnabled = false;\r\n\r\n // Sets the text in the texture.\r\n for (let i = 0; i < text.length; i++) {\r\n context.fillText(text[i], 0, i * this._charSize - maxCharHeight.offset);\r\n }\r\n\r\n // Flush the text in the dynamic texture.\r\n scene.getEngine().updateDynamicTexture(this._texture, canvas, false, true);\r\n }\r\n\r\n /**\r\n * Gets the max char width of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char width\r\n */\r\n private _getFontWidth(font: string): number {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n\r\n return ctx.measureText(\"W\").width;\r\n }\r\n\r\n // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/\r\n /**\r\n * Gets the max char height of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char height\r\n */\r\n private _getFontHeight(font: string): { height: number; offset: number } {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);\r\n ctx.textBaseline = \"top\";\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n ctx.fillText(\"jH|\", 0, 0);\r\n const pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;\r\n let start = -1;\r\n let end = -1;\r\n for (let row = 0; row < fontDraw.height; row++) {\r\n for (let column = 0; column < fontDraw.width; column++) {\r\n const index = (row * fontDraw.width + column) * 4;\r\n if (pixels[index] === 0) {\r\n if (column === fontDraw.width - 1 && start !== -1) {\r\n end = row;\r\n row = fontDraw.height;\r\n break;\r\n }\r\n continue;\r\n } else {\r\n if (start === -1) {\r\n start = row;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n return { height: end - start + 1, offset: start - 1 };\r\n }\r\n\r\n /**\r\n * Clones the current DigitalRainFontTexture.\r\n * @return the clone of the texture.\r\n */\r\n public clone(): DigitalRainFontTexture {\r\n return new DigitalRainFontTexture(this.name, this._font, this._text, this.getScene());\r\n }\r\n\r\n /**\r\n * Parses a json object representing the texture and returns an instance of it.\r\n * @param source the source JSON representation\r\n * @param scene the scene to create the texture for\r\n * @return the parsed texture\r\n */\r\n public static Parse(source: any, scene: Scene): DigitalRainFontTexture {\r\n const texture = SerializationHelper.Parse(() => new DigitalRainFontTexture(source.name, source.font, source.text, scene), source, scene, null);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n/**\r\n * Option available in the Digital Rain Post Process.\r\n */\r\nexport interface IDigitalRainPostProcessOptions {\r\n /**\r\n * The font to use following the w3c font definition.\r\n */\r\n font?: string;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToTile?: number;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToNormal?: number;\r\n}\r\n\r\n/**\r\n * DigitalRainPostProcess helps rendering everithing in digital rain.\r\n *\r\n * Simmply add it to your scene and let the nerd that lives in you have fun.\r\n * Example usage: var pp = new DigitalRainPostProcess(\"digitalRain\", \"20px Monospace\", camera);\r\n */\r\nexport class DigitalRainPostProcess extends PostProcess {\r\n /**\r\n * The font texture used to render the char in the post process.\r\n */\r\n private _digitalRainFontTexture: DigitalRainFontTexture;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToTile: number = 0;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToNormal: number = 0;\r\n\r\n /**\r\n * Speed of the effect\r\n */\r\n public speed: number = 0.003;\r\n\r\n /**\r\n * Instantiates a new Digital Rain Post Process.\r\n * @param name the name to give to the postprocess\r\n * @camera the camera to apply the post process to.\r\n * @param camera\r\n * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format\r\n */\r\n constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions) {\r\n super(\r\n name,\r\n \"digitalrain\",\r\n [\"digitalRainFontInfos\", \"digitalRainOptions\", \"cosTimeZeroOne\", \"matrixSpeed\"],\r\n [\"digitalRainFont\"],\r\n {\r\n width: camera.getEngine().getRenderWidth(),\r\n height: camera.getEngine().getRenderHeight(),\r\n },\r\n camera,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n camera.getEngine(),\r\n true\r\n );\r\n\r\n // Default values.