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 |
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#if defined(POINTLIGHT2)
shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
#else | <mask> shadow = computeShadowWithVSM(vPositionFromLight2, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
<mask> #else
<mask> #ifdef SHADOWPCF2
<mask> shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
<mask> #endif
<mask> #else
<mask> #if defi... | [
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#endif | <mask> shadow = computeShadowWithPCFCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.z, shadowsInfo2.x);
<mask> #else
<mask> shadow = computeShadowWithPCF(vPositionFromLight2, shadowSampler2, shadowsInfo2.y, shadowsInfo2.z, shadowsInfo2.x);
<mask> #else
<mask> #if defined(POINTLIGHT2)
<mask> shadow = comput... | [
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#if defined(POINTLIGHT2)
shadow = computeShadowCube(vLightData2.xyz, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
#else | <mask> #endif
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
<mask> #endif
<mask> #endif
<mask> #endif
<mask> #else
</s> Water:
- Added support of point lights shadow mapping to water material
- Fixed water material on mobiles
- Create playg... | [
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#endif | <mask> #else
<mask> shadow = computeShadow(vPositionFromLight2, shadowSampler2, shadowsInfo2.x, shadowsInfo2.z);
<mask> #endif
<mask> #endif
<mask> #else
<mask> shadow = 1.;
</s> Water:
- Added support of point lights shadow mapping to water material
- Fixed water material on mobiles
- Create playground ex... | [
"keep",
"add",
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"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6234cd7fe1f19aea0e1750609dda3ffd86c13b40 | materialsLibrary/materials/water/water.fragment.fx |
#if defined(POINTLIGHT3) || defined(DIRLIGHT3) | <mask> #endif
<mask> #ifdef HEMILIGHT3
<mask> info = computeHemisphericLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightGround3);
<mask> #endif
<mask> #ifdef POINTDIRLIGHT3
<mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
<mask> ... | [
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shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x); | <mask> info = computeLighting(viewDirectionW, normalW, vLightData3, vLightDiffuse3.rgb, vLightDiffuse3.a);
<mask> #endif
<mask> #ifdef SHADOW3
<mask> #ifdef SHADOWVSM3
<mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
<mask> #else
<mask> #ifdef SHADOWPCF... | [
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#if defined(POINTLIGHT3)
shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
#else | <mask> shadow = computeShadowWithVSM(vPositionFromLight3, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
<mask> #else
<mask> #ifdef SHADOWPCF3
<mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
<mask> #endif
<mask> #else
<mask> #if def... | [
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#endif | <mask> #if defined(POINTLIGHT3)
<mask> shadow = computeShadowWithPCFCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.z, shadowsInfo3.x);
<mask> #else
<mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
<mask> #else
<mask> #if defined(POIN... | [
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#if defined(POINTLIGHT3)
shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
#else | <mask> #else
<mask> shadow = computeShadowWithPCF(vPositionFromLight3, shadowSampler3, shadowsInfo3.y, shadowsInfo3.z, shadowsInfo3.x);
<mask> #endif
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
<mask> #endif
<mask> #endif
<mask> #endif
<... | [
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#endif | <mask> #if defined(POINTLIGHT3)
<mask> shadow = computeShadowCube(vLightData3.xyz, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
<mask> #else
<mask> shadow = computeShadow(vPositionFromLight3, shadowSampler3, shadowsInfo3.x, shadowsInfo3.z);
<mask> #endif
<mask> #endif
<mask> #else
<mask> shadow = 1.;... | [
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#if defined(SPOTLIGHT0) || defined(DIRLIGHT0) | <mask> varying float fFogDistance;
<mask> #endif
<mask>
<mask> #ifdef SHADOWS
<mask> #ifdef LIGHT0
<mask> uniform mat4 lightMatrix0;
<mask> varying vec4 vPositionFromLight0;
<mask> #endif
<mask> #ifdef LIGHT1
<mask> uniform mat4 lightMatrix1;
</s> Water:
- Added support of point lights shadow mapping to wa... | [
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#if defined(SPOTLIGHT1) || defined(DIRLIGHT1) | <mask> #ifdef LIGHT0
<mask> uniform mat4 lightMatrix0;
<mask> varying vec4 vPositionFromLight0;
<mask> #endif
<mask> #ifdef LIGHT1
<mask> uniform mat4 lightMatrix1;
<mask> varying vec4 vPositionFromLight1;
<mask> #endif
<mask> #ifdef LIGHT2
<mask> uniform mat4 lightMatrix2;
</s> Water:
- Added support of po... | [
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#if defined(SPOTLIGHT2) || defined(DIRLIGHT2) | <mask> #ifdef LIGHT1
<mask> uniform mat4 lightMatrix1;
<mask> varying vec4 vPositionFromLight1;
<mask> #endif
<mask> #ifdef LIGHT2
<mask> uniform mat4 lightMatrix2;
<mask> varying vec4 vPositionFromLight2;
<mask> #endif
<mask> #ifdef LIGHT3
<mask> uniform mat4 lightMatrix3;
</s> Water:
- Added support of po... | [
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#if defined(SPOTLIGHT3) || defined(DIRLIGHT3) | <mask> #ifdef LIGHT2
<mask> uniform mat4 lightMatrix2;
<mask> varying vec4 vPositionFromLight2;
<mask> #endif
<mask> #ifdef LIGHT3
<mask> uniform mat4 lightMatrix3;
<mask> varying vec4 vPositionFromLight3;
<mask> #endif
<mask> #endif
<mask>
</s> Water:
- Added support of point lights shadow mapping to wate... | [
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<mask> uniform vec2 windDirection;
<mask> uniform float waveLength;
<mask> uniform float time;
<mask> uniform float windForce;
<mask> uniform float bumpHeight;
<mask> uniform float waveHeight;
<mask>
<mask> // Water varyings
<mask> varying vec3 vPosition;
<mask> varying vec3 vRefractionMapTexCoord;
</s> Wat... | [
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<mask> // Water varyings
<mask> varying vec3 vPosition;
<mask> varying vec3 vRefractionMapTexCoord;
<mask> varying vec3 vReflectionMapTexCoord;
<mask> varying float vWaveHeight;
<mask>
<mask> void main(void) {
<mask> mat4 finalWorld;
<mask>
<mask> #ifdef INSTANCES
</s> Water:
- Added support of point lig... | [
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#if defined(SPOTLIGHT0) || defined(DIRLIGHT0) | <mask> #endif
<mask>
<mask> // Shadows
<mask> #ifdef SHADOWS
<mask> #ifdef LIGHT0
<mask> vPositionFromLight0 = lightMatrix0 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT1
<mask> vPositionFromLight1 = lightMatrix1 * worldPos;
<mask> #endif
</s> Water:
- Added support of point lights shadow mapping to wat... | [
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#if defined(SPOTLIGHT1) || defined(DIRLIGHT1) | <mask> #ifdef SHADOWS
<mask> #ifdef LIGHT0
<mask> vPositionFromLight0 = lightMatrix0 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT1
<mask> vPositionFromLight1 = lightMatrix1 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT2
<mask> vPositionFromLight2 = lightMatrix2 * worldPos;
<mask> #endif
</s> Water:
- Ad... | [
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#if defined(SPOTLIGHT2) || defined(DIRLIGHT2) | <mask> #endif
<mask> #ifdef LIGHT1
<mask> vPositionFromLight1 = lightMatrix1 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT2
<mask> vPositionFromLight2 = lightMatrix2 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT3
<mask> vPositionFromLight3 = lightMatrix3 * worldPos;
<mask> #endif
</s> Water:
- Added supp... | [
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#if defined(SPOTLIGHT3) || defined(DIRLIGHT3) | <mask> #endif
<mask> #ifdef LIGHT2
<mask> vPositionFromLight2 = lightMatrix2 * worldPos;
<mask> #endif
<mask> #ifdef LIGHT3
<mask> vPositionFromLight3 = lightMatrix3 * worldPos;
<mask> #endif
<mask> #endif
<mask>
<mask> // Vertex color
</s> Water:
- Added support of point lights shadow mapping to water ... | [
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float newY = (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0);
p.y += abs(newY); | <mask> gl_PointSize = pointSize;
<mask> #endif
<mask>
<mask> vec3 p = position;
<mask> p.y += (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0);
<mask>
<mask> gl_Position = viewProjection * finalWorld * vec4(p, 1.0);
<mask>
<mask> worldPo... | [
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#ifdef REFLECTION
worldPos = viewProjection * finalWorld * vec4(p, 1.0);
| <mask> p.y += (sin(((p.x / 0.05) + time * 100.0)) * waveHeight * 5.0) + (cos(((p.z / 0.05) + time * 100.0)) * waveHeight * 5.0);
<mask>
<mask> gl_Position = viewProjection * finalWorld * vec4(p, 1.0);
<mask>
<mask> worldPos = viewProjection * finalWorld * vec4(position, 1.0);
<mask>
<mask> // Water
<mas... | [
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<mask>
<mask> worldPos = viewProjection * finalWorld * vec4(position, 1.0);
<mask>
<mask> // Water
<mask> vWaveHeight = bumpHeight;
<mask> vPosition = position;
<mask>
<mask> vRefractionMapTexCoord.x = 0.5 * (worldPos.w + worldPos.x);
<mask> vRefractionMapTexCoord.y = 0.5 * (worldPos.w + worldPos.y);... | [
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public ANISOTROPIC = false;
public ANISOTROPIC_TEXTURE = false;
public ANISOTROPIC_TEXTUREDIRECTUV = 0;
public MAINUV1 = false;
| <mask> /**
<mask> * @hidden
<mask> */
<mask> export class MaterialAnisotropicDefines extends MaterialDefines {
<mask> public ANISOTROPIC: boolean;
<mask> public ANISOTROPIC_TEXTURE: boolean;
<mask> public ANISOTROPIC_TEXTUREDIRECTUV: number;
<mask> public MAINUV1: boolean;
<mask>
<mask> ... | [
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_areTexturesDirty: boolean;
_needUVs: boolean;
| <mask> public ANISOTROPIC_TEXTURE: boolean;
<mask> public ANISOTROPIC_TEXTUREDIRECTUV: number;
<mask> public MAINUV1: boolean;
<mask>
<mask> public _areTexturesDirty: boolean;
<mask> public _needUVs: boolean;
<mask> }
<mask>
<mask> const modelDefines = new MaterialAnisotropicDefines();
<... | [
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<mask> import { MaterialEvent,
<mask> MaterialEventInfoAddFallbacks,
<mask> MaterialEventInfoAddSamplers,
<mask> MaterialEventInfoAddUniforms,
<mask> MaterialEventInfoBindForSubMesh,
<mask> MaterialEventInfoFillRenderTargetTextures,
<mask> MaterialEventInfoGetActiveTextures,
<mask> M... | [
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<mask> MaterialEventInfoAddSamplers,
<mask> MaterialEventInfoAddUniforms,
<mask> MaterialEventInfoBindForSubMesh,
<mask> MaterialEventInfoFillRenderTargetTextures,
<mask> MaterialEventInfoGetActiveTextures,
<mask> MaterialEventInfoGetAnimatables,
<mask> MaterialEventInfoGetDisableAlph... | [
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<mask> MaterialEventInfoGetDisableAlphaBlending,
<mask> MaterialEventInfoHardBindForSubMesh,
<mask> MaterialEventInfoHasRenderTargetTextures,
<mask> MaterialEventInfoInjectCustomCode,
<mask> MaterialEventInfoIsReadyForSubMesh,
<mask> MaterialEventInfoPrepareDefines,
<mask> MaterialEve... | [
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<mask> import "../../Shaders/pbr.fragment";
<mask> import "../../Shaders/pbr.vertex";
<mask>
<mask> import { EffectFallbacks } from '../effectFallbacks';
<mask> import { IMaterialDetailMapDefines, DetailMapConfiguration } from '../material.detailMapConfiguration';
<mask>
<mask> declare type PrePassRenderer = i... | [
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declare type DetailMapConfiguration = import("../material.detailMapConfiguration").DetailMapConfiguration;
| <mask> declare type PBRSheenConfiguration = import("./pbrSheenConfiguration").PBRSheenConfiguration;
<mask> declare type PBRClearCoatConfiguration = import("./pbrClearCoatConfiguration").PBRClearCoatConfiguration;
<mask> declare type PBRAnisotropicConfiguration = import("./pbrAnisotropicConfiguration").PBRAnisotropi... | [
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IMaterialBRDFDefines {
| <mask> * @hidden
<mask> */
<mask> export class PBRMaterialDefines extends MaterialDefines
<mask> implements IImageProcessingConfigurationDefines,
<mask> IMaterialBRDFDefines,
<mask> IMaterialDetailMapDefines {
<mask> public PBR = true;
<mask>
<mask> public NUM_SAMPLES = "0";
<mask> ... | [
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<mask> public GAMMAALBEDO = false;
<mask> public ALBEDODIRECTUV = 0;
<mask> public VERTEXCOLOR = false;
<mask>
<mask> public DETAIL = false;
<mask> public DETAILDIRECTUV = 0;
<mask> public DETAIL_NORMALBLENDMETHOD = 0;
<mask>
<mask> public BAKED_VERTEX_ANIMATION_TEXTURE = false;
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public readonly detailMap: DetailMapConfiguration;
| <mask>
<mask> /**
<mask> * Defines the detail map parameters for the material.
<mask> */
<mask> public readonly detailMap = new DetailMapConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));
<mask>
<mask> /**
<mask> * Instantiates a new PBRMaterial instance.
<mask> ... | [
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<mask> }
<mask> }
<mask> }
<mask>
<mask> const userInfo: MaterialEventInfoIsReadyForSubMesh = {
<mask> isReadyForSubMesh: false,
<mask> defines,
<mask> scene,
<mask> engine
<mask> };
<mask>
<mask> M... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
if (!super.isReadyForSubMesh(mesh, subMesh, useInstances)) {
| <mask> scene,
<mask> engine
<mask> };
<mask>
<mask> Material.OnEventObservable.notifyObservers(
<mask> this,
<mask> MaterialEvent.IsReadyForSubMesh,
<mask> undefined,
<mask> undefined,
<mask> userInfo
<mask> ... | [
"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/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts |
<mask> undefined,
<mask> { samplers } as MaterialEventInfoAddSamplers
<mask> );
<mask>
<mask> DetailMapConfiguration.AddUniforms(uniforms);
<mask> DetailMapConfiguration.AddSamplers(samplers);
<mask>
<mask> PrePassConfiguration.AddUniforms(uniforms);
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
<mask> undefined,
<mask> undefined,
<mask> { defines, scene, mesh } as MaterialEventInfoPrepareDefines
<mask> );
<mask> this.detailMap.prepareDefines(defines, scene);
<mask> this.brdf.prepareDefines(defines);
<mask>
<mask> // Values that need ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
<mask> undefined,
<mask> undefined,
<mask> { ubo } as MaterialEventInfoPrepareUniformBuffer
<mask> );
<mask> DetailMapConfiguration.PrepareUniformBuffer(ubo);
<mask>
<mask> ubo.addUniform("vSphericalL00", 3);
<mask> ubo.addUniform("vSphericalL... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
super.bindForSubMesh(world, mesh, subMesh);
| <mask> if (this.getScene().useOrderIndependentTransparency && this.needAlphaBlendingForMesh(mesh)) {
<mask> this.getScene().depthPeelingRenderer!.bind(effect);
<mask> }
<mask>
<mask> Material.OnEventObservable.notifyObservers(
<mask> this,
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts |
<mask> undefined,
<mask> { animatables: results } as MaterialEventInfoGetAnimatables
<mask> );
<mask>
<mask> this.detailMap.getAnimatables(results);
<mask>
<mask> return results;
<mask> }
<mask>
<mask> /**
<mask> * Returns the texture used for r... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
<mask> if (this._lightmapTexture) {
<mask> activeTextures.push(this._lightmapTexture);
<mask> }
<mask>
<mask> Material.OnEventObservable.notifyObservers(
<mask> this,
<mask> MaterialEvent.GetActiveTextures,
<mask> undefined,
<mask> ... | [
"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/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
return false;
| <mask> if (this._lightmapTexture === texture) {
<mask> return true;
<mask> }
<mask>
<mask> return this.detailMap.hasTexture(texture);
<mask> }
<mask>
<mask> /**
<mask> * Sets the required values to the prepass renderer.
<mask> * @param prePassRenderer de... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts |
<mask> this._reflectanceTexture?.dispose();
<mask> this._microSurfaceTexture?.dispose();
<mask> }
<mask>
<mask> this.detailMap.dispose(forceDisposeTextures);
<mask>
<mask> this._renderTargets.dispose();
<mask>
<mask> if (this._imageProcessingConfigurat... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrBaseMaterial.ts | |
public prepareDefines(defines: MaterialSubSurfaceDefines, scene: Scene, mesh: AbstractMesh): void {
| <mask> * @param defines the list of "defines" to update.
<mask> * @param scene defines the scene to the material belongs to.
<mask> * @param mesh the mesh being rendered
<mask> */
<mask> public prepareDefines(defines: MaterialSubSurfaceDefines, scene: Scene, mesh: AbstractMesh): void {
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/PBR/pbrSubSurfaceConfiguration.ts |
<mask> export * from "./effectRenderer";
<mask> export * from "./shadowDepthWrapper";
<mask> export * from "./drawWrapper";
<mask> export * from "./IMaterialPlugin";
<mask> export * from "./materialPluginManager"; </s> detailmap, standardmaterial with plugins
Former-commit-id: b4f2103b85366c8fd0ba58e3fc2f27fb472... | [
"keep",
"keep",
"keep",
"keep",
"replace"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/index.ts | |
export * from "./materialPluginManager";
export * from "./material.detailMapConfiguration"; | <mask> export * from "./shadowDepthWrapper";
<mask> export * from "./drawWrapper";
<mask> export * from "./IMaterialPlugin";
<mask> export * from "./materialPluginManager";
</s> detailmap, standardmaterial with plugins
Former-commit-id: b4f2103b85366c8fd0ba58e3fc2f27fb4723e8f7 </s> remove export * from "./materi... | [
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"add"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/index.ts |
import { Material } from './material';
| <mask> import { Nullable } from "../types";
<mask> import { Scene } from "../scene";
<mask> import { Material } from "./material";
<mask> import { serialize, expandToProperty, serializeAsTexture, SerializationHelper } from '../Misc/decorators';
<mask> import { MaterialFlags } from './materialFlags';
<mask> import... | [
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
class MaterialDetailMapDefines extends MaterialDefines {
DETAIL = false;
DETAILDIRECTUV = 0;
DETAIL_NORMALBLENDMETHOD = 0;
| <mask>
<mask> /**
<mask> * @hidden
<mask> */
<mask> export interface IMaterialDetailMapDefines {
<mask> DETAIL: boolean;
<mask> DETAILDIRECTUV: number;
<mask> DETAIL_NORMALBLENDMETHOD: number;
<mask>
<mask> /** @hidden */
<mask> _areTexturesDirty: boolean;
<mask> }
<mask>
</s> det... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
const modelDefines = new MaterialDetailMapDefines();
| <mask> _areTexturesDirty: boolean;
<mask> }
<mask>
<mask> /**
<mask> * Define the code related to the detail map parameters of a material
<mask> *
<mask> * Inspired from:
<mask> * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.ht... | [
"keep",
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"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
export class DetailMapConfiguration implements IMaterialPlugin {
/**
* Defines the priority of the plugin.
*/
@serialize()
public priority = 140;
private _material: PBRBaseMaterial | StandardMaterial;
| <mask> * Unity: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@9.0/manual/Mask-Map-and-Detail-Map.html and https://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html
<mask> * Unreal: https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturin... | [
"keep",
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
<mask> }
<mask>
<mask> /**
<mask> * Instantiate a new detail map
<mask> * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
<mask> */
<mask> constructor(markAllSubMeshesAsTexturesDirty: () => void) {
<mask> this._internalMarkAllSubMeshesAsTexturesD... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts | |
constructor(material: PBRBaseMaterial | StandardMaterial) {
this._material = material;
}
public initialize(scene: Scene, dirtyCallbacks: { [code: number]: () => void }): void {
this._internalMarkAllSubMeshesAsTexturesDirty = