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updateMouseIcon() { let canvas = document.getElementById("workbench-canvas") as HTMLCanvasElement; canvas.style.cursor = "move"; }
<mask> } <mask> <mask> loadFromJson(serializationObject: any) { <mask> this.globalState.onSelectionChangedObservable.notifyObservers(null); <mask> this.globalState.guiTexture.parseContent(serializationObject); <mask> this.loadToEditor(); <mask> } <mask> </s> hot key css wi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
const zoomFnScrollWheel = (p: PointerInfo, e: EventState) => {
<mask> const wheelPrecisionFn = () => { <mask> camera.wheelPrecision = (1 / camera.radius) * 1000; <mask> }; <mask> <mask> const zoomFn = (p: PointerInfo, e: EventState) => { <mask> const delta = this.zoomWheel(p, e, camera); <mask> this.zooming(delta,...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
const zoomFnMouse = (p: PointerInfo, e: EventState) => { const newPos = this.getPosition(scene, camera, plane); const deltaVector = initialPos.subtract(newPos); this.zooming(deltaVector.x > 0? -15: 15, scene, camera, plane, inertialPanning); };
<mask> const delta = this.zoomWheel(p, e, camera); <mask> this.zooming(delta, scene, camera, plane, inertialPanning); <mask> }; <mask> <mask> const removeObservers = () => { <mask> scene.onPointerObservable.removeCallback(panningFn); <mask> scene.o...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
scene.onPointerObservable.removeCallback(zoomFnMouse);
<mask> const removeObservers = () => { <mask> scene.onPointerObservable.removeCallback(panningFn); <mask> }; <mask> <mask> scene.onPointerObservable.add((p: PointerInfo, e: EventState) => { <mask> removeObservers(); </s> hot key css with blakc bar Former-commit-...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
initialPos = this.getPosition(scene, camera, plane); scene.onPointerObservable.add(zoomFnMouse, PointerEventTypes.POINTERMOVE);
<mask> scene.onPointerObservable.add(panningFn, PointerEventTypes.POINTERMOVE); <mask> this._panning = true; <mask> } <mask> else if (this._forceZooming) { <mask> scene.onPointerObservable.add(zoomFn, PointerEventTypes.POINTERMOVE); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
scene.onKeyboardObservable.add((k: KeyboardInfo, e: KeyboardEventTypes) => { switch (k.event.key) { case "q": //select? if (!this._forceSelecting) this.globalState.onSelectionObservable.notifyObservers(); break; ...
<mask> this._panning = false; <mask> removeObservers(); <mask> }, PointerEventTypes.POINTERUP); <mask> <mask> scene.onPointerObservable.add(zoomFn, PointerEventTypes.POINTERWHEEL); <mask> scene.onBeforeRenderObservable.add(inertialPanningFn); <mask> scene....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbench.tsx
<mask> padding: 0; <mask> font: 14px "acumin-pro"; <mask> user-select: none; <mask> overflow: hidden; <mask> cursor: move; <mask> background-image: <mask> linear-gradient(to right, #4F4E4F 1px, transparent 1px), <mask> linear-gradient(to bottom, #4F4E4F 1...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/diagram/workbenchCanvas.scss
.active {
<mask> &:hover { <mask> background-color: #666666; <mask> } <mask> <mask> &:active { <mask> transform-origin: center; <mask> transform: scale(0.95); <mask> } <mask> <mask> img { </s> hot key css with blakc bar Former-com...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/scss/commandBar.scss
background-color: #666666;
<mask> } <mask> <mask> &:active { <mask> transform-origin: center; <mask> transform: scale(0.95); <mask> } <mask> <mask> img { <mask> &.active { <mask> filter: invert(100%); </s> hot key css with blakc bar Former...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/scss/commandBar.scss
background-color: #666666;
<mask> } <mask> <mask> img { <mask> &.active { <mask> filter: invert(100%); <mask> } <mask> } <mask> } <mask> <mask> .command-dropdown-root { </s> hot key css with blakc bar Former-commit-id: 33f0279622fc432fa160a7374e5572e1c0ad85a0 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/34d54a95ab5687605c5fd9039b5aa176bcfa88d2
guiEditor/src/scss/commandBar.scss
childImpostor.parent = mainImpostor;
<mask> if (childImpostor.physicsBody) { <mask> this.removePhysicsBody(childImpostor); <mask> childImpostor.physicsBody = null; <mask> } <mask> (childImpostor as any).p...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3633f1e43a5140f0e9e170f1cbae347c20829e85
src/Physics/Plugins/babylon.cannonJSPlugin.ts
public get parent(): PhysicsImpostor {
<mask> public get physicsBody(): any { <mask> return this._parent ? this._parent.physicsBody : this._physicsBody; <mask> } <mask> <mask> public get parent() { <mask> return this._parent; <mask> } <mask> <mask> /** <mask> * Set the phys...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3633f1e43a5140f0e9e170f1cbae347c20829e85
src/Physics/babylon.physicsImpostor.ts
public set parent(value: PhysicsImpostor) { this._parent = value; }
<mask> public get parent(): PhysicsImpostor { <mask> return this._parent; <mask> } <mask> <mask> /** <mask> * Set the physics body. Used mainly by the physics engine/plugin <mask> */ <mask> public set physicsBody(physicsBody: any) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3633f1e43a5140f0e9e170f1cbae347c20829e85
src/Physics/babylon.physicsImpostor.ts
transaction.onabort = (event) => {
<mask> // Open a transaction to the database <mask> var transaction = this.db.transaction([targetStore], "readwrite"); <mask> <mask> // the transaction could abort because of a QuotaExceededError error <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3633f1e43a5140f0e9e170f1cbae347c20829e85
src/Tools/babylon.database.ts
this.hasReachedQuota = true;
<mask> transaction.onabort = function (event) { <mask> try { <mask> //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3 <mask> if (event.srcEl...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3633f1e43a5140f0e9e170f1cbae347c20829e85
src/Tools/babylon.database.ts
{ texture && <CheckBoxLineComponent label="Disable multiplying by level" propertyName="disableLevelMultiplication" target={this.props.block} ...