\r\n let font = \"15px Monospace\";\r\n const characterSet =\r\n \"古池や蛙飛び込む水の音ふるいけやかわずとびこむみずのおと初しぐれ猿も小蓑をほしげ也はつしぐれさるもこみのをほしげなり江戸の雨何石呑んだ時鳥えどのあめなんごくのんだほととぎす\";\r\n\r\n // Use options.\r\n if (options) {\r\n if (typeof options === \"string\") {\r\n font = <string>options;\r\n } else {\r\n font = (<IDigitalRainPostProcessOptions>options).font || font;\r\n this.mixToTile = (<IDigitalRainPostProcessOptions>options).mixToTile || this.mixToTile;\r\n this.mixToNormal = (<IDigitalRainPostProcessOptions>options).mixToNormal || this.mixToNormal;\r\n }\r\n }\r\n\r\n this._digitalRainFontTexture = new DigitalRainFontTexture(name, font, characterSet, camera.getScene());\r\n const textureSize = this._digitalRainFontTexture.getSize();\r\n\r\n let alpha = 0.0;\r\n let cosTimeZeroOne = 0.0;\r\n const matrix = Matrix.FromValues(\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random()\r\n );\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"digitalRainFont\", this._digitalRainFontTexture);\r\n\r\n effect.setFloat4(\"digitalRainFontInfos\", this._digitalRainFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);\r\n\r\n effect.setFloat4(\"digitalRainOptions\", this.width, this.height, this.mixToNormal, this.mixToTile);\r\n\r\n effect.setMatrix(\"matrixSpeed\", matrix);\r\n\r\n alpha += this.speed;\r\n cosTimeZeroOne = alpha;\r\n effect.setFloat(\"cosTimeZeroOne\", cosTimeZeroOne);\r\n };\r\n }\r\n}\r\n"]}
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type { Nullable } from \"core/types\";\r\nimport { serialize, SerializationHelper } from \"core/Misc/decorators\";\r\nimport { Matrix } from \"core/Maths/math.vector\";\r\nimport type { Camera } from \"core/Cameras/camera\";\r\nimport { BaseTexture } from \"core/Materials/Textures/baseTexture\";\r\nimport { Texture } from \"core/Materials/Textures/texture\";\r\nimport type { Effect } from \"core/Materials/effect\";\r\nimport { PostProcess } from \"core/PostProcesses/postProcess\";\r\nimport type { Scene } from \"core/scene\";\r\nimport \"core/Engines/Extensions/engine.dynamicTexture\";\r\nimport \"./digitalrain.fragment\";\r\n\r\n/**\r\n * DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.\r\n *\r\n * It basically takes care rendering the font front the given font size to a texture.\r\n * This is used later on in the postprocess.\r\n */\r\nexport class DigitalRainFontTexture extends BaseTexture {\r\n @serialize(\"font\")\r\n private _font: string;\r\n\r\n @serialize(\"text\")\r\n private _text: string;\r\n\r\n private _charSize: number;\r\n\r\n /**\r\n * Gets the size of one char in the texture (each char fits in size * size space in the texture).\r\n */\r\n public get charSize(): number {\r\n return this._charSize;\r\n }\r\n\r\n /**\r\n * Create a new instance of the Digital Rain FontTexture class\r\n * @param name the name of the texture\r\n * @param font the font to use, use the W3C CSS notation\r\n * @param text the caracter set to use in the rendering.\r\n * @param scene the scene that owns the texture\r\n */\r\n constructor(name: string, font: string, text: string, scene: Nullable<Scene> = null) {\r\n super(scene);\r\n\r\n scene = this.getScene();\r\n\r\n if (!scene) {\r\n return;\r\n }\r\n\r\n this.name = name;\r\n this._text == text;\r\n this._font == font;\r\n\r\n this.wrapU = Texture.CLAMP_ADDRESSMODE;\r\n this.wrapV = Texture.CLAMP_ADDRESSMODE;\r\n\r\n // Get the font specific info.\r\n const maxCharHeight = this._getFontHeight(font);\r\n const maxCharWidth = this._getFontWidth(font);\r\n\r\n this._charSize = Math.max(maxCharHeight.height, maxCharWidth);\r\n\r\n // This is an approximate size, but should always be able to fit at least the maxCharCount.\r\n const textureWidth = this._charSize;\r\n const textureHeight = Math.ceil(this._charSize * text.length);\r\n\r\n // Create the texture that will store the font characters.