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Class DigitalRainFontTexture

DigitalRainFontTexture is the helper class used to easily create your digital rain font texture.

It basically takes care rendering the font front the given font size to a texture. This is used later on in the postprocess.

Hierarchy

Implements

Index

Constructors

constructor

  • Create a new instance of the Digital Rain FontTexture class

    Parameters

    • name: string

      the name of the texture

    • font: string

      the font to use, use the W3C CSS notation

    • text: string

      the caracter set to use in the rendering.

    • Optional scene: Nullable<Scene>

      the scene that owns the texture

    Returns DigitalRainFontTexture

Properties

animationsSearch playground for animations

animations: Animation[]

Define the list of animation attached to the texture.

anisotropicFilteringLevelSearch playground for anisotropicFilteringLevel

anisotropicFilteringLevel: number

With compliant hardware and browser (supporting anisotropic filtering) this defines the level of anisotropic filtering in the texture. The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.

coordinatesIndexSearch playground for coordinatesIndex

coordinatesIndex: number

Define the UV chanel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.

delayLoadStateSearch playground for delayLoadState

delayLoadState: number

Define the current state of the loading sequence when in delayed load mode.

getAlphaFromRGBSearch playground for getAlphaFromRGB

getAlphaFromRGB: boolean

Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.

invertZSearch playground for invertZ

invertZ: boolean

Is Z inverted in the texture (useful in a cube texture).

isRenderTargetSearch playground for isRenderTarget

isRenderTarget: boolean

Define if the texture is a render target.

levelSearch playground for level

level: number

Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture

metadataSearch playground for metadata

metadata: any

Gets or sets an object used to store user defined information.

nameSearch playground for name

name: string

Define the name of the texture.

onDisposeObservableSearch playground for onDisposeObservable

onDisposeObservable: Observable<BaseTexture>

An event triggered when the texture is disposed.

reservedDataStoreSearch playground for reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

sphericalPolynomialSearch playground for sphericalPolynomial

sphericalPolynomial: Nullable<SphericalPolynomial>

Get the polynomial representation of the texture data. This is mainly use as a fast way to recover IBL Diffuse irradiance data.

see

https://learnopengl.com/PBR/IBL/Diffuse-irradiance

uniqueIdSearch playground for uniqueId

uniqueId: number

Gets or sets the unique id of the texture

wrapRSearch playground for wrapR

wrapR: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

Static DEFAULT_ANISOTROPIC_FILTERING_LEVELSearch playground for DEFAULT_ANISOTROPIC_FILTERING_LEVEL

DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number

Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.

Accessors

canRescale

  • get canRescale(): boolean
  • Get if the texture can rescale.

    Returns boolean

charSize

  • get charSize(): number
  • Gets the size of one char in the texture (each char fits in size * size space in the texture).

    Returns number

coordinatesMode

  • get coordinatesMode(): number
  • set coordinatesMode(value: number): any
  • How a texture is mapped.

    Value Type Description
    0 EXPLICIT_MODE
    1 SPHERICAL_MODE
    2 PLANAR_MODE
    3 CUBIC_MODE
    4 PROJECTION_MODE
    5 SKYBOX_MODE
    6 INVCUBIC_MODE
    7 EQUIRECTANGULAR_MODE
    8 FIXED_EQUIRECTANGULAR_MODE
    9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE

    Returns number

  • How a texture is mapped.

    Value Type Description
    0 EXPLICIT_MODE
    1 SPHERICAL_MODE
    2 PLANAR_MODE
    3 CUBIC_MODE
    4 PROJECTION_MODE
    5 SKYBOX_MODE
    6 INVCUBIC_MODE
    7 EQUIRECTANGULAR_MODE
    8 FIXED_EQUIRECTANGULAR_MODE
    9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE

    Parameters

    • value: number

    Returns any

gammaSpace

  • get gammaSpace(): boolean
  • set gammaSpace(gamma: boolean): any
  • Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials

    Returns boolean

  • Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials

    Parameters

    • gamma: boolean

    Returns any

hasAlpha

  • get hasAlpha(): boolean
  • set hasAlpha(value: boolean): any
  • Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

    Returns boolean

  • Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

    Parameters

    • value: boolean

    Returns any

irradianceTexture

  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Returns Nullable<BaseTexture>

  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Parameters

    Returns any

is2DArray

  • get is2DArray(): boolean
  • set is2DArray(value: boolean): any
  • Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.

    Returns boolean

  • Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

is3D

  • get is3D(): boolean
  • set is3D(value: boolean): any
  • Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

    Returns boolean

  • Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

isBlocking

  • get isBlocking(): boolean
  • Define if the texture is preventinga material to render or not. If not and the texture is not ready, the engine will use a default black texture instead.

    Returns boolean

isCube

  • get isCube(): boolean
  • set isCube(value: boolean): any
  • Define if the texture is a cube texture or if false a 2d texture.

    Returns boolean

  • Define if the texture is a cube texture or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

isRGBD

  • get isRGBD(): boolean
  • set isRGBD(value: boolean): any
  • Gets or sets whether or not the texture contains RGBD data.

    Returns boolean

  • Gets or sets whether or not the texture contains RGBD data.

    Parameters

    • value: boolean

    Returns any

linearSpecularLOD

  • get linearSpecularLOD(): boolean
  • set linearSpecularLOD(value: boolean): any
  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Returns boolean

  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Parameters

    • value: boolean

    Returns any

lodGenerationOffset

  • get lodGenerationOffset(): number
  • set lodGenerationOffset(value: number): any
  • With prefiltered texture, defined the offset used during the prefiltering steps.

    Returns number

  • With prefiltered texture, defined the offset used during the prefiltering steps.

    Parameters

    • value: number

    Returns any

lodGenerationScale

  • get lodGenerationScale(): number
  • set lodGenerationScale(value: number): any
  • With prefiltered texture, defined the scale used during the prefiltering steps.

    Returns number

  • With prefiltered texture, defined the scale used during the prefiltering steps.

    Parameters

    • value: number

    Returns any

noMipmap

  • get noMipmap(): boolean
  • Are mip maps generated for this texture or not.

    Returns boolean

onDispose

  • set onDispose(callback: () => void): any
  • Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns any

textureFormat

  • get textureFormat(): number
  • Get the texture underlying format (RGB, RGBA...)

    Returns number

textureType

  • get textureType(): number
  • Get the texture underlying type (INT, FLOAT...)

    Returns number

uid

  • get uid(): string
  • Define the unique id of the texture in the scene.

    Returns string

wrapU

  • get wrapU(): number
  • set wrapU(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

wrapV

  • get wrapV(): number
  • set wrapV(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

Methods

checkTransformsAreIdenticalSearch playground for checkTransformsAreIdentical

  • Checks if the texture has the same transform matrix than another texture

    Parameters

    Returns boolean

    true if the transforms are the same, else false

cloneSearch playground for clone

delayLoadSearch playground for delayLoad

  • delayLoad(): void
  • Triggers the load sequence in delayed load mode.

    Returns void

disposeSearch playground for dispose

  • dispose(): void
  • Dispose the texture and release its associated resources.

    Returns void

getBaseSizeSearch playground for getBaseSize

  • Get the base size of the texture. It can be different from the size if the texture has been resized for POT for instance

    Returns ISize

    the base size

getClassNameSearch playground for getClassName

  • getClassName(): string

getInternalTextureSearch playground for getInternalTexture

getReflectionTextureMatrixSearch playground for getReflectionTextureMatrix

  • getReflectionTextureMatrix(): Matrix

getSceneSearch playground for getScene

  • Get the scene the texture belongs to.

    Returns Nullable<Scene>

    the scene or null if undefined

getSizeSearch playground for getSize

  • Get the size of the texture.

    Returns ISize

    the texture size.

getTextureMatrixSearch playground for getTextureMatrix

  • Get the texture transform matrix used to offset tile the texture for istance.

    Returns Matrix

    the transformation matrix

isReadySearch playground for isReady

  • isReady(): boolean
  • Get if the texture is ready to be used (downloaded, converted, mip mapped...).

    Returns boolean

    true if fully ready

isReadyOrNotBlockingSearch playground for isReadyOrNotBlocking

  • isReadyOrNotBlocking(): boolean
  • Get if the texture is ready to be consumed (either it is ready or it is not blocking)

    Returns boolean

    true if ready or not blocking

readPixelsSearch playground for readPixels

  • readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>, flushRenderer?: boolean): Nullable<Promise<ArrayBufferView>>
  • Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer. This will returns an RGBA array buffer containing either in values (0-255) or float values (0-1) depending of the underlying buffer type.

    Parameters

    • Optional faceIndex: number

      defines the face of the texture to read (in case of cube texture)

    • Optional level: number

      defines the LOD level of the texture to read (in case of Mip Maps)

    • Optional buffer: Nullable<ArrayBufferView>

      defines a user defined buffer to fill with data (can be null)

    • Optional flushRenderer: boolean

      true to flush the renderer from the pending commands before reading the pixels

    Returns Nullable<Promise<ArrayBufferView>>

    The Array buffer promise containing the pixels data.

releaseInternalTextureSearch playground for releaseInternalTexture

  • releaseInternalTexture(): void
  • Release and destroy the underlying lower level texture aka internalTexture.

    Returns void

scaleSearch playground for scale

  • scale(ratio: number): void
  • Scales the texture if is canRescale()

    Parameters

    • ratio: number

      the resize factor we want to use to rescale

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serialize the texture into a JSON representation that can be parsed later on.

    Returns any

    the JSON representation of the texture

toStringSearch playground for toString

  • toString(): string
  • Return a string representation of the texture.

    Returns string

    the texture as a string

updateSamplingModeSearch playground for updateSamplingMode

  • updateSamplingMode(samplingMode: number): void
  • Update the sampling mode of the texture. Default is Trilinear mode.

    Value Type Description
    1 NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR Nearest is: mag = nearest, min = nearest, mip = linear
    2 BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST Bilinear is: mag = linear, min = linear, mip = nearest
    3 TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR Trilinear is: mag = linear, min = linear, mip = linear
    4 NEAREST_NEAREST_MIPNEAREST
    5 NEAREST_LINEAR_MIPNEAREST
    6 NEAREST_LINEAR_MIPLINEAR
    7 NEAREST_LINEAR
    8 NEAREST_NEAREST
    9 LINEAR_NEAREST_MIPNEAREST
    10 LINEAR_NEAREST_MIPLINEAR
    11 LINEAR_LINEAR
    12 LINEAR_NEAREST

    mag: magnification filter (close to the viewer) min: minification filter (far from the viewer) mip: filter used between mip map levels

    Parameters

    • samplingMode: number

      Define the new sampling mode of the texture

    Returns void

Static ParseSearch playground for Parse

  • Parses a json object representing the texture and returns an instance of it.

    Parameters

    • source: any

      the source JSON representation

    • scene: Scene

      the scene to create the texture for

    Returns DigitalRainFontTexture

    the parsed texture

Static WhenAllReadySearch playground for WhenAllReady

  • WhenAllReady(textures: BaseTexture[], callback: () => void): void
  • Helper function to be called back once a list of texture contains only ready textures.

    Parameters

    • textures: BaseTexture[]

      Define the list of textures to wait for

    • callback: () => void

      Define the callback triggered once the entire list will be ready

        • (): void
        • Returns void

    Returns void

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