babylonjs-post-process 5.0.0-beta.8 → 5.0.0-beta.8-snapshot
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.
- package/dist/babylonjs.postProcess.js +979 -0
- package/dist/babylonjs.postProcess.js.map +1 -0
- package/dist/babylonjs.postProcess.min.js +2 -0
- package/dist/babylonjs.postProcess.min.js.map +1 -0
- package/dist/babylonjs.postProcess.module.d.ts +286 -0
- package/package.json +25 -30
- package/babylonjs.postProcess.js +0 -1018
- package/babylonjs.postProcess.js.map +0 -1
- package/babylonjs.postProcess.min.js +0 -16
- package/babylonjs.postProcess.module.d.ts +0 -466
- package/readme.md +0 -51
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declare module "babylonjs-post-process/asciiArt/asciiart.fragment" {
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/** @hidden */
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export declare const asciiartPixelShader: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-post-process/asciiArt/asciiArtPostProcess" {
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import { Nullable } from "babylonjs/types";
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import { Camera } from "babylonjs/Cameras/camera";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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import { Scene } from "babylonjs/scene";
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import "babylonjs/Engines/Extensions/engine.dynamicTexture";
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import "babylonjs-post-process/asciiArt/asciiart.fragment";
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/**
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* AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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*
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* It basically takes care rendering the font front the given font size to a texture.
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* This is used later on in the postprocess.
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*/
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export declare class AsciiArtFontTexture extends BaseTexture {
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private _font;
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private _text;
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private _charSize;
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/**
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* Gets the size of one char in the texture (each char fits in size * size space in the texture).
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*/
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get charSize(): number;
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/**
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* Create a new instance of the Ascii Art FontTexture class
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* @param name the name of the texture
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* @param font the font to use, use the W3C CSS notation
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* @param text the caracter set to use in the rendering.
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* @param scene the scene that owns the texture
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*/
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constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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/**
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* Gets the max char width of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char width
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*/
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private getFontWidth;
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/**
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* Gets the max char height of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char height
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*/
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private getFontHeight;
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/**
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* Clones the current AsciiArtTexture.
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* @return the clone of the texture.
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*/
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clone(): AsciiArtFontTexture;
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/**
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* Parses a json object representing the texture and returns an instance of it.
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* @param source the source JSON representation
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* @param scene the scene to create the texture for
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* @return the parsed texture
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*/
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static Parse(source: any, scene: Scene): AsciiArtFontTexture;
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}
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/**
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* Option available in the Ascii Art Post Process.
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*/
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export interface IAsciiArtPostProcessOptions {
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/**
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* The font to use following the w3c font definition.
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*/
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font?: string;
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/**
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* The character set to use in the postprocess.
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*/
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characterSet?: string;
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/**
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* This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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* This number is defined between 0 and 1;
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*/
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mixToTile?: number;
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/**
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* This defines the amount you want to mix the normal rendering pass in the ascii art.
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* This number is defined between 0 and 1;
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*/
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mixToNormal?: number;
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}
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/**
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* AsciiArtPostProcess helps rendering everithing in Ascii Art.
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*
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* Simmply add it to your scene and let the nerd that lives in you have fun.
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* Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
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*/
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export declare class AsciiArtPostProcess extends PostProcess {
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/**
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* The font texture used to render the char in the post process.
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*/
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private _asciiArtFontTexture;
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/**
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* This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
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* This number is defined between 0 and 1;
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*/
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mixToTile: number;
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/**
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* This defines the amount you want to mix the normal rendering pass in the ascii art.
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* This number is defined between 0 and 1;
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*/
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mixToNormal: number;
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/**
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* Instantiates a new Ascii Art Post Process.
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* @param name the name to give to the postprocess
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* @camera the camera to apply the post process to.
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* @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
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*/
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constructor(name: string, camera: Camera, options?: string | IAsciiArtPostProcessOptions);
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}
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}
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declare module "babylonjs-post-process/asciiArt/index" {
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export * from "babylonjs-post-process/asciiArt/asciiArtPostProcess";
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}
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declare module "babylonjs-post-process/digitalRain/digitalrain.fragment" {
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/** @hidden */
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export declare const digitalrainPixelShader: {
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name: string;
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shader: string;
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};
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}
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declare module "babylonjs-post-process/digitalRain/digitalRainPostProcess" {
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import { Nullable } from "babylonjs/types";
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import { Camera } from "babylonjs/Cameras/camera";
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import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
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import { PostProcess } from "babylonjs/PostProcesses/postProcess";
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import { Scene } from "babylonjs/scene";
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import "babylonjs/Engines/Extensions/engine.dynamicTexture";
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import "babylonjs-post-process/digitalRain/digitalrain.fragment";
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/**
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* DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
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*
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* It basically takes care rendering the font front the given font size to a texture.
