docstring_tokens stringlengths 0 76.5k | code_tokens stringlengths 75 1.81M | label_window listlengths 4 2.12k | html_url stringlengths 74 116 | file_name stringlengths 3 311 |
|---|---|---|---|---|
map = new MapTexture(id, this._scene, mapSize, useMipMap ? Texture.TRILINEAR_SAMPLINGMODE : Texture.BILINEAR_SAMPLINGMODE, useMipMap);
map.hasAlpha = true;
| <mask> mapSize.height = Math.pow(2, Math.ceil(Math.log(size.height) / Math.log(2)));
<mask> }
<mask>
<mask> let id = `groupsMapChache${this._mapCounter}forCanvas${this.id}`;
<mask> map = new MapTexture(id, this._scene, mapSize, useMipMap ? Textur... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.canvas2d.ts |
sprite.addExternalData("__cachedGroup__", group);
sprite.pointerEventObservable.add((e, s) => {
if (group.pointerEventObservable !== null) {
group.pointerEventObservable.notifyObservers(e, s.mask);
}
... | <mask> let sprite = new Sprite2D(map, { parent: parent, id: `__cachedSpriteOfGroup__${group.id}`, x: group.actualPosition.x, y: group.actualPosition.y, spriteSize: node.contentSize, spriteLocation: node.pos });
<mask> sprite.origin = group.origin.clone();
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.canvas2d.ts |
if (!rd) {
return;
}
| <mask>
<mask> protected handleGroupChanged(prop: Prim2DPropInfo) {
<mask> // This method is only for cachedGroup
<mask> let rd = this._renderableData;
<mask>
<mask> let cachedSprite = rd._cacheRenderSprite;
<mask> if (!this.isCachedGroup || !cachedSprite)... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
let cachedSprite = rd._cacheRenderSprite;
if (!this.isCachedGroup || !cachedSprite) {
| <mask> protected handleGroupChanged(prop: Prim2DPropInfo) {
<mask> // This method is only for cachedGroup
<mask> let rd = this._renderableData;
<mask>
<mask> if (!this.isCachedGroup || !rd._cacheRenderSprite) {
<mask> return;
<mask> }
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
cachedSprite.actualPosition = this.actualPosition.clone();
if (cachedSprite.position != null) {
cachedSprite.position = cachedSprite.actualPosition.clone();
}
| <mask>
<mask> // For now we only support these property changes
<mask> // TODO: add more! :)
<mask> if (prop.id === Prim2DBase.actualPositionProperty.id) {
<mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone();
<mask> } else if (... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
cachedSprite.rotation = this.rotation;
| <mask> // TODO: add more! :)
<mask> if (prop.id === Prim2DBase.actualPositionProperty.id) {
<mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone();
<mask> } else if (prop.id === Prim2DBase.rotationProperty.id) {
<mask> rd._cache... | [
"keep",
"keep",
"keep",
"keep",
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"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
cachedSprite.scale = this.scale;
| <mask> rd._cacheRenderSprite.actualPosition = this.actualPosition.clone();
<mask> } else if (prop.id === Prim2DBase.rotationProperty.id) {
<mask> rd._cacheRenderSprite.rotation = this.rotation;
<mask> } else if (prop.id === Prim2DBase.scaleProperty.id) {
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
cachedSprite.origin = this.origin.clone();
| <mask> rd._cacheRenderSprite.rotation = this.rotation;
<mask> } else if (prop.id === Prim2DBase.scaleProperty.id) {
<mask> rd._cacheRenderSprite.scale = this.scale;
<mask> } else if (prop.id === Prim2DBase.originProperty.id) {
<mask> rd._cache... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
cachedSprite.size = this.actualSize.clone();
| <mask> rd._cacheRenderSprite.scale = this.scale;
<mask> } else if (prop.id === Prim2DBase.originProperty.id) {
<mask> rd._cacheRenderSprite.origin = this.origin.clone();
<mask> } else if (prop.id === Group2D.actualSizeProperty.id) {
<mask> rd.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.group2d.ts |
this._updateLocalTransform();
| <mask> * Get the global transformation matrix of the primitive
<mask> */
<mask> public get globalTransform(): Matrix {
<mask> return this._globalTransform;
<mask> }
<mask>
<mask> /**
<mask> * return the global position of the primitive, relative to... | [
"keep",
"keep",
"add",
"keep",
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.prim2dBase.ts |
this._updateLocalTransform();
| <mask> /**
<mask> * Get invert of the global transformation matrix of the primitive
<mask> */
<mask> public get invGlobalTransform(): Matrix {
<mask> return this._invGlobalTransform;
<mask> }
<mask>
<mask> /**
<mask> * Get the local transf... | [
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"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.prim2dBase.ts |
let id = this.id;