<mask> <CheckBoxLineComponent label="Is in gamma space" propertyName="gammaSpace" target={texture} onValueChanged={() => { <mask> this.props.globalState.onUpdateRequiredObservable.notifyObservers(); <mask> }}/> <mask...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
nodeEditor/src/diagram/properties/texturePropertyTabComponent.tsx
<mask> <GenericPropertyTabComponent globalState={this.props.globalState} block={this.props.block}/> <mask> </div> <mask> ); <mask> } <mask> } </s> Allow skipping texture level multiplication for NodeMaterial's TextureBlock Reference discussion: https://forum.babylonjs.com/t...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
nodeEditor/src/diagram/properties/texturePropertyTabComponent.tsx
/** * Gets or sets a boolean indicating if multiplication of texture with level should be disabled */ public disableLevelMultiplication = false;
<mask> */ <mask> public convertToLinearSpace = false; <mask> <mask> /** <mask> * Create a new TextureBlock <mask> * @param name defines the block name <mask> */ </s> Allow skipping texture level multiplication for NodeMaterial's TextureBlock Reference discussion: https://forum.baby...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
this.registerOutput("level", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral);
<mask> this.registerOutput("a", NodeMaterialBlockConnectionPointTypes.Float, NodeMaterialBlockTargets.Neutral); <mask> <mask> this._inputs[0].acceptedConnectionPointTypes.push(NodeMaterialBlockConnectionPointTypes.Vector3); <mask> this._inputs[0].acceptedConnectionPointTypes.push(NodeMateri...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
/** * Gets the level output component */ public get level(): NodeMaterialConnectionPoint { return this._outputs[6]; }
<mask> return this._outputs[5]; <mask> } <mask> <mask> public get target() { <mask> if (this._fragmentOnly) { <mask> return NodeMaterialBlockTargets.Fragment; <mask> } <mask> </s> Allow skipping texture level multiplication for NodeMaterial's TextureBlock Referenc...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
this.level.associatedVariableName = this._textureInfoName;
<mask> this._transformedUVName = state._getFreeVariableName("transformedUV"); <mask> this._textureTransformName = state._getFreeVariableName("textureTransform"); <mask> this._textureInfoName = state._getFreeVariableName("textureInfoName"); <mask> <mask> state._emitVaryingFromString...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
if (output.hasEndpoints && output.name !== "level") {
<mask> <mask> this._writeTextureRead(state, true); <mask> <mask> for (var output of this._outputs) { <mask> if (output.hasEndpoints) { <mask> this._writeOutput(state, output, output.name, true); <mask> } <mask> } <mask> } <mask> </s> Allo...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
let complement = "";
<mask> state.compilationString += `${this._declareOutput(output, state)} = ${this._tempTextureRead}.${swizzle};\r\n`; <mask> this._generateConversionCode(state, output, swizzle); <mask> return; <mask> } <mask> <mask> if (!this.disableLevelMultiplication) { <ma...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Dual/textureBlock.ts
<mask> this.invertY = serializationObject.invertY; <mask> } <mask> } <mask> <mask> _TypeStore.RegisteredTypes["BABYLON.PerturbNormalBlock"] = PerturbNormalBlock; </s> Allow skipping texture level multiplication for NodeMaterial's TextureBlock Reference discussion: https://forum.babylonjs.com/t/nme-ma...