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* This is used later on in the postprocess.
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*/
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export declare class DigitalRainFontTexture extends BaseTexture {
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private _font;
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private _text;
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private _charSize;
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/**
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* Gets the size of one char in the texture (each char fits in size * size space in the texture).
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*/
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get charSize(): number;
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/**
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* Create a new instance of the Digital Rain FontTexture class
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* @param name the name of the texture
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* @param font the font to use, use the W3C CSS notation
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* @param text the caracter set to use in the rendering.
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* @param scene the scene that owns the texture
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*/
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constructor(name: string, font: string, text: string, scene?: Nullable<Scene>);
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/**
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* Gets the max char width of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char width
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*/
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private getFontWidth;
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/**
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* Gets the max char height of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char height
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*/
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private getFontHeight;
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/**
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* Clones the current DigitalRainFontTexture.
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* @return the clone of the texture.
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*/
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clone(): DigitalRainFontTexture;
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/**
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* Parses a json object representing the texture and returns an instance of it.
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* @param source the source JSON representation
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* @param scene the scene to create the texture for
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* @return the parsed texture
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*/
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static Parse(source: any, scene: Scene): DigitalRainFontTexture;
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}
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/**
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* Option available in the Digital Rain Post Process.
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*/
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export interface IDigitalRainPostProcessOptions {
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/**
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* The font to use following the w3c font definition.
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*/
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font?: string;
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/**
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* This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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* This number is defined between 0 and 1;
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*/
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mixToTile?: number;
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/**
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* This defines the amount you want to mix the normal rendering pass in the digital rain.
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* This number is defined between 0 and 1;
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*/
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mixToNormal?: number;
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}
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/**
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* DigitalRainPostProcess helps rendering everithing in digital rain.
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*
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* Simmply add it to your scene and let the nerd that lives in you have fun.
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* Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
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*/
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export declare class DigitalRainPostProcess extends PostProcess {
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/**
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* The font texture used to render the char in the post process.
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*/
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private _digitalRainFontTexture;
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/**
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* This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
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* This number is defined between 0 and 1;
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*/
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mixToTile: number;
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/**
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* This defines the amount you want to mix the normal rendering pass in the digital rain.
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* This number is defined between 0 and 1;
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*/
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mixToNormal: number;
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/**
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* Speed of the effect
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*/
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speed: number;
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/**
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* Instantiates a new Digital Rain Post Process.
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* @param name the name to give to the postprocess
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* @camera the camera to apply the post process to.
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* @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
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*/
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constructor(name: string, camera: Camera, options?: string | IDigitalRainPostProcessOptions);
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}
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}
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declare module "babylonjs-post-process/digitalRain/index" {
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export * from "babylonjs-post-process/digitalRain/digitalRainPostProcess";
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}
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declare module "babylonjs-post-process/index" {
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export * from "babylonjs-post-process/asciiArt/index";
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export * from "babylonjs-post-process/digitalRain/index";
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}
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declare module "babylonjs-post-process/legacy/legacy-asciiArt" {
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export * from "babylonjs-post-process/asciiArt/index";
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}
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declare module "babylonjs-post-process/legacy/legacy-digitalRain" {
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export * from "babylonjs-post-process/digitalRain/index";
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}
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declare module "babylonjs-post-process/legacy/legacy" {
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export * from "babylonjs-post-process/index";
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}
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declare module "babylonjs-post-process" {
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export * from "babylonjs-post-process/legacy/legacy";
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}
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declare module BABYLON {
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/** @hidden */
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export const asciiartPixelShader: {
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name: string;
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shader: string;
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};
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/**
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* AsciiArtFontTexture is the helper class used to easily create your ascii art font texture.
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*
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* It basically takes care rendering the font front the given font size to a texture.
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* This is used later on in the postprocess.
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*/
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export class AsciiArtFontTexture extends BABYLON.BaseTexture {
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private _font;
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private _text;
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private _charSize;
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/**
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* Gets the size of one char in the texture (each char fits in size * size space in the texture).