\r\n this._texture = scene.getEngine().createDynamicTexture(textureWidth, textureHeight, false, Texture.NEAREST_SAMPLINGMODE);\r\n //scene.getEngine().setclamp\r\n const textureSize = this.getSize();\r\n\r\n // Create a canvas with the final size: the one matching the texture.\r\n const canvas = document.createElement(\"canvas\");\r\n canvas.width = textureSize.width;\r\n canvas.height = textureSize.height;\r\n const context = <CanvasRenderingContext2D>canvas.getContext(\"2d\");\r\n context.textBaseline = \"top\";\r\n context.font = font;\r\n context.fillStyle = \"white\";\r\n context.imageSmoothingEnabled = false;\r\n\r\n // Sets the text in the texture.\r\n for (let i = 0; i < text.length; i++) {\r\n context.fillText(text[i], 0, i * this._charSize - maxCharHeight.offset);\r\n }\r\n\r\n // Flush the text in the dynamic texture.\r\n scene.getEngine().updateDynamicTexture(this._texture, canvas, false, true);\r\n }\r\n\r\n /**\r\n * Gets the max char width of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char width\r\n */\r\n private _getFontWidth(font: string): number {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n\r\n return ctx.measureText(\"W\").width;\r\n }\r\n\r\n // More info here: https://videlais.com/2014/03/16/the-many-and-varied-problems-with-measuring-font-height-for-html5-canvas/\r\n /**\r\n * Gets the max char height of a font.\r\n * @param font the font to use, use the W3C CSS notation\r\n * @return the max char height\r\n */\r\n private _getFontHeight(font: string): { height: number; offset: number } {\r\n const fontDraw = document.createElement(\"canvas\");\r\n const ctx = <CanvasRenderingContext2D>fontDraw.getContext(\"2d\");\r\n ctx.fillRect(0, 0, fontDraw.width, fontDraw.height);\r\n ctx.textBaseline = \"top\";\r\n ctx.fillStyle = \"white\";\r\n ctx.font = font;\r\n ctx.fillText(\"jH|\", 0, 0);\r\n const pixels = ctx.getImageData(0, 0, fontDraw.width, fontDraw.height).data;\r\n let start = -1;\r\n let end = -1;\r\n for (let row = 0; row < fontDraw.height; row++) {\r\n for (let column = 0; column < fontDraw.width; column++) {\r\n const index = (row * fontDraw.width + column) * 4;\r\n if (pixels[index] === 0) {\r\n if (column === fontDraw.width - 1 && start !== -1) {\r\n end = row;\r\n row = fontDraw.height;\r\n break;\r\n }\r\n continue;\r\n } else {\r\n if (start === -1) {\r\n start = row;\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n return { height: end - start + 1, offset: start - 1 };\r\n }\r\n\r\n /**\r\n * Clones the current DigitalRainFontTexture.\r\n * @return the clone of the texture.\r\n */\r\n public clone(): DigitalRainFontTexture {\r\n return new DigitalRainFontTexture(this.name, this._font, this._text, this.getScene());\r\n }\r\n\r\n /**\r\n * Parses a json object representing the texture and returns an instance of it.\r\n * @param source the source JSON representation\r\n * @param scene the scene to create the texture for\r\n * @return the parsed texture\r\n */\r\n public static Parse(source: any, scene: Scene): DigitalRainFontTexture {\r\n const texture = SerializationHelper.Parse(() => new DigitalRainFontTexture(source.name, source.font, source.text, scene), source, scene, null);\r\n\r\n return texture;\r\n }\r\n}\r\n\r\n/**\r\n * Option available in the Digital Rain Post Process.\r\n */\r\nexport interface IDigitalRainPostProcessOptions {\r\n /**\r\n * The font to use following the w3c font definition.\r\n */\r\n font?: string;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToTile?: number;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n mixToNormal?: number;\r\n}\r\n\r\n/**\r\n * DigitalRainPostProcess helps rendering everithing in digital rain.\r\n *\r\n * Simmply add it to your scene and let the nerd that lives in you have fun.\r\n * Example usage: var pp = new DigitalRainPostProcess(\"digitalRain\", \"20px Monospace\", camera);\r\n */\r\nexport class DigitalRainPostProcess extends PostProcess {\r\n /**\r\n * The font texture used to render the char in the post process.\r\n */\r\n private _digitalRainFontTexture: DigitalRainFontTexture;\r\n\r\n /**\r\n * This defines the amount you want to mix the \"tile\" or caracter space colored in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToTile: number = 0;\r\n\r\n /**\r\n * This defines the amount you want to mix the normal rendering pass in the digital rain.\r\n * This number is defined between 0 and 1;\r\n */\r\n public mixToNormal: number = 0;\r\n\r\n /**\r\n * Speed of the effect\r\n */\r\n public speed: number = 0.003;\r\n\r\n /**\r\n * Instantiates a new Digital Rain Post Process.\r\n * @param name the name to give to the postprocess\r\n * @camera the camera to apply the post process to.\r\n * @param camera\r\n * @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format\r\n */\r\n constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions) {\r\n super(\r\n name,\r\n \"digitalrain\",\r\n [\"digitalRainFontInfos\", \"digitalRainOptions\", \"cosTimeZeroOne\", \"matrixSpeed\"],\r\n [\"digitalRainFont\"],\r\n {\r\n width: camera.getEngine().getRenderWidth(),\r\n height: camera.getEngine().getRenderHeight(),\r\n },\r\n camera,\r\n Texture.TRILINEAR_SAMPLINGMODE,\r\n camera.getEngine(),\r\n true\r\n );\r\n\r\n // Default values.\r\n let font = \"15px Monospace\";\r\n const characterSet =\r\n \"古池や蛙飛び込む水の音ふるいけやかわずとびこむみずのおと初しぐれ猿も小蓑をほしげ也はつしぐれさるもこみのをほしげなり江戸の雨何石呑んだ時鳥えどのあめなんごくのんだほととぎす\";\r\n\r\n // Use options.\r\n if (options) {\r\n if (typeof options === \"string\") {\r\n font = <string>options;\r\n } else {\r\n font = (<IDigitalRainPostProcessOptions>options).font || font;\r\n this.mixToTile = (<IDigitalRainPostProcessOptions>options).mixToTile || this.mixToTile;\r\n this.mixToNormal = (<IDigitalRainPostProcessOptions>options).mixToNormal || this.mixToNormal;\r\n }\r\n }\r\n\r\n this._digitalRainFontTexture = new DigitalRainFontTexture(name, font, characterSet, camera.getScene());\r\n const textureSize = this._digitalRainFontTexture.getSize();\r\n\r\n let alpha = 0.0;\r\n let cosTimeZeroOne = 0.0;\r\n const matrix = Matrix.FromValues(\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random(),\r\n Math.random()\r\n );\r\n\r\n this.onApply = (effect: Effect) => {\r\n effect.setTexture(\"digitalRainFont\", this._digitalRainFontTexture);\r\n\r\n effect.setFloat4(\"digitalRainFontInfos\", this._digitalRainFontTexture.charSize, characterSet.length, textureSize.width, textureSize.height);\r\n\r\n effect.setFloat4(\"digitalRainOptions\", this.width, this.height, this.mixToNormal, this.mixToTile);\r\n\r\n effect.setMatrix(\"matrixSpeed\", matrix);\r\n\r\n alpha += this.speed;\r\n cosTimeZeroOne = alpha;\r\n effect.setFloat(\"cosTimeZeroOne\", cosTimeZeroOne);\r\n };\r\n }\r\n}\r\n"]}
@@ -1,2 +1,2 @@
1
- export * from "./digitalRainPostProcess";
1
+ export * from "./digitalRainPostProcess.js";
2
2
  //# sourceMappingURL=index.js.map
package/index.js CHANGED
@@ -1,3 +1,4 @@
1
- export * from "./asciiArt/index";
2
- export * from "./digitalRain/index";
1
+ /* eslint-disable import/no-internal-modules */
2
+ export * from "./asciiArt/index.js";
3
+ export * from "./digitalRain/index.js";
3
4
  //# sourceMappingURL=index.js.map
package/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/postProcesses/generated/index.ts"],"names":[],"mappings":"AAAA,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC","sourcesContent":["export * from \"./asciiArt/index\";\r\nexport * from \"./digitalRain/index\";\r\n"]}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../lts/postProcesses/generated/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,kBAAkB,CAAC;AACjC,cAAc,qBAAqB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\r\nexport * from \"./asciiArt/index\";\r\nexport * from \"./digitalRain/index\";\r\n"]}
@@ -1 +1 @@
1
- export * from "./asciiArt/index.js";
1
+ export * from "../asciiArt/index";
@@ -1,4 +1,5 @@
1
- import * as postProcessLibrary from "./asciiArt/index.js";
1
+ /* eslint-disable import/no-internal-modules */
2
+ import * as postProcessLibrary from "../asciiArt/index.js";
2
3
  /**
3
4
  * This is the entry point for the UMD module.
4
5
  * The entry point for a future ESM package should be index.ts
@@ -9,5 +10,5 @@ if (typeof globalObject !== "undefined") {
9
10
  globalObject.BABYLON[key] = postProcessLibrary[key];
10
11
  }
11
12
  }
12
- export * from "./asciiArt/index.js";
13
+ export * from "../asciiArt/index.js";
13
14
  //# sourceMappingURL=legacy-asciiArt.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-asciiArt.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy-asciiArt.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,kBAAkB,4BAAsC;AAEpE;;;GAGG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AAED,oCAA8C","sourcesContent":["import * as postProcessLibrary from \"post-processes/asciiArt/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const key in postProcessLibrary) {\r\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\r\n }\r\n}\r\n\r\nexport * from \"post-processes/asciiArt/index\";\r\n"]}
1
+ {"version":3,"file":"legacy-asciiArt.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy-asciiArt.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,kBAAkB,MAAM,mBAAmB,CAAC;AACxD;;;GAGG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AACD,cAAc,mBAAmB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as postProcessLibrary from \"../asciiArt/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in postProcessLibrary) {\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\n }\n}\nexport * from \"../asciiArt/index\";\n"]}
@@ -1 +1 @@
1
- export * from "./digitalRain/index.js";
1
+ export * from "../digitalRain/index";
@@ -1,4 +1,5 @@
1
- import * as postProcessLibrary from "./digitalRain/index.js";
1
+ /* eslint-disable import/no-internal-modules */
2
+ import * as postProcessLibrary from "../digitalRain/index.js";
2
3
  /**
3
4
  * This is the entry point for the UMD module.
4
5
  * The entry point for a future ESM package should be index.ts
@@ -9,5 +10,5 @@ if (typeof globalObject !== "undefined") {
9
10
  globalObject.BABYLON[key] = postProcessLibrary[key];
10
11
  }
11
12
  }
12
- export * from "./digitalRain/index.js";
13
+ export * from "../digitalRain/index.js";
13
14
  //# sourceMappingURL=legacy-digitalRain.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy-digitalRain.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy-digitalRain.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,kBAAkB,+BAAyC;AAEvE;;;GAGG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AAED,uCAAiD","sourcesContent":["import * as postProcessLibrary from \"post-processes/digitalRain/index\";\r\n\r\n/**\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const key in postProcessLibrary) {\r\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\r\n }\r\n}\r\n\r\nexport * from \"post-processes/digitalRain/index\";\r\n"]}
1
+ {"version":3,"file":"legacy-digitalRain.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy-digitalRain.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,kBAAkB,MAAM,sBAAsB,CAAC;AAC3D;;;GAGG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AACD,cAAc,sBAAsB,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as postProcessLibrary from \"../digitalRain/index\";\n/**\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in postProcessLibrary) {\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\n }\n}\nexport * from \"../digitalRain/index\";\n"]}
@@ -1 +1 @@
1
- export * from "./index.js";
1
+ export * from "../index";
package/legacy/legacy.js CHANGED
@@ -1,4 +1,5 @@
1
- import * as postProcessLibrary from "./index.js";
1
+ /* eslint-disable import/no-internal-modules */
2
+ import * as postProcessLibrary from "../index.js";
2
3
  /**
3
4
  *
4
5
  * This is the entry point for the UMD module.
@@ -10,5 +11,5 @@ if (typeof globalObject !== "undefined") {
10
11
  globalObject.BABYLON[key] = postProcessLibrary[key];
11
12
  }
12
13
  }
13
- export * from "./index.js";
14
+ export * from "../index.js";
14
15
  //# sourceMappingURL=legacy.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,kBAAkB,mBAA6B;AAE3D;;;;GAIG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AAED,2BAAqC","sourcesContent":["import * as postProcessLibrary from \"post-processes/index\";\r\n\r\n/**\r\n *\r\n * This is the entry point for the UMD module.\r\n * The entry point for a future ESM package should be index.ts\r\n */\r\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\r\nif (typeof globalObject !== \"undefined\") {\r\n for (const key in postProcessLibrary) {\r\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\r\n }\r\n}\r\n\r\nexport * from \"post-processes/index\";\r\n"]}
1
+ {"version":3,"file":"legacy.js","sourceRoot":"","sources":["../../../../../lts/postProcesses/generated/legacy/legacy.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,OAAO,KAAK,kBAAkB,MAAM,UAAU,CAAC;AAC/C;;;;GAIG;AACH,IAAM,YAAY,GAAG,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,OAAO,MAAM,KAAK,WAAW,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,SAAS,CAAC;AACjH,IAAI,OAAO,YAAY,KAAK,WAAW,EAAE;IACrC,KAAK,IAAM,GAAG,IAAI,kBAAkB,EAAE;QAC5B,YAAa,CAAC,OAAO,CAAC,GAAG,CAAC,GAAS,kBAAmB,CAAC,GAAG,CAAC,CAAC;KACrE;CACJ;AACD,cAAc,UAAU,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nimport * as postProcessLibrary from \"../index\";\n/**\n *\n * This is the entry point for the UMD module.\n * The entry point for a future ESM package should be index.ts\n */\nconst globalObject = typeof global !== \"undefined\" ? global : typeof window !== \"undefined\" ? window : undefined;\nif (typeof globalObject !== \"undefined\") {\n for (const key in postProcessLibrary) {\n (<any>globalObject).BABYLON[key] = (<any>postProcessLibrary)[key];\n }\n}\nexport * from \"../index\";\n"]}
package/license.md ADDED
@@ -0,0 +1,71 @@
1
+ # Apache License 2.0 (Apache)
2
+
3
+ Apache License
4
+ Version 2.0, January 2004
5
+ <http://www.apache.org/licenses/>
6
+
7
+ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
8
+
9
+ ## Definitions
10
+
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+ "License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
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+
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+ "Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
14
+
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+ "Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
16
+
17
+ "You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.
18
+
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+ "Source" form shall mean the preferred form for making modifications, including but not limited to software source code, documentation source, and configuration files.
20
+
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+ "Object" form shall mean any form resulting from mechanical transformation or translation of a Source form, including but not limited to compiled object code, generated documentation, and conversions to other media types.
22
+
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+ "Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
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+
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+ "Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
26
+
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+ "Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution."
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+
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+ "Contributor" shall mean Licensor and any individual or Legal Entity on behalf of whom a Contribution has been received by Licensor and subsequently incorporated within the Work.
30
+
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+ ## Grant of Copyright License
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+
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+ Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable copyright license to reproduce, prepare Derivative Works of, publicly display, publicly perform, sublicense, and distribute the Work and such Derivative Works in Source or Object form.
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+ ## Grant of Patent License
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+
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+ Subject to the terms and conditions of this License, each Contributor hereby grants to You a perpetual, worldwide, non-exclusive, no-charge, royalty-free, irrevocable (except as stated in this section) patent license to make, have made, use, offer to sell, sell, import, and otherwise transfer the Work, where such license applies only to those patent claims licensable by such Contributor that are necessarily infringed by their Contribution(s) alone or by combination of their Contribution(s) with the Work to which such Contribution(s) was submitted. If You institute patent litigation against any entity (including a cross-claim or counterclaim in a lawsuit) alleging that the Work or a Contribution incorporated within the Work constitutes direct or contributory patent infringement, then any patent licenses granted to You under this License for that Work shall terminate as of the date such litigation is filed.
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+ 4. If the Work includes a "NOTICE" text file as part of its distribution, then any Derivative Works that You distribute must include a readable copy of the attribution notices contained within such NOTICE file, excluding those notices that do not pertain to any part of the Derivative Works, in at least one of the following places: within a NOTICE text file distributed as part of the Derivative Works; within the Source form or documentation, if provided along with the Derivative Works; or, within a display generated by the Derivative Works, if and wherever such third-party notices normally appear. The contents of the NOTICE file are for informational purposes only and do not modify the License. You may add Your own attribution notices within Derivative Works that You distribute, alongside or as an addendum to the NOTICE text from the Work, provided that such additional attribution notices cannot be construed as modifying the License.
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52
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+ ## Submission of Contributions
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+ Unless You explicitly state otherwise, any Contribution intentionally submitted for inclusion in the Work by You to the Licensor shall be under the terms and conditions of this License, without any additional terms or conditions. Notwithstanding the above, nothing herein shall supersede or modify the terms of any separate license agreement you may have executed with Licensor regarding such Contributions.
56
+
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+ ## Trademarks
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+
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+ This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
60
+
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+ ## Disclaimer of Warranty
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+
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+ Unless required by applicable law or agreed to in writing, Licensor provides the Work (and each Contributor provides its Contributions) on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied, including, without limitation, any warranties or conditions of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A PARTICULAR PURPOSE. You are solely responsible for determining the appropriateness of using or redistributing the Work and assume any risks associated with Your exercise of permissions under this License.
64
+
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+ ## Limitation of Liability
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+
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+ In no event and under no legal theory, whether in tort (including negligence), contract, or otherwise, unless required by applicable law (such as deliberate and grossly negligent acts) or agreed to in writing, shall any Contributor be liable to You for damages, including any direct, indirect, special, incidental, or consequential damages of any character arising as a result of this License or out of the use or inability to use the Work (including but not limited to damages for loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses), even if such Contributor has been advised of the possibility of such damages.
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+ ## Accepting Warranty or Additional Liability
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+
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+ While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@babylonjs/post-processes",
3
- "version": "5.0.0-rc.9",
3
+ "version": "5.0.2",
4
4
  "main": "index.js",
5
5
  "module": "index.js",
6
6
  "types": "index.d.ts",
@@ -8,17 +8,18 @@
8
8
  "**/*.js",
9
9
  "**/*.d.ts",
10
10
  "**/*.map",
11
- "readme.md"
11
+ "readme.md",
12
+ "license.md"
12
13
  ],
13
14
  "scripts": {
14
15
  "build": "npm run clean && npm run compile",
15
16
  "clean": "rimraf dist && rimraf *.tsbuildinfo && rimraf \"./**/*.!(md|json|build.json)\"",
16
17
  "compile": "tsc -b tsconfig.build.json",
17
- "postcompile": "build-tools -c add-js-to-es6 --path ./dist/**/*.js",
18
+ "postcompile": "build-tools -c add-js-to-es6",
18
19
  "prepublishOnly": "build-tools -c prepare-es6-build"
19
20
  },
20
21
  "dependencies": {
21
- "@babylonjs/core": "^5.0.0-rc.9",
22
+ "@babylonjs/core": "^5.0.2",
22
23
  "tslib": "^2.3.1"
23
24
  },
24
25
  "devDependencies": {
@@ -27,5 +28,23 @@
27
28
  "rimraf": "^3.0.2",
28
29
  "typescript": "^4.4.4"
29
30
  },
30
- "sideEffects": true
31
+ "keywords": [
32
+ "3D",
33
+ "javascript",
34
+ "html5",
35
+ "webgl",
36
+ "babylon.js"
37
+ ],
38
+ "license": "Apache-2.0",
39
+ "esnext": "index.js",
40
+ "type": "module",
41
+ "sideEffects": true,
42
+ "homepage": "https://www.babylonjs.com",
43
+ "repository": {
44
+ "type": "git",
45
+ "url": "https://github.com/BabylonJS/Babylon.js.git"
46
+ },
47
+ "bugs": {
48
+ "url": "https://github.com/BabylonJS/Babylon.js/issues"
49
+ }
31
50
  }