[ "keep", "keep", "keep", "keep", "replace" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Materials/Node/Blocks/Fragment/perturbNormalBlock.ts
<mask> #else <mask> varying vec2 vBumpUV; <mask> #endif <mask> uniform sampler2D bumpSampler; <mask> <mask> vec3 perturbNormal(mat3 cotangentFrame, vec2 uv) <mask> { <mask> return perturbNormal(cotangentFrame, texture2D(bumpSampler, uv).xyz, vBumpInfos.y); <mask> } <mask> #endif <mask> <mask> #...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d34d331a9e58bc99a91f5a7bf9bfa6ebaa0912
src/Shaders/ShadersInclude/bumpFragmentFunctions.fx
import { IModelAnimation, AnimationState } from '../model/modelAnimation';
<mask> import { SpotLight, MirrorTexture, Plane, ShadowGenerator, Texture, BackgroundMaterial, Observable, ShadowLight, CubeTexture, BouncingBehavior, FramingBehavior, Behavior, Light, Engine, Scene, AutoRotationBehavior, AbstractMesh, Quaternion, StandardMaterial, ArcRotateCamera, ImageProcessingConfiguration, Color3...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
private _resumePlay: boolean;
<mask> private _animationList: string[]; <mask> private _currentAnimation: IModelAnimation; <mask> private _isAnimationPaused: boolean; <mask> <mask> private _handlePointerDown = (event: EventCallback) => { <mask> <mask> let pointerDown = <PointerEvent>event.event; <mask> if (p...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
case "progress-wrapper": this._resumePlay = !this._isAnimationPaused; if (this._resumePlay) { this._togglePlayPause(true); }
<mask> var speed = element.dataset["value"]; <mask> if (speed) <mask> this._updateAnimationSpeed(speed); <mask> break; <mask> case "progress-bar-container": <mask> if (!this._currentAnimation) return; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
private _togglePlayPause = (noUiUpdate?: boolean) => {
<mask> <mask> /** <mask> * Plays or Pauses animation <mask> */ <mask> private _togglePlayPause = () => { <mask> if (!this._currentAnimation) { <mask> return; <mask> } <mask> if (this._isAnimationPaused) { <mask> this._currentAnimation.restart(...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
if (noUiUpdate) return;
<mask> } <mask> <mask> this._isAnimationPaused = !this._isAnimationPaused; <mask> <mask> let navbar = this.templateManager.getTemplate('navBar'); <mask> if (!navbar) return; <mask> <mask> navbar.updateParams({ <mask> paused: this._isAnimationPaused, </s> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
private _oldIdleRotationValue: number;
<mask> paused: this._isAnimationPaused, <mask> }); <mask> } <mask> <mask> /** <mask> * Control progress bar position based on animation current frame <mask> */ <mask> private _updateProgressBar = () => { <mask> let navbar = this.templateManager.getTemplate('na...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
let navbar = this.templateManager.getTemplate('navBar'); if (!navbar) return; var progressSlider = <HTMLInputElement>navbar.parent.querySelector("input.progress-wrapper"); if (progressSlider && this._currentAnimation) {
<mask> /** <mask> * Control progress bar position based on animation current frame <mask> */ <mask> private _updateProgressBar = () => { <mask> var progressWrapper = document.getElementById("progress-wrapper"); <mask> if (progressWrapper && this._currentAnimation) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
var currentValue = progressSlider.valueAsNumber; if (Math.abs(currentValue - progress) > 0.1) { // Only move if greater than a 1% change progressSlider.value = '' + progress; } if (this._currentAnimation.state === AnimationState.PLAYING) { ...
<mask> private _updateProgressBar = () => { <mask> var progressWrapper = document.getElementById("progress-wrapper"); <mask> if (progressWrapper && this._currentAnimation) { <mask> const progress = this._currentAnimation.currentFrame / this._currentAnimation.frames * 100; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
paramsObject.selectedAnimation = (this._animationList.indexOf(label) + 1); paramsObject.selectedAnimationName = label;
<mask> this._currentAnimation = this.sceneManager.models[0].setCurrentAnimationByName(label); <mask> } <mask> <mask> if (paramsObject) { <mask> paramsObject.selectedAnimation = (this._animationList.indexOf(label) + 1) <mask> } else { <mask> navbar.upda...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
selectedAnimationName: label
<mask> paramsObject.selectedAnimationName = label; <mask> } else { <mask> navbar.updateParams({ <mask> selectedAnimation: (this._animationList.indexOf(label) + 1), <mask> }); <mask> } <mask> <mask> this._updateAnimationSpeed("1.0", par...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36d5ebef9c5aed3c1162526114d7f0fdd8ac3d9b
Viewer/src/viewer/defaultViewer.ts
import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, AbstractMesh, Mesh, HemisphericLight } from 'babylonjs';
<mask> import { TemplateManager } from './../templateManager'; <mask> import configurationLoader from './../configuration/loader'; <mask> import { Observable, Engine, Scene, ArcRotateCamera, Vector3, SceneLoader, Mesh, HemisphericLight } from 'babylonjs'; <mask> import { ViewerConfiguration } from '../configuration...
[ "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36e7b378d66c4e1422b185a27f7cf8aa113b1abd
Viewer/src/viewer/viewer.ts
}).then(() => { return this.initEnvironment();
<mask> return this.initCameras(); <mask> }).then(() => { <mask> return this.initLights(); <mask> }).then(() => { <mask> return this.loadModel(); <mask> }).then(() => { <mask> return this; </s> added environment setup and onModelLoaded For...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36e7b378d66c4e1422b185a27f7cf8aa113b1abd
Viewer/src/viewer/viewer.ts
var scale = Math.max(0.5, 1 / (window.devicePixelRatio || 2)); this.engine.setHardwareScalingLevel(scale);
<mask> this.engine.resize(); <mask> }); <mask> <mask> return Promise.resolve(this.engine); <mask> } <mask> <mask> protected initScene(): Promise<Scene> { <mask> this.scene = new Scene(this.engine); </s> added environment setup and onModelLoaded Former-commit-id: ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36e7b378d66c4e1422b185a27f7cf8aa113b1abd
Viewer/src/viewer/viewer.ts
this.engine.runRenderLoop(() => { this.scene.render(); });
<mask> <mask> protected initScene(): Promise<Scene> { <mask> this.scene = new Scene(this.engine); <mask> return Promise.resolve(this.scene); <mask> } <mask> <mask> protected abstract initCameras(): Promise<Scene>; </s> added environment setup and onModelLoaded Former-commit-id: 6...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36e7b378d66c4e1422b185a27f7cf8aa113b1abd
Viewer/src/viewer/viewer.ts
protected onModelLoaded(meshes: Array<AbstractMesh>): Promise<Scene> { console.log("model loaded"); return Promise.resolve(this.scene); } public abstract initEnvironment(): Promise<Scene>;
<mask> protected abstract initLights(): Promise<Scene>; <mask> <mask> public abstract loadModel(model?: string): Promise<Scene>; <mask> <mask> } </s> added environment setup and onModelLoaded Former-commit-id: 6e7d13002b53ddb042ac6d248842b9d8ba776f3b </s> remove import { Observable, Engine, Scene, ArcR...