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*/
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get charSize(): number;
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/**
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* Create a new instance of the Ascii Art FontTexture class
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* @param name the name of the texture
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* @param font the font to use, use the W3C CSS notation
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* @param text the caracter set to use in the rendering.
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* @param scene the scene that owns the texture
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*/
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constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
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/**
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* Gets the max char width of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char width
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*/
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private getFontWidth;
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/**
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* Gets the max char height of a font.
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* @param font the font to use, use the W3C CSS notation
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* @return the max char height
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*/
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private getFontHeight;
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/**
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* Clones the current AsciiArtTexture.
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* @return the clone of the texture.
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*/
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clone(): AsciiArtFontTexture;
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/**
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* Parses a json object representing the texture and returns an instance of it.
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* @param source the source JSON representation
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* @param scene the scene to create the texture for
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* @return the parsed texture
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*/
|
|
48
318
|
static Parse(source: any, scene: BABYLON.Scene): AsciiArtFontTexture;
|
|
49
319
|
}
|
|
50
320
|
/**
|
|
51
321
|
* Option available in the Ascii Art Post Process.
|
|
52
322
|
*/
|
|
53
323
|
export interface IAsciiArtPostProcessOptions {
|
|
54
324
|
/**
|
|
55
325
|
* The font to use following the w3c font definition.
|
|
56
326
|
*/
|
|
57
327
|
font?: string;
|
|
58
328
|
/**
|
|
59
329
|
* The character set to use in the postprocess.
|
|
60
330
|
*/
|
|
61
331
|
characterSet?: string;
|
|
62
332
|
/**
|
|
63
333
|
* This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
64
334
|
* This number is defined between 0 and 1;
|
|
65
335
|
*/
|
|
66
336
|
mixToTile?: number;
|
|
67
337
|
/**
|
|
68
338
|
* This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
69
339
|
* This number is defined between 0 and 1;
|
|
70
340
|
*/
|
|
71
341
|
mixToNormal?: number;
|
|
72
342
|
}
|
|
73
343
|
/**
|
|
74
344
|
* AsciiArtPostProcess helps rendering everithing in Ascii Art.
|
|
75
345
|
*
|
|
76
346
|
* Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
77
347
|
* Example usage: var pp = new AsciiArtPostProcess("myAscii", "20px Monospace", camera);
|
|
78
348
|
*/
|
|
79
349
|
export class AsciiArtPostProcess extends BABYLON.PostProcess {
|
|
80
350
|
/**
|
|
81
351
|
* The font texture used to render the char in the post process.
|
|
82
352
|
*/
|
|
83
353
|
private _asciiArtFontTexture;
|
|
84
354
|
/**
|
|
85
355
|
* This defines the amount you want to mix the "tile" or caracter space colored in the ascii art.
|
|
86
356
|
* This number is defined between 0 and 1;
|
|
87
357
|
*/
|
|
88
358
|
mixToTile: number;
|
|
89
359
|
/**
|
|
90
360
|
* This defines the amount you want to mix the normal rendering pass in the ascii art.
|
|
91
361
|
* This number is defined between 0 and 1;
|
|
92
362
|
*/
|
|
93
363
|
mixToNormal: number;
|
|
94
364
|
/**
|
|
95
365
|
* Instantiates a new Ascii Art Post Process.
|
|
96
366
|
* @param name the name to give to the postprocess
|
|
97
367
|
* @camera the camera to apply the post process to.
|
|
98
368
|
* @param options can either be the font name or an option object following the IAsciiArtPostProcessOptions format
|
|
99
369
|
*/
|
|
100
370
|
constructor(name: string, camera: BABYLON.Camera, options?: string | IAsciiArtPostProcessOptions);
|
|
101
371
|
}
|
|
372
|
+
|
|
373
|
+
|
|
374
|
+
|
|
375
|
+
/** @hidden */
|
|
102
376
|
export const digitalrainPixelShader: {
|
|
103
377
|
name: string;
|
|
104
378
|
shader: string;
|
|
105
379
|
};
|
|
380
|
+
|
|
381
|
+
/**
|
|
106
382
|
* DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.
|
|
107
383
|
*
|
|
108
384
|
* It basically takes care rendering the font front the given font size to a texture.
|
|
109
385
|
* This is used later on in the postprocess.
|
|
110
386
|
*/
|
|
111
387
|
export class DigitalRainFontTexture extends BABYLON.BaseTexture {
|
|
112
388
|
private _font;
|
|
113
389
|
private _text;
|
|
114
390
|
private _charSize;
|
|
115
391
|
/**
|
|
116
392
|
* Gets the size of one char in the texture (each char fits in size * size space in the texture).
|
|
117
393
|
*/
|
|
118
394
|
get charSize(): number;
|
|
119
395
|
/**
|
|
120
396
|
* Create a new instance of the Digital Rain FontTexture class
|
|
121
397
|
* @param name the name of the texture
|
|
122
398
|
* @param font the font to use, use the W3C CSS notation
|
|
123
399
|
* @param text the caracter set to use in the rendering.
|
|
124
400
|
* @param scene the scene that owns the texture
|
|
125
401
|
*/
|
|
126
402
|
constructor(name: string, font: string, text: string, scene?: BABYLON.Nullable<BABYLON.Scene>);
|
|
127
403
|
/**
|
|
128
404
|
* Gets the max char width of a font.
|
|
129
405
|
* @param font the font to use, use the W3C CSS notation
|
|
130
406
|
* @return the max char width
|
|
131
407
|
*/
|
|
132
408
|
private getFontWidth;
|
|
133
409
|
/**
|
|
134
410
|
* Gets the max char height of a font.
|
|
135
411
|
* @param font the font to use, use the W3C CSS notation
|
|
136
412
|
* @return the max char height
|
|
137
413
|
*/
|
|
138
414
|
private getFontHeight;
|
|
139
415
|
/**
|
|
140
416
|
* Clones the current DigitalRainFontTexture.
|
|
141
417
|
* @return the clone of the texture.
|
|
142
418
|
*/
|
|
143
419
|
clone(): DigitalRainFontTexture;
|
|
144
420
|
/**
|
|
145
421
|
* Parses a json object representing the texture and returns an instance of it.
|
|
146
422
|
* @param source the source JSON representation
|
|
147
423
|
* @param scene the scene to create the texture for
|
|
148
424
|
* @return the parsed texture
|
|
149
425
|
*/
|
|
150
426
|
static Parse(source: any, scene: BABYLON.Scene): DigitalRainFontTexture;
|
|
151
427
|
}
|
|
152
428
|
/**
|
|
153
429
|
* Option available in the Digital Rain Post Process.
|
|
154
430
|
*/
|
|
155
431
|
export interface IDigitalRainPostProcessOptions {
|
|
156
432
|
/**
|
|
157
433
|
* The font to use following the w3c font definition.
|
|
158
434
|
*/
|
|
159
435
|
font?: string;
|
|
160
436
|
/**
|
|
161
437
|
* This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
162
438
|
* This number is defined between 0 and 1;
|
|
163
439
|
*/
|
|
164
440
|
mixToTile?: number;
|
|
165
441
|
/**
|
|
166
442
|
* This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
167
443
|
* This number is defined between 0 and 1;
|
|
168
444
|
*/
|
|
169
445
|
mixToNormal?: number;
|
|
170
446
|
}
|
|
171
447
|
/**
|
|
172
448
|
* DigitalRainPostProcess helps rendering everithing in digital rain.
|
|
173
449
|
*
|
|
174
450
|
* Simmply add it to your scene and let the nerd that lives in you have fun.
|
|
175
451
|
* Example usage: var pp = new DigitalRainPostProcess("digitalRain", "20px Monospace", camera);
|
|
176
452
|
*/
|
|
177
453
|
export class DigitalRainPostProcess extends BABYLON.PostProcess {
|
|
178
454
|
/**
|
|
179
455
|
* The font texture used to render the char in the post process.
|
|
180
456
|
*/
|
|
181
457
|
private _digitalRainFontTexture;
|
|
182
458
|
/**
|
|
183
459
|
* This defines the amount you want to mix the "tile" or caracter space colored in the digital rain.
|
|
184
460
|
* This number is defined between 0 and 1;
|
|
185
461
|
*/
|
|
186
462
|
mixToTile: number;
|
|
187
463
|
/**
|
|
188
464
|
* This defines the amount you want to mix the normal rendering pass in the digital rain.
|
|
189
465
|
* This number is defined between 0 and 1;
|
|
190
466
|
*/
|
|
191
467
|
mixToNormal: number;
|
|
192
468
|
/**
|
|
193
469
|
* Speed of the effect
|
|
194
470
|
*/
|
|
195
471
|
speed: number;
|
|
196
472
|
/**
|
|
197
473
|
* Instantiates a new Digital Rain Post Process.
|
|
198
474
|
* @param name the name to give to the postprocess
|
|
199
475
|
* @camera the camera to apply the post process to.
|
|
200
476
|
* @param options can either be the font name or an option object following the IDigitalRainPostProcessOptions format
|
|
201
477
|
*/
|
|
202
478
|
constructor(name: string, camera: BABYLON.Camera, options?: string | IDigitalRainPostProcessOptions);
|
|
203
479
|
}
|
|
480
|
+
|
|
481
|
+
|
|
482
|
+
|
|
483
|
+
|
|
484
|
+
|
|
485
|
+
|
|
486
|
+
|
|
487
|
+
|
|
488
|
+
|
|
489
|
+
|
|
490
|
+
}
|
package/package.json
CHANGED
|
@@ -1,36 +1,31 @@
|
|
|
1
1
|
{
|
|
2
|
-
"author": {
|
|
3
|
-
"name": "David CATUHE"
|
|
4
|
-
},
|
|
5
2
|
"name": "babylonjs-post-process",
|
|
6
|
-
"
|
|
7
|
-
"
|
|
8
|
-
"
|
|
9
|
-
"type": "git",
|
|
10
|
-
"url": "https://github.com/BabylonJS/Babylon.js.git"
|
|
11
|
-
},
|
|
12
|
-
"main": "babylonjs.postProcess.min.js",
|
|
3
|
+
"version": "5.0.0-beta.8-snapshot",
|
|
4
|
+
"main": "dist/babylonjs.postProcess.min.js",
|
|
5
|
+
"types": "dist/babylonjs.postProcess.module.d.ts",
|
|
13
6
|
"files": [
|
|
14
|
-
"
|
|
15
|
-
"babylonjs.postProcess.js.map",
|
|
16
|
-
"babylonjs.postProcess.min.js",
|
|
17
|
-
"babylonjs.postProcess.module.d.ts",
|
|
18
|
-
"readme.md",
|
|
19
|
-
"package.json"
|
|
20
|
-
],
|
|
21
|
-
"typings": "babylonjs.postProcess.module.d.ts",
|
|
22
|
-
"keywords": [
|
|
23
|
-
"3D",
|
|
24
|
-
"javascript",
|
|
25
|
-
"html5",
|
|
26
|
-
"webgl",
|
|
27
|
-
"post process"
|
|
7
|
+
"dist"
|
|
28
8
|
],
|
|
29
|
-
"
|
|
9
|
+
"scripts": {
|
|
10
|
+
"build": "npm run clean && npm run build:dev && npm run build:prod && npm run build:declaration",
|
|
11
|
+
"build:dev": "webpack --env development",
|
|
12
|
+
"build:prod": "webpack --env production",
|
|
13
|
+
"build:declaration": "build-tools -c pud --config ./config.json",
|
|
14
|
+
"clean": "rimraf dist"
|
|
15
|
+
},
|
|
30
16
|
"dependencies": {
|
|
31
|
-
"babylonjs": "5.0.0-beta.8"
|
|
17
|
+
"babylonjs": "^5.0.0-beta.8-snapshot"
|
|
18
|
+
},
|
|
19
|
+
"devDependencies": {
|
|
20
|
+
"@dev/build-tools": "^5.0.0-beta.8-snapshot",
|
|
21
|
+
"@lts/post-processes": "^5.0.0-beta.8-snapshot",
|
|
22
|
+
"rimraf": "^3.0.2",
|
|
23
|
+
"source-map-loader": "^3.0.0",
|
|
24
|
+
"ts-loader": "^9.2.6",
|
|
25
|
+
"typescript": "^4.4.4",
|
|
26
|
+
"webpack": "^5.59.1",
|
|
27
|
+
"webpack-cli": "^4.9.1",
|
|
28
|
+
"webpack-merge": "^5.8.0"
|
|
32
29
|
},
|
|
33
|
-
"
|
|
34
|
-
|
|
35
|
-
}
|
|
36
|
-
}
|
|
30
|
+
"sideEffects": true
|
|
31
|
+
}
|