if (id!=null && id.indexOf("__cachedSpriteOfGroup__") === 0) {
let ownerGroup = this.getExternalData<Group2D>("__cachedGroup__");
return ownerGroup.intersect(intersectInfo);
}
| <mask> if (!intersectInfo.intersectHidden && !this.isVisible) {
<mask> return false;
<mask> }
<mask>
<mask> // Fast rejection test with boundingInfo
<mask> if (this.isPickable && !this.boundingInfo.doesIntersect(intersectInfo._localPickPosition)) {
... | [
"keep",
"keep",
"keep",
"add",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/18c8c4cfec99beba2ec4a761692aa9e9bfb26489 | src/Canvas2d/babylon.prim2dBase.ts |
let oldCamera: Nullable<Camera> = null;
| <mask> return this;
<mask> }
<mask>
<mask> let oldCameraMaxZ = 0;
<mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) {
<mask> oldCameraMaxZ = scene.activeCamera.maxZ;
<mask> oldCamera = scene.activeCamera;
<... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
oldCamera = scene.activeCamera;
| <mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) {
<mask> oldCameraMaxZ = scene.activeCamera.maxZ;
<mask> scene.activeCamera.maxZ = 0;
<mask> scene.updateTransformMatrix(true);
<mask> }
<mask>
<mask> if (th... | [
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"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
if (oldCamera) {
oldCamera.maxZ = oldCameraMaxZ;
scene.updateTransformMatrix(true);
}
| <mask>
<mask> let material = subMesh.getMaterial();
<mask> if (!material) {
<mask> return this;
<mask> }
<mask>
<mask> // Material
<mask> if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {
</s> Fix #9674... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
if (oldCamera) {
oldCamera.maxZ = oldCameraMaxZ;
scene.updateTransformMatrix(true);
}
| <mask> // Material
<mask> if (!instanceDataStorage.isFrozen || !this._effectiveMaterial || this._effectiveMaterial !== material) {
<mask> if (material._storeEffectOnSubMeshes) {
<mask> if (!material.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
if (oldCamera) {
oldCamera.maxZ = oldCameraMaxZ;
scene.updateTransformMatrix(true);
}
| <mask> }
<mask> return this;
<mask> }
<mask> } else if (!material.isReady(this, hardwareInstancedRendering)) {
<mask> return this;
<mask> }
<mask>
<mask> this._effectiveMaterial = material;
<mask> ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
if (oldCamera) {
oldCamera.maxZ = oldCameraMaxZ;
scene.updateTransformMatrix(true);
}
| <mask> }
<mask>
<mask> if (!effect) {
<mask> return this;
<mask> }
<mask>
<mask> const effectiveMesh = effectiveMeshReplacement || this._effectiveMesh;
<mask>
</s> Fix #9674 ignoreCameraZ
Former-commit-id: 06ecd0830f11cd395387faba0f8541d4c434757e </s> remove ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
if (oldCamera) {
oldCamera.maxZ = oldCameraMaxZ;
| <mask> if (this._internalMeshDataInfo._onAfterRenderObservable) {
<mask> this._internalMeshDataInfo._onAfterRenderObservable.notifyObservers(this);
<mask> }
<mask>
<mask> if (this.ignoreCameraMaxZ && scene.activeCamera && !scene._isInIntermediateRendering()) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19508527477b5f4ec8a08374b518ddcefce553fa | src/Meshes/mesh.ts |
// Check setAttribute in case of workers
if (this._renderingCanvas && this._renderingCanvas.setAttribute) {
| <mask> this._creationOptions = options;
<mask> const versionToLog = `Babylon.js v${ThinEngine.Version}`;
<mask> console.log(versionToLog + ` - ${this.description}`);
<mask>
<mask> if (this._renderingCanvas) {
<mask> this._renderingCanvas.setAttribute('data-engine', ver... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Engines/thinEngine.ts |
import { Observable } from "../../Misc/observable";
| <mask> import { Constants } from "../../Engines/constants";
<mask> import { HDRTools } from "../../Misc/HighDynamicRange/hdr";
<mask> import { CubeMapToSphericalPolynomialTools } from "../../Misc/HighDynamicRange/cubemapToSphericalPolynomial";
<mask> import { RegisterClass } from '../../Misc/typeStore';
<mask> imp... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
private _onLoad: () => void;
| <mask> private _noMipmap: boolean;
<mask> private _prefilterOnLoad: boolean;
<mask> private _textureMatrix: Matrix;
<mask> private _size: number;
<mask> private _onLoad: Nullable<() => void> = null;
<mask> private _onError: Nullable<() => void> = null;
<mask>
<mask> /**
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
/**
* Observable triggered once the texture has been loaded.
*/
public onLoadObservable: Observable<HDRCubeTexture> = new Observable<HDRCubeTexture>();
| <mask> public get boundingBoxSize(): Vector3 {
<mask> return this._boundingBoxSize;
<mask> }
<mask>
<mask> /**
<mask> * Instantiates an HDRTexture from the following parameters.