[ "keep", "keep", "keep", "add", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/36e7b378d66c4e1422b185a27f7cf8aa113b1abd
Viewer/src/viewer/viewer.ts
detachControl: (element: Nullable<HTMLElement>) => void;
<mask> camera: Nullable<TCamera>; <mask> getClassName(): string; <mask> getSimpleName(): string; <mask> attachControl: (element: HTMLElement, noPreventDefault?: boolean) => void; <mask> detachControl: (element: HTMLElement) => void; <mask> checkInputs?: () => void; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37ddac5d1ed6b4d0b39f3f4115ab85532224b1f8
src/Cameras/babylon.cameraInputsManager.ts
if (input === inputToRemove) {
<mask> <mask> public remove(inputToRemove: ICameraInput<TCamera>) { <mask> for (var cam in this.attached) { <mask> var input = this.attached[cam]; <mask> if (input === inputToRemove && this.attachedElement) { <mask> input.detachControl(this....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37ddac5d1ed6b4d0b39f3f4115ab85532224b1f8
src/Cameras/babylon.cameraInputsManager.ts
if (input.getClassName() === inputType) {
<mask> <mask> public removeByType(inputType: string) { <mask> for (var cam in this.attached) { <mask> var input = this.attached[cam]; <mask> if (input.getClassName() === inputType && this.attachedElement) { <mask> input.detachControl(this.at...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37ddac5d1ed6b4d0b39f3f4115ab85532224b1f8
src/Cameras/babylon.cameraInputsManager.ts
/** * Gets a boolean indicating if depth testing is enabled * @param enable defines the state to set */ public getDepthBuffer(): boolean { return this._depthCullingState.depthTest; }
<mask> public getZOffset(): number { <mask> return this._depthCullingState.zOffset; <mask> } <mask> <mask> /** <mask> * Enable or disable depth buffering <mask> * @param enable defines the state to set <mask> */ </s> Add support for depth/stencil textures Former-commit-id:...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/engine.ts
* @param name The texture name
<mask> * @param uniform The uniform to set <mask> * @param texture The render target texture containing the depth stencil texture to apply <mask> */ <mask> public setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>, name?: string...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/engine.ts
public setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>, name?: string): void {
<mask> * @param channel The texture channel <mask> * @param uniform The uniform to set <mask> * @param texture The render target texture containing the depth stencil texture to apply <mask> */ <mask> public setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, tex...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/engine.ts
this._setTexture(channel, null, undefined, undefined, name);
<mask> this._boundUniforms[channel] = uniform; <mask> } <mask> <mask> if (!texture || !texture.depthStencilTexture) { <mask> this._setTexture(channel, null); <mask> } <mask> else { <mask> this._setTexture(channel, texture, false, true); <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/engine.ts
this._setTexture(channel, texture, false, true, name);
<mask> if (!texture || !texture.depthStencilTexture) { <mask> this._setTexture(channel, null); <mask> } <mask> else { <mask> this._setTexture(channel, texture, false, true); <mask> } <mask> } <mask> <mask> /** <mask> * Sets a texture to the...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/engine.ts
supportDepthStencilTexture: false, supportShadowSamplers: false,
<mask> forceBitmapOverHTMLImageElement: false, <mask> supportRenderAndCopyToLodForFloatTextures: false, <mask> framebuffersHaveYTopToBottom: false, <mask> }; <mask> <mask> /** <mask> * Returns a string describing the current engine <mask> */ <mask> public get desc...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/thinEngine.ts
ThinEngine.Features.supportDepthStencilTexture = this._webGLVersion !== 1; ThinEngine.Features.supportShadowSamplers = this._webGLVersion !== 1;
<mask> } <mask> <mask> ThinEngine.Features.supportRenderAndCopyToLodForFloatTextures = this._webGLVersion !== 1; <mask> <mask> // Ensures a consistent color space unpacking of textures cross browser. <mask> this._gl.pixelStorei(this._gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, this._g...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/thinEngine.ts
protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false, name = ""): boolean {
<mask> } <mask> return this._gl.REPEAT; <mask> } <mask> <mask> protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false): boolean { <mask> // Not ready? <mask> if (!texture) { <mask> if (...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/thinEngine.ts
declare type RenderTargetTexture = import("../Materials/Textures/renderTargetTexture").RenderTargetTexture;
<mask> <mask> declare type VideoTexture = import("../Materials/Textures/videoTexture").VideoTexture; <mask> <mask> // TODO WEBGPU remove when not needed anymore <mask> function assert(condition: any, msg?: string): asserts condition { <mask> if (!condition) { </s> Add support for depth/stencil textures F...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
ThinEngine.Features.supportDepthStencilTexture = true; ThinEngine.Features.supportShadowSamplers = true;
<mask> ThinEngine.Features.forceBitmapOverHTMLImageElement = true; <mask> ThinEngine.Features.supportRenderAndCopyToLodForFloatTextures = false; // TODO WEBGPU should be true but needs RTT support first for env texture to be generated correctly with this flag on <mask> ThinEngine.Features.fra...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
options.antialiasing = false; //options.antialiasing === undefined ? true : options.antialiasing;
<mask> ThinEngine.Features.framebuffersHaveYTopToBottom = true; <mask> <mask> options.deviceDescriptor = options.deviceDescriptor || { }; <mask> options.swapChainFormat = options.swapChainFormat || WebGPUConstants.TextureFormat.BGRA8Unorm; <mask> options.antialiasing = false;//opti...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
format: this._getDepthTextureFormat(),
<mask> size: this._mainTextureExtends, <mask> mipLevelCount: 1, <mask> sampleCount: this._mainPassSampleCount, <mask> dimension: WebGPUConstants.TextureDimension.E2d, <mask> format: this.isStencilEnable ? WebGPUConstants.TextureFormat.Depth24PlusStencil8 ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
this.__colorWrite = true;
<mask> this._alphaState.reset(); <mask> this._alphaMode = Constants.ALPHA_ADD; <mask> this._alphaEquation = Constants.ALPHA_DISABLE; <mask> <mask> this._colorWrite = true; <mask> this._colorWriteChanged = true; <mask> } <mask> <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
private _getDepthTextureFormat(): GPUTextureFormat { return this.isStencilEnable ? WebGPUConstants.TextureFormat.Depth24PlusStencil8 : WebGPUConstants.TextureFormat.Depth32Float; }
<mask> // Textures <mask> //------------------------------------------------------------------------------ <mask> <mask> /** @hidden */ <mask> public _createHardwareTexture(): HardwareTextureWrapper { <mask> return new WebGPUHardwareTexture(); <mask> } <...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
this._setTexture(channel, texture, false, false, name); } protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray = false, depthStencilTexture = false, name = ""): boolean {
<mask> <mask> public setTexture(channel: number, _: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>, name: string): void { <mask> if (this._currentEffect) { <mask> const webgpuPipelineContext = this._currentEffect._pipelineContext as WebGPUPipelineContext; <mask> ...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
return false; } // Video if ((<VideoTexture>texture).video) { this._activeChannel = channel; (<VideoTexture>texture).update(); } else if (texture.delayLoadState === Constants.DELAYLOADSTATE_NOTLOADED) { // Delay load...
<mask> if (webgpuPipelineContext.samplers[name] && webgpuPipelineContext.samplers[name]!.texture) { <mask> webgpuPipelineContext.bindGroups = null as any; // the bind groups need to be rebuilt (at least the bind group owning this texture, but it's easier to just have them all rebui...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
<mask> webgpuPipelineContext.samplers[name] = null; <mask> return; <mask> } <mask> <mask> const internalTexture = texture!.getInternalTexture(); <mask> if (internalTexture) { <mask> internalTexture._cachedWrapU = texture.wrapU; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
}
<mask> <mask> this._setInternalTexture(name, internalTexture); <mask> <mask> return true; <mask> } <mask> <mask> /** @hidden */ <mask> public _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number) { </s> Add support for depth...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
return true; } /** @hidden */ public _setAnisotropicLevel(target: number, internalTexture: InternalTexture, anisotropicFilteringLevel: number) { if (internalTexture.samplingMode !== Constants.TEXTURE_LINEAR_LINEAR_MIPNEAREST && internalTexture.samplingMode !== Constants.TE...
<mask> } <mask> <mask> this._setInternalTexture(name, internalTexture); <mask> <mask> // Video <mask> if ((<VideoTexture>texture).video) { <mask> this._activeChannel = channel; <mask> (<VideoTexture>texture).update(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
texture._source === InternalTextureSource.Depth ? WebGPUConstants.TextureUsage.Sampled | WebGPUConstants.TextureUsage.OutputAttachment : -1;
<mask> gpuTextureWrapper.format = this._getWebGPUTextureFormat(texture.type, texture.format); <mask> <mask> const textureUsages = <mask> texture._source === InternalTextureSource.RenderTarget ? WebGPUConstants.TextureUsage.Sampled | WebGPUConstants.TextureUsage.OutputAttachment : <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
internalTexture.format = internalOptions.generateStencil && this.isStencilEnable ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT;
<mask> generateStencil: false, <mask> ...options <mask> }; <mask> <mask> internalTexture.format = internalOptions.generateStencil ? Constants.TEXTUREFORMAT_DEPTH24_STENCIL8 : Constants.TEXTUREFORMAT_DEPTH32_FLOAT; <mask> <mask> this._setupDepthStencilTexture(inte...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
const depthStencilTexture = internalTexture._depthStencilTexture; const gpuDepthStencilTexture = depthStencilTexture?._hardwareTexture?.underlyingResource;
<mask> private _createRenderPassForRenderTarget(internalTexture: InternalTexture, clearColor: Nullable<IColor4Like>, clearDepth: boolean, clearStencil: boolean = false): GPURenderPassEncoder { <mask> const gpuTexture = (internalTexture._hardwareTexture as WebGPUHardwareTexture).underlyingResource!; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
depthStencilAttachment: depthStencilTexture && gpuDepthStencilTexture ? { attachment: (depthStencilTexture._hardwareTexture as WebGPUHardwareTexture).view!, depthLoadValue: clearDepth && depthStencilTexture._generateDepthBuffer ? this._clearDepthValue : WebGPUConstants.Load...
<mask> attachment: colorTextureView, <mask> loadValue: clearColor !== null ? clearColor : WebGPUConstants.LoadOp.Load, <mask> storeOp: WebGPUConstants.StoreOp.Store <mask> }], <mask> depthStencilAttachment: (internalTexture._generateDepthBuffe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
stencilLoadValue: clearStencil && depthStencilTexture._generateStencilBuffer ? this._clearStencilValue : WebGPUConstants.LoadOp.Load,
<mask> depthStencilAttachment: (internalTexture._generateDepthBuffer || internalTexture._generateStencilBuffer) && depthTexture ? { <mask> attachment: (internalTexture._depthStencilTexture?._hardwareTexture as WebGPUHardwareTexture).view!, <mask> depthLoadValue: clearDepth...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
assert(this._currentRenderTarget === null || (this._currentRenderTarget !== null && texture === this._currentRenderTarget), "unBindFramebuffer - the texture we wan't to unbind is not the same than the currentRenderTarget! texture=" + texture + ", this._currentRenderTarget=" + this._currentRenderTarget);
<mask> } <mask> <mask> public unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps = false, onBeforeUnbind?: () => void): void { <mask> // TODO WEBGPU remove the assert debugging code <mask> assert(texture === this._currentRenderTarget); <mask> <mask> this._current...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
depthCompare: this.getDepthBuffer() ? this._getCompareFunction(this.getDepthFunction()) : WebGPUConstants.CompareFunction.Always, format: this._currentRenderTarget && this._currentRenderTarget._depthStencilTexture ? this._getWebGPUTextureFormat(-1, this._currentRenderTarget._depthStencilTexture...
<mask> }; <mask> <mask> return { <mask> depthWriteEnabled: this.getDepthWrite(), <mask> depthCompare: this._getCompareFunction(this.getDepthFunction()), <mask> format: this._currentRenderTarget && this._currentRenderTarget._depthStencilTexture ? this._getWebGPU...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Engines/webgpuEngine.ts
import { ThinEngine } from '../../Engines/thinEngine';
<mask> import { Observable } from '../../Misc/observable'; <mask> import { _DevTools } from '../../Misc/devTools'; <mask> import { EffectFallbacks } from '../../Materials/effectFallbacks'; <mask> import { RenderingManager } from '../../Rendering/renderingManager'; <mask> <mask> const tmpMatrix = new Matrix(), <...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Lights/Shadows/shadowGenerator.ts
if (!ThinEngine.Features.supportShadowSamplers) {
<mask> } <mask> <mask> // Weblg1 fallback for PCF. <mask> if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) { <mask> if (this._scene.getEngine().webGLVersion === 1) { <mask> this.usePoissonSampling = true; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Lights/Shadows/shadowGenerator.ts
if (ThinEngine.Features.supportDepthStencilTexture) {
<mask> this._initializeShadowMap(); <mask> } <mask> <mask> protected _createTargetRenderTexture(): void { <mask> let engine = this._scene.getEngine(); <mask> if (engine.webGLVersion > 1) { <mask> this._shadowMap = new RenderTargetTexture(this._light.name + "_shadowMap...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Lights/Shadows/shadowGenerator.ts
this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms[channel], texture, channel);
<mask> * @param channel Name of the sampler variable. <mask> * @param texture Texture to set. <mask> */ <mask> public setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void { <mask> this._engine.setDepthStencilTexture(this._samplers[channel], this._uniforms...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Materials/effect.ts
#if defined(WEBGL2) || defined(WEBGPU)
<mask> #ifdef NUM_SAMPLES <mask> #if NUM_SAMPLES > 0 <mask> <mask> #ifdef WEBGL2 <mask> // https://learnopengl.com/PBR/IBL/Specular-IBL <mask> // Hammersley <mask> float radicalInverse_VdC(uint bits) <mask> { <mask> bits = (bits << 16u) | (bits >> 16u); </...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/hdrFilteringFunctions.fx
#if defined(WEBGL2) || defined(WEBGPU)
<mask> float maxLevel = filteringInfo.y; <mask> float dim0 = filteringInfo.x; <mask> float omegaP = (4. * PI) / (6. * dim0 * dim0); <mask> <mask> #ifdef WEBGL2 <mask> for(uint i = 0u; i < NUM_SAMPLES; ++i) <mask> #else <mask> f...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/hdrFilteringFunctions.fx
#if defined(WEBGL2) || defined(WEBGPU)
<mask> float dim0 = filteringInfo.x; <mask> float omegaP = (4. * PI) / (6. * dim0 * dim0); <mask> <mask> float weight = 0.; <mask> #ifdef WEBGL2 <mask> for(uint i = 0u; i < NUM_SAMPLES; ++i) <mask> #else <mask> for(int i = 0; i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/hdrFilteringFunctions.fx
#if defined(WEBGL2) || defined(WEBGPU)
<mask> <mask> return esm; <mask> } <mask> <mask> #ifdef WEBGL2 <mask> #define inline <mask> float computeShadowCSM(float layer, vec4 vPositionFromLight, float depthMetric, highp sampler2DArray shadowSampler, float darkness, float frustumEdgeFalloff) <mask> { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx
#if defined(WEBGL2) || defined(WEBGPU)
<mask> return computeFallOff(esm, clipSpace.xy, frustumEdgeFalloff); <mask> } <mask> } <mask> <mask> #ifdef WEBGL2 <mask> #define GREATEST_LESS_THAN_ONE 0.99999994 <mask> <mask> // Shadow PCF kernel size 1 with a single tap (lowest quality) <mask> #define i...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx
//uvDepth.y = 1.0 - uvDepth.y;
<mask> { <mask> vec3 clipSpace = vPositionFromLight.xyz / vPositionFromLight.w; <mask> vec3 uvDepth = vec3(0.5 * clipSpace.xyz + vec3(0.5)); <mask> <mask> vec2 uv = uvDepth.xy * shadowMapSizeAndInverse.x; // uv in texel units <mask> uv +...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/37df4171a3f5f7087abf8c01da0d73a3695cd059
src/Shaders/ShadersInclude/shadowsFragmentFunctions.fx
defines["LIGHT" + lightIndex] = false;
<mask> var light = scene.lights[index]; <mask> <mask> if (!light.isEnabled()) { <mask> if (defines["LIGHT" + lightIndex] !== undefined) { <mask> defines["LIGHT" + lightIndex] = undefined; <mask> } <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/380d55b41d5f500d6471e7cba6c09b4982220bd6
src/Materials/babylon.materialHelper.ts
defines["LIGHT" + lightIndex] = false;
<mask> } <mask> <mask> if (!light.canAffectMesh(mesh)) { <mask> if (defines["LIGHT" + lightIndex] !== undefined) { <mask> defines["LIGHT" + lightIndex] = undefined; <mask> } <mask> continue; <mas...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/380d55b41d5f500d6471e7cba6c09b4982220bd6
src/Materials/babylon.materialHelper.ts
defines["LIGHT" + lightIndex] = false;
<mask> <mask> // Resetting all other lights if any <mask> for (var index = scene.lights.length; index < maxSimultaneousLights; index++) { <mask> if (defines["LIGHT" + lightIndex] !== undefined) { <mask> defines["LIGHT" + lightIndex] = undefined; <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/380d55b41d5f500d6471e7cba6c09b4982220bd6
src/Materials/babylon.materialHelper.ts
import { ProceduralTexture } from '../Materials';
<mask> import { Light } from "./light"; <mask> import { ShadowLight } from "./shadowLight"; <mask> import { Texture } from '../Materials/Textures/texture'; <mask> <mask> Node.AddNodeConstructor("Light_Type_2", (name, scene) => { <mask> return () => new SpotLight(name, Vector3.Zero(), Vector3.Zero(), 0, 0, sc...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3831f6f14180d347cd3a274972e11db2a90c35fa
src/Lights/spotLight.ts
if (SpotLight._IsProceduralTexture(this._projectionTexture)) { this._projectionTexture.getEffect().executeWhenCompiled(() => { this._markMeshesAsLightDirty(); }); } else if (SpotLight._IsTexture(this._projectionTexture)) { ...
<mask> } <mask> this._projectionTexture = value; <mask> this._projectionTextureDirty = true; <mask> if (this._projectionTexture && !this._projectionTexture.isReady()) { <mask> let texture = this._projectionTexture as Texture; <mask> if (texture.onLoadObserva...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3831f6f14180d347cd3a274972e11db2a90c35fa
src/Lights/spotLight.ts
private static _IsProceduralTexture(texture: BaseTexture): texture is ProceduralTexture { return (texture as ProceduralTexture).onGeneratedObservable !== undefined; } private static _IsTexture(texture: BaseTexture): texture is Texture { return (texture as Texture).onLoadObservable !== ...
<mask> } <mask> <mask> private _projectionTextureViewLightDirty = true; <mask> private _projectionTextureProjectionLightDirty = true; <mask> private _projectionTextureDirty = true; <mask> private _projectionTextureViewTargetVector = Vector3.Zero(); <mask> private _projectionTextureViewLi...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/3831f6f14180d347cd3a274972e11db2a90c35fa
src/Lights/spotLight.ts
module.exports = function (varName, moduleName, subModule, extendsRoot) {
<mask> var gutil = require('gulp-util'); <mask> var through = require('through2'); <mask> <mask> module.exports = function (varName, moduleName, subModule) { <mask> return through.obj(function (file, enc, cb) { <mask> <mask> var moduleExportsAddition = <mask> `/// <reference types="bab...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/395680965f3809a0cf13ca62ef65ffabee40c47d
Tools/Gulp/gulp-addDtsExport.js
let exportText = "BABYLON"; if (subModule && !extendsRoot) { exportText += '.' + varName; }
<mask> return through.obj(function (file, enc, cb) { <mask> <mask> var moduleExportsAddition = <mask> `/// <reference types="babylonjs"/> <mask> <mask> declare module '${moduleName}' { <mask> export = ${exportText}; </s> correctly handling export= Former-commit-id: f20c63dd6650...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/395680965f3809a0cf13ca62ef65ffabee40c47d
Tools/Gulp/gulp-addDtsExport.js
export = ${exportText};
<mask> var moduleExportsAddition = <mask> `/// <reference types="babylonjs"/> <mask> <mask> declare module '${moduleName}' { <mask> export = ${(subModule ? 'BABYLON.' : '')}${varName}; <mask> } <mask> `; <mask> <mask> //'export = ' + (subModule ? 'BABYLON.' : '') + varName +...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/395680965f3809a0cf13ca62ef65ffabee40c47d
Tools/Gulp/gulp-addDtsExport.js
.pipe(addDtsExport(library.moduleDeclaration, library.moduleName, true, library.extendsRoot))
<mask> <mask> if (library.buildAsModule) { <mask> var dts2 = tsProcess.dts <mask> .pipe(concat(library.output)) <mask> .pipe(addDtsExport(library.moduleDeclaration, library.moduleName, true)) <mask> .pipe(rename({ extname: ".module.d.ts" })) <m...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/395680965f3809a0cf13ca62ef65ffabee40c47d
Tools/Gulp/gulpfile.js
this.unbindAllAttributes();
<mask> <mask> let attributesCount = effect.getAttributesCount(); <mask> <mask> var offset = 0; <mask> for (var index = 0; index < attributesCount; index++) { <mask> <mask> if (index < vertexDeclaration.length) { <mask> </s> Fixed vertexAtt...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
this._gl.enableVertexAttribArray(order); this._vertexAttribArraysEnabled[order] = true;
<mask> <mask> var order = effect.getAttributeLocation(index); <mask> <mask> if (order >= 0) { <mask> if (!this._vertexAttribArraysEnabled[order]) { <mask> this._gl.enableVertexAttribArray(order); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
<mask> this.vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset); <mask> } <mask> <mask> offset += vertexDeclaration[index] * 4; <mask> <mask> } else { ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
this.unbindAllAttributes();
<mask> <mask> var attributes = effect.getAttributesNames(); <mask> <mask> for (var index = 0; index < attributes.length; index++) { <mask> var order = effect.getAttributeLocation(index); <mask> <mask> if (order >= 0) { <mask> ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
<mask> if (order >= 0) { <mask> var vertexBuffer = vertexBuffers[attributes[index]]; <mask> <mask> if (!vertexBuffer) { <mask> if (this._vertexAttribArraysEnabled[order]) { <mask> this....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
this._gl.enableVertexAttribArray(order); this._vertexAttribArraysEnabled[order] = true;
<mask> } <mask> continue; <mask> } <mask> <mask> if (!this._vertexAttribArraysEnabled[order]) { <mask> this._gl.enableVertexAttribArray(order); <mask> t...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
if (this._vertexAttribArraysEnabled[i]) { this._gl.disableVertexAttribArray(i); this._vertexAttribArraysEnabled[i] = false; }
<mask> for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) { <mask> if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) { <mask> continue; <mask> } <mask> this._gl.disableVertexAttribArray...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/399156c264e255f1740c9254716473d8d1657592
src/babylon.engine.ts
import { ICanvasGraphServiceSettings, IPerfMinMax, IGraphDrawableArea, IPerfMousePanningPosition, IPerfIndexBounds } from "./graphSupportingTypes";
<mask> import { ICanvasGraphServiceSettings, IPerfMinMax, IGraphDrawableArea, IPerfMousePanningPosition } from "./graphSupportingTypes"; <mask> import { IPerfDataset, IPerfPoint } from "babylonjs/Misc/interfaces/iPerfViewer"; <mask> import { Scalar } from "babylonjs/Maths/math.scalar"; <mask> <mask> const default...
[ "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/39a4db0f8b7e6bc18cf59b97484cd1c46cc1d027
inspector/src/components/graph/canvasGraphService.ts
private _datasetBounds: Map<string, IPerfIndexBounds>;
<mask> private _sizeOfWindow: number = 300; <mask> private _ticks: number[]; <mask> private _panPosition: IPerfMousePanningPosition | null; <mask> private _positions: Map<string, number>; <mask> public readonly datasets: IPerfDataset[]; <mask> <mask> /** <mask> * Creates an instanc...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/39a4db0f8b7e6bc18cf59b97484cd1c46cc1d027
inspector/src/components/graph/canvasGraphService.ts
this._datasetBounds = new Map<string, IPerfIndexBounds>();
<mask> this._height = canvas.height; <mask> this._ticks = []; <mask> this._panPosition = null; <mask> this._positions = new Map<string, number>(); <mask> <mask> this.datasets = settings.datasets; <mask> <mask> this._attachEventListeners(canvas); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/39a4db0f8b7e6bc18cf59b97484cd1c46cc1d027
inspector/src/components/graph/canvasGraphService.ts
// First we must get the end positions of each dataset. this.datasets.forEach((dataset: IPerfDataset) => {
<mask> <mask> // Get global min max of time axis (across all datasets). <mask> const globalTimeMinMax = {min: Infinity, max: 0}; <mask> <mask> // TODO: Perhaps see if i can reduce the number of allocations. <mask> // Keep only visible and non empty datasets and get a certain wind...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/39a4db0f8b7e6bc18cf59b97484cd1c46cc1d027
inspector/src/components/graph/canvasGraphService.ts