<mask> *
<mask> * @param url The location of the HDR raw data (Panorama stored in RGBE format)
<m... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
this._onLoad = () => {
this.onLoadObservable.notifyObservers(this);
if (onLoad) {
onLoad();
}
}
| <mask> this.hasAlpha = false;
<mask> this.isCube = true;
<mask> this._textureMatrix = Matrix.Identity();
<mask> this._prefilterOnLoad = prefilterOnLoad;
<mask> this._onLoad = onLoad;
<mask> this._onError = onError;
<mask> this.gammaSpace = gammaSpace;
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
} else {
| <mask> this.loadTexture();
<mask> } else {
<mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;
<mask> }
<mask> } else if (onLoad) {
<mask> if (this._texture.isReady) {
<mask> Tools.SetImmediate(() => onLoad()... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
Tools.SetImmediate(() => this._onLoad());
| <mask> this.delayLoadState = Constants.DELAYLOADSTATE_NOTLOADED;
<mask> }
<mask> } else if (onLoad) {
<mask> if (this._texture.isReady) {
<mask> Tools.SetImmediate(() => onLoad());
<mask> } else {
<mask> this._texture.onL... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
this._texture.onLoadedObservable.add(this._onLoad);
| <mask> } else if (onLoad) {
<mask> if (this._texture.isReady) {
<mask> Tools.SetImmediate(() => onLoad());
<mask> } else {
<mask> this._texture.onLoadedObservable.add(onLoad);
<mask> }
<mask> }
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
/**
* Dispose the texture and release its associated resources.
*/
public dispose(): void {
this.onLoadObservable.clear();
super.dispose();
}
| <mask> }
<mask>
<mask> /**
<mask> * Parses a JSON representation of an HDR Texture in order to create the texture
<mask> * @param parsedTexture Define the JSON representation
<mask> * @param scene Define the scene the texture should be created in
</s> Fix babylon worker and texture WhenAl... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/19d3e8de10cdcc941f79126ec9a056bb9e4f63c8 | src/Materials/Textures/hdrCubeTexture.ts |
<mask> grid-row: 1;
<mask> grid-column: 1;
<mask> background: rgba(72, 72, 72, 1);
<mask> color: white;
<mask> font-size: 24px;
<mask> text-align: center;
<mask> display: grid;
<mask> grid-template-rows: 100%;
<mask> grid-template-columns: calc(100% - 74px) 30px 7px 30px 7px... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.modules.scss | |
.expanded {
font-size: 24px;
}
| <mask> height: 12px;
<mask> }
<mask> }
<mask>
<mask> .collapsed {
<mask> height: auto !important;
<mask> width: 200px !important;
<mask> z-index: 3;
<mask> font-size: 16px;
</s> Some fixes for NME CSS
Former-commit-id: 9c4919b144a95826d36056178c1f7a76f06c743b </s> remove ... | [
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"add",
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"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.modules.scss |
this.element.classList.add(styles.collapsed);
this.element.classList.remove(styles.expanded);
| <mask> this._ownerCanvas._frameIsMoving = true;
<mask>
<mask> // Need to delegate the outside ports to the frame
<mask> if (value) {
<mask> this.element.classList.add(styles["collapsed"]);
<mask>
<mask> this._moveFrame((this.width - this._collapsedWidth) / 2, 0);... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.ts |
this.element.classList.add(styles.expanded);
this.element.classList.remove(styles.collapsed);
| <mask> this._createFramePorts();
<mask>
<mask> this._markFramePortPositions();
<mask> } else {
<mask> this.element.classList.remove(styles["collapsed"]);
<mask> this._outputPortContainer.innerHTML = "";
<mask> this._inputPortContainer.innerHTML... | [
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"keep",
"keep",
"keep",
"replace",
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/dev/sharedUiComponents/src/nodeGraphSystem/graphFrame.ts |
import styles from "./blockNodeData.modules.scss";
| <mask> import type { IPortData } from "shared-ui-components/nodeGraphSystem/interfaces/portData";
<mask> import { ConnectionPointPortData } from "./connectionPointPortData";
<mask> import triangle from "../imgs/triangle.svg";
<mask> import square from "../imgs/square.svg";
<mask>
<mask> export class BlockNodeDat... | [
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"add",
"keep",
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"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts |
iconDiv.classList.add(styles.hidden);
| <mask> }
<mask>
<mask> public prepareHeaderIcon(iconDiv: HTMLDivElement, img: HTMLImageElement) {
<mask> if (this.data.getClassName() === "ElbowBlock") {
<mask> iconDiv.classList.remove("visible");
<mask> return;
<mask> }
<mask>
<mask> if (this.data.tar... | [
"keep",
"keep",
"keep",
"keep",
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"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts |
<mask> return;
<mask> }
<mask>
<mask> if (this.data.target === NodeMaterialBlockTargets.Fragment) {
<mask> iconDiv.classList.add("visible");
<mask> iconDiv.title = "In the fragment shader";
<mask> img.src = square;
<mask>
<mask> retu... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts | |
<mask> return;
<mask> }
<mask>
<mask> if (this.data.target === NodeMaterialBlockTargets.Vertex) {
<mask> iconDiv.classList.add("visible");
<mask> iconDiv.title = "In the vertex shader";
<mask> img.src = triangle;
<mask>
<mask> return... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts | |
iconDiv.classList.add(styles.hidden);
| <mask>
<mask> return;
<mask> }
<mask>
<mask> iconDiv.classList.remove("visible");
<mask> }
<mask>
<mask> public constructor(public data: NodeMaterialBlock, nodeContainer: INodeContainer) {
<mask> if (data.inputs) {
<mask> this.data.inputs.forEach((inp... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a257235c93dd0dab29504fa55ab9635fc108eac | packages/tools/nodeEditor/src/graphSystem/blockNodeData.ts |
this.blurScale = 2;
this._blurBoxOffset = 0; | <mask> function ShadowGenerator(mapSize, light) {
<mask> var _this = this;
<mask> // Members
<mask> this.filter = ShadowGenerator.FILTER_NONE;
<mask> this.blurSize = 2;
<mask> this._darkness = 0;
<mask> this._bias = 0.0001;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
this._bias = 0.00005; | <mask> // Members
<mask> this.filter = ShadowGenerator.FILTER_NONE;
<mask> this.blurSize = 2;
<mask> this._darkness = 0;
<mask> this._bias = 0.0001;
<mask> this._transparencyShadow = false;
<mask> this._viewMatrix = BABYLON.Matri... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
this._mapSize = mapSize; | <mask> this._worldViewProjection = BABYLON.Matrix.Zero();
<mask> this._light = light;
<mask> this._scene = light.getScene();
<mask> light._shadowGenerator = this;
<mask> // Render target
<mask> this._shadowMap = new BABYLON.RenderTargetTextur... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
if (!_this.useBlurVarianceShadowMap) { | <mask> this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
<mask> this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
<mask> this._shadowMap.renderParticles = false;
<mask> this._shadowMap.onAfterUnbind = function () {
<mask> if (_this.f... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
_this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurScale, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, _this._scene.getEngine()); | <mask> if (!_this._shadowMap2) {
<mask> _this._shadowMap2 = new BABYLON.RenderTargetTexture(light.name + "_shadowMap", mapSize, _this._scene, false);
<mask> _this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
<mask> _this._shadowMa... | [
"keep",
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"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
_this.blurBoxOffset = 1; | <mask> _this._downSamplePostprocess = new BABYLON.PassPostProcess("downScale", 1.0 / _this.blurSize, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, _this._scene.getEngine());
<mask> _this._downSamplePostprocess.onApply = function (effect) {
<mask> effect.s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
this._shadowMap.onClear = function (engine) {
if (_this.useBlurVarianceShadowMap || _this.useVarianceShadowMap) {
engine.clear(new BABYLON.Color4(0, 0, 0, 0), true, true);
}
else {
engine.clear(new BABYLON.Color4(1.0, 1.... | <mask> }
<mask> };
<mask> }
<mask> Object.defineProperty(ShadowGenerator, "FILTER_NONE", {
<mask> // Static
<mask> get: function () {
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING || (!this._light.supportsVSM() && (this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP || this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP)); | <mask> configurable: true
<mask> });
<mask> Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
<mask> get: function () {
<mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
<mask> },
<mask> set... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList); | <mask> if (this._light.needRefreshPerFrame() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !lightDirection.equals(this._cachedDirection)) {
<mask> this._cachedPosition = lightPosition.clone();
<mask> this._cachedDirect... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
ShadowGenerator.prototype._packHalf = function (depth) {
var scale = depth * 255.0;
var fract = scale - Math.floor(scale);
return new BABYLON.Vector2(depth - fract / 255.0, fract);
}; | <mask> ShadowGenerator.prototype.setTransparencyShadow = function (hasShadow) {
<mask> this._transparencyShadow = hasShadow;
<mask> };
<mask> ShadowGenerator.prototype.dispose = function () {
<mask> this._shadowMap.dispose();
<mask> if (this._shadowMap2)... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.js |
public blurScale = 2;
private _blurBoxOffset = 0;
public get blurBoxOffset(): number {
return this._blurBoxOffset;
}
public set blurBoxOffset(value:number) {
if (this._blurBoxOffset === value) {
return;
}
this._bl... | <mask> }
<mask>
<mask> // Members
<mask> public filter = ShadowGenerator.FILTER_NONE;
<mask> public blurSize = 2;
<mask>
<mask> public get useVarianceShadowMap(): boolean {
<mask> return this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP && this._light... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING ||
(!this._light.supportsVSM() && (
this.filter === ShadowGenerator.FILTER_VARIANCESHADOWMAP ||
this.filter === ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP
)); | <mask> this.filter = (value ? ShadowGenerator.FILTER_VARIANCESHADOWMAP : ShadowGenerator.FILTER_NONE);
<mask> }
<mask>
<mask> public get usePoissonSampling(): boolean {
<mask> return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
<mask> }
<mask> p... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
private _bias = 0.00005; | <mask> private _scene: Scene;
<mask> private _shadowMap: RenderTargetTexture;
<mask> private _shadowMap2: RenderTargetTexture;
<mask> private _darkness = 0;
<mask> private _bias = 0.0001;
<mask> private _transparencyShadow = false;
<mask> private _effect: E... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
private _mapSize: number; | <mask> private _currentRenderID: number;
<mask> private _downSamplePostprocess: PassPostProcess;
<mask> private _boxBlurPostprocess: PostProcess;
<mask>
<mask> constructor(mapSize: number, light: IShadowLight) {
<mask> this._light = light;
<mask> this._sce... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this._mapSize = mapSize; | <mask> this._light = light;
<mask> this._scene = light.getScene();
<mask>
<mask> light._shadowGenerator = this;
<mask>
<mask> // Render target
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove t... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
if (!this.useBlurVarianceShadowMap) { | <mask> this._shadowMap.wrapV = Texture.CLAMP_ADDRESSMODE;
<mask> this._shadowMap.renderParticles = false;
<mask>
<mask> this._shadowMap.onAfterUnbind = () => {
<mask> if (this.filter !== ShadowGenerator.FILTER_BLURVARIANCESHADOWMAP) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this._downSamplePostprocess = new PassPostProcess("downScale", 1.0 / this.blurScale, null, Texture.NEAREST_SAMPLINGMODE, this._scene.getEngine()); | <mask> this._shadowMap2 = new RenderTargetTexture(light.name + "_shadowMap", mapSize, this._scene, false);
<mask> this._shadowMap2.wrapU = Texture.CLAMP_ADDRESSMODE;
<mask> this._shadowMap2.wrapV = Texture.CLAMP_ADDRESSMODE;
<mask>
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this.blurBoxOffset = 1; | <mask> this._downSamplePostprocess = new PassPostProcess("downScale", 1.0 / this.blurSize, null, Texture.NEAREST_SAMPLINGMODE, this._scene.getEngine());
<mask> this._downSamplePostprocess.onApply = effect => {
<mask> effect.setTexture("textureSampler", ... | [
"keep",
"keep",
"keep",
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"replace",
"replace",
"replace",
"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this._shadowMap.onClear = (engine: Engine) => {
if (this.useBlurVarianceShadowMap || this.useVarianceShadowMap) {
engine.clear(new Color4(0, 0, 0, 0), true, true);
} else {
engine.clear(new Color4(1.0, 1.0, 1.0, 1.0), true, true);
... | <mask> };
<mask>
<mask> }
<mask>
<mask> public isReady(subMesh: SubMesh, useInstances: boolean): boolean {
<mask> var defines = [];
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove public getVSMOffset(): n... | [
"keep",
"add",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, this.getShadowMap().renderList); | <mask> this._cachedDirection = lightDirection.clone();
<mask>
<mask> Matrix.LookAtLHToRef(lightPosition, this._light.position.add(lightDirection), Vector3.Up(), this._viewMatrix);
<mask>
<mask> this._light.setShadowProjectionMatrix(this._projectionMatrix, this._vie... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
private _packHalf(depth: number): Vector2 {
var scale = depth * 255.0;
var fract = scale - Math.floor(scale);
return new Vector2(depth - fract / 255.0, fract);
}
| <mask> }
<mask>
<mask> public dispose(): void {
<mask> this._shadowMap.dispose();
<mask>
<mask> if (this._shadowMap2) {
<mask> this._shadowMap2.dispose();
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s>... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/Shadows/babylon.shadowGenerator.ts |
this.shadowOrthoScale = 0.1; | <mask> __extends(DirectionalLight, _super);
<mask> function DirectionalLight(name, direction, scene) {
<mask> _super.call(this, name, scene);
<mask> this.direction = direction;
<mask> this.shadowOrthoScale = 1.1;
<mask> this.shadowOrthoDepthScale = 3... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.js |
DirectionalLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) { | <mask> DirectionalLight.prototype.setDirectionToTarget = function (target) {
<mask> this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
<mask> return this.direction;
<mask> };
<mask> DirectionalLight.prototype.setShadowProjectionMatrix = funct... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.js |
<mask> var orthoLeft = Number.MAX_VALUE;
<mask> var orthoRight = Number.MIN_VALUE;
<mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask> var orthoNear = Number.MAX_VALUE;
<mask> var orthoFar = Number.MIN_VA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.js | |
<mask> if (tempVector3.x > orthoRight)
<mask> orthoRight = tempVector3.x;
<mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask> if (tempVector3.z < orthoNear)
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.js | |
var xOffset = orthoRight - orthoLeft;
var yOffset = orthoTop - orthoBottom;
BABYLON.Matrix.OrthoOffCenterLHToRef(orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale, orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowO... | <mask> if (tempVector3.z > orthoFar)
<mask> orthoFar = tempVector3.z;
<mask> }
<mask> }
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
<mask> var orthoHeight = Math... | [
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"replace",
"replace",
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"replace",
"replace",
"replace",
"replace",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.js |
public shadowOrthoScale = 0.1; | <mask> private _transformedDirection: Vector3;
<mask> public transformedPosition: Vector3;
<mask> private _worldMatrix: Matrix;
<mask>
<mask> public shadowOrthoScale = 1.1;
<mask> public shadowOrthoDepthScale = 3;
<mask>
<mask> constructor(name: string, public d... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
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"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts |
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void { | <mask> this.direction = Vector3.Normalize(target.subtract(this.position));
<mask> return this.direction;
<mask> }
<mask>
<mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts |
<mask> var orthoLeft = Number.MAX_VALUE;
<mask> var orthoRight = Number.MIN_VALUE;
<mask> var orthoTop = Number.MIN_VALUE;
<mask> var orthoBottom = Number.MAX_VALUE;
<mask> var orthoNear = Number.MAX_VALUE;
<mask> var orthoFar = Number.MIN_VA... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts | |
<mask> if (tempVector3.x > orthoRight)
<mask> orthoRight = tempVector3.x;
<mask> if (tempVector3.y > orthoTop)
<mask> orthoTop = tempVector3.y;
<mask>
<mask> if (tempVector3.z < orthoNear)
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts | |
var xOffset = orthoRight - orthoLeft;
var yOffset = orthoTop - orthoBottom; | <mask> orthoFar = tempVector3.z;
<mask> }
<mask> }
<mask>
<mask> var orthoWidth = Math.max(Math.abs(orthoRight), Math.abs(orthoLeft)) * this.shadowOrthoScale;
<mask> var orthoHeight = Math.max(Math.abs(orthoTop), Math.abs(orthoBottom)) *... | [
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"keep",
"replace",
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"replace",
"replace",
"replace",
"replace",
"keep",
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"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts |
Matrix.OrthoOffCenterLHToRef( orthoLeft - xOffset * this.shadowOrthoScale, orthoRight + xOffset * this.shadowOrthoScale,
orthoBottom - yOffset * this.shadowOrthoScale, orthoTop + yOffset * this.shadowOrthoScale,
-activ... | <mask>
<mask> Matrix.OrthoOffCenterLHToRef(-orthoWidth, orthoWidth, -orthoHeight, orthoHeight, useVSM ? -orthoDepth : activeCamera.minZ, orthoDepth, matrix);
<mask> }
<mask>
<mask> public getVSMOffset(): number {
<mask> return 0.55;
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.directionalLight.ts |
setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void; | <mask>
<mask> computeTransformedPosition(): boolean;
<mask> getScene(): Scene;
<mask>
<mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void;
<mask>
<mask> getVSMOffset(): number;
<mask> supportsVSM(... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.light.ts |
<mask> getScene(): Scene;
<mask>
<mask> setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void;
<mask>
<mask> getVSMOffset(): number;
<mask> supportsVSM(): boolean;
<mask> needRefreshPerFrame(): boolean;
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.light.ts | |
SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) { | <mask> }
<mask> SpotLight.prototype.getAbsolutePosition = function () {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> };
<mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) {... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.spotLight.js |
<mask> SpotLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList, useVSM) {
<mask> var activeCamera = this.getScene().activeCamera;
<mask> BABYLON.Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.spotLight.js | |
public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void { | <mask> public getAbsolutePosition(): Vector3 {
<mask> return this.transformedPosition ? this.transformedPosition : this.position;
<mask> }
<mask>
<mask> public setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>, useVSM: boolean): void ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.spotLight.ts |
<mask> var activeCamera = this.getScene().activeCamera;
<mask> Matrix.PerspectiveFovLHToRef(this.angle, 1.0, activeCamera.minZ, activeCamera.maxZ, matrix);
<mask> }
<mask>
<mask> public getVSMOffset(): number {
<mask> return 0.2;
<mask> }
<mask>
<ma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Lights/babylon.spotLight.ts | |
else if (parsedShadowGenerator.useVarianceShadowMap) {
shadowGenerator.useVarianceShadowMap = true;
}
else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
shadowGenerator.useBlurVarianceShadowMap = true;
}
if (parsedShadow... | <mask> }
<mask> if (parsedShadowGenerator.usePoissonSampling) {
<mask> shadowGenerator.usePoissonSampling = true;
<mask> }
<mask> else {
<mask> shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Loading/Plugins/babylon.babylonFileLoader.js |
} else if (parsedShadowGenerator.useVarianceShadowMap) {
shadowGenerator.useVarianceShadowMap = true;
} else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
shadowGenerator.useBlurVarianceShadowMap = true;
}
if (parsedShadowGenerator.bias) {
sha... | <mask> }
<mask>
<mask> if (parsedShadowGenerator.usePoissonSampling) {
<mask> shadowGenerator.usePoissonSampling = true;
<mask> } else {
<mask> shadowGenerator.useVarianceShadowMap = parsedShadowGenerator.useVarianceShadowMap;
<mask> }
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Loading/Plugins/babylon.babylonFileLoader.ts |
var newSound = new BABYLON.Sound(soundName, soundUrl, scene,() => { scene._removePendingData(newSound); }, options); | <mask> panningModel: parsedSound.panningModel,
<mask> playbackRate: parsedSound.playbackRate
<mask> };
<mask>
<mask> var newSound = new BABYLON.Sound(soundName, soundUrl, scene, () => { scene._removePendingData(newSound); }, options);
<mask> scene._addPendingData(n... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Loading/Plugins/babylon.babylonFileLoader.ts |
if (this.onClear) {
this.onClear(engine);
}
else {
engine.clear(scene.clearColor, true, true);
} | <mask> if (this.onBeforeRender) {
<mask> this.onBeforeRender();
<mask> }
<mask> // Clear
<mask> engine.clear(scene.clearColor, true, true);
<mask> if (!this._doNotChangeAspectRatio) {
<mask> scene.updateTransformMatrix(tr... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Materials/Textures/babylon.renderTargetTexture.js |
public onClear: (engine: Engine) => void; | <mask> public onAfterRender: () => void;
<mask> public onAfterUnbind: () => void;
<mask> public activeCamera: Camera;
<mask> public customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, beforeT... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
if (this.onClear) {
this.onClear(engine);
} else {
engine.clear(scene.clearColor, true, true);
} | <mask> this.onBeforeRender();
<mask> }
<mask>
<mask> // Clear
<mask> engine.clear(scene.clearColor, true, true);
<mask>
<mask> if (!this._doNotChangeAspectRatio) {
<mask> scene.updateTransformMatrix(true);
<mask> }
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Materials/Textures/babylon.renderTargetTexture.ts |
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias()); | <mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Materials/babylon.standardMaterial.js |
this._effect.setFloat3("shadowsInfo" + lightIndex, shadowGenerator.getDarkness(), shadowGenerator.getShadowMap().getSize().width, shadowGenerator.getBias()); | <mask> var shadowGenerator = light.getShadowGenerator();
<mask> if (mesh.receiveShadows && shadowGenerator) {
<mask> this._effect.setMatrix("lightMatrix" + lightIndex, shadowGenerator.getTransformMatrix());
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Materials/babylon.standardMaterial.ts |
uniform vec3 shadowsInfo0;
| <mask> uniform vec3 vLightSpecular0;
<mask> #ifdef SHADOW0
<mask> varying vec4 vPositionFromLight0;
<mask> uniform sampler2D shadowSampler0;
<mask> uniform vec4 shadowsInfo0;
<mask> #endif
<mask> #ifdef SPOTLIGHT0
<mask> uniform vec4 vLightDirection0;
<mask> #endif
<mask> #ifdef HEMILIGHT0
</s> New option fo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
uniform vec3 shadowsInfo1;
| <mask> uniform vec3 vLightSpecular1;
<mask> #ifdef SHADOW1
<mask> varying vec4 vPositionFromLight1;
<mask> uniform sampler2D shadowSampler1;
<mask> uniform vec4 shadowsInfo1;
<mask> #endif
<mask> #ifdef SPOTLIGHT1
<mask> uniform vec4 vLightDirection1;
<mask> #endif
<mask> #ifdef HEMILIGHT1
</s> New option fo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
uniform vec3 shadowsInfo2;
| <mask> uniform vec3 vLightSpecular2;
<mask> #ifdef SHADOW2
<mask> varying vec4 vPositionFromLight2;
<mask> uniform sampler2D shadowSampler2;
<mask> uniform vec4 shadowsInfo2;
<mask> #endif
<mask> #ifdef SPOTLIGHT2
<mask> uniform vec4 vLightDirection2;
<mask> #endif
<mask> #ifdef HEMILIGHT2
</s> New option fo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
uniform vec3 shadowsInfo3;
| <mask> uniform vec3 vLightSpecular3;
<mask> #ifdef SHADOW3
<mask> varying vec4 vPositionFromLight3;
<mask> uniform sampler2D shadowSampler3;
<mask> uniform vec4 shadowsInfo3;
<mask> #endif
<mask> #ifdef SPOTLIGHT3
<mask> uniform vec4 vLightDirection3;
<mask> #endif
<mask> #ifdef HEMILIGHT3
</s> New option fo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
float ChebychevInequality(vec2 moments, float t, float bias)
| <mask> return visibility;
<mask> }
<mask>
<mask> // Thanks to http://devmaster.net/
<mask> float ChebychevInequality(vec2 moments, float t, float offset)
<mask> {
<mask> if (t <= moments.x)
<mask> {
<mask> return 1.0;
<mask> }
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
return 0.0;
| <mask> float ChebychevInequality(vec2 moments, float t, float offset)
<mask> {
<mask> if (t <= moments.x)
<mask> {
<mask> return 1.0;
<mask> }
<mask>
<mask> float variance = moments.y - (moments.x * moments.x);
<mask> variance = max(variance, 0.02);
<mask>
</s> New option for soft shadows.
Former-... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
variance = max(variance, 0.02 + bias);
| <mask> return 1.0;
<mask> }
<mask>
<mask> float variance = moments.y - (moments.x * moments.x);
<mask> variance = max(variance, 0.02);
<mask>
<mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0);
<mask> }
<mask>
</s> New option for soft shadows.
For... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
return clamp(variance / (variance + d * d) - 0.05, 0.0, 1.0);
| <mask> float variance = moments.y - (moments.x * moments.x);
<mask> variance = max(variance, 0.02);
<mask>
<mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSample... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float bias)
| <mask> float d = t - moments.x;
<mask> return clamp(variance / (variance + d * d) - offset, 0., 1.0);
<mask> }
<mask>
<mask> float computeShadowWithVSM(vec4 vPositionFromLight, sampler2D shadowSampler, float offset)
<mask> {
<mask> vec3 depth = vPositionFromLight.xyz / vPositionFromLight.w;
<mask> vec2 uv ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
return 1.0 - ChebychevInequality(moments, depth.z, bias);
| <mask>
<mask> vec4 texel = texture2D(shadowSampler, uv);
<mask>
<mask> vec2 moments = vec2(unpackHalf(texel.xy), unpackHalf(texel.zw));
<mask> return 1.0 - ChebychevInequality(moments, depth.z, offset);
<mask> }
<mask> #endif
<mask>
<mask> // Bump
<mask> #ifdef BUMP
</s> New option for soft shadows.
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.z);
| <mask> lightingInfo info = computeLighting(viewDirectionW, normalW, vLightData0, vLightDiffuse0.rgb, vLightSpecular0, vLightDiffuse0.a);
<mask> #endif
<mask> #ifdef SHADOW0
<mask> #ifdef SHADOWVSM0
<mask> shadow = computeShadowWithVSM(vPositionFromLight0, shadowSampler0, shadowsInfo0.w);
<mask> #else
<mask> #... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.z);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData1, vLightDiffuse1.rgb, vLightSpecular1, vLightDiffuse1.a);
<mask> #endif
<mask> #ifdef SHADOW1
<mask> #ifdef SHADOWVSM1
<mask> shadow = computeShadowWithVSM(vPositionFromLight1, shadowSampler1, shadowsInfo1.w);
<mask> #else
<mask> #ifdef SHADOWP... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData2, vLightDiffuse2.rgb, vLightSpecular2, vLightDiffuse2.a);
<mask> #endif
<mask> #ifdef SHADOW2
<mask> #ifdef SHADOWVSM2
<mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.w);
<mask> #else
<mask> #ifdef SHADOWP... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z);
| <mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightSpecular3, vLightDiffuse3.a);
<mask> #endif
<mask> #ifdef SHADOW3
<mask> #ifdef SHADOWVSM3
<mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.w);
<mask> #else
<mask> #ifdef SHADOWP... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/default.fragment.fx |
<mask>
<mask> // Parameters
<mask> uniform vec2 screenSize;
<mask>
<mask> vec4 pack(float depth)
<mask> {
<mask> const vec4 bit_shift = vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0);
<mask> const vec4 bit_mask = vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
<mask>
<mask> vec4 res = fract(de... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/depthBoxBlur.fragment.fx | |
<mask>
<mask> return color - (color.yy * bitOffset);
<mask> }
<mask>
<mask> #ifndef VSM
<mask> varying vec4 vPosition;
<mask> #endif
<mask>
<mask> #ifdef ALPHATEST
<mask> varying vec2 vUV;
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove #endif
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/shadowMap.fragment.fx | |
<mask> }
<mask>
<mask> #ifndef VSM
<mask> varying vec4 vPosition;
<mask> #endif
<mask>
<mask> #ifdef ALPHATEST
<mask> varying vec2 vUV;
<mask> uniform sampler2D diffuseSampler;
<mask> #endif
</s> New option for soft shadows.
Former-commit-id: db3708b8411fcf3dfcd45526de791ac5d918765e </s> remove #ifndef V... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/1a4e89c582bdbb85b7af0679c0273c8d0f7cd243 | Babylon/Shaders/shadowMap.fragment.fx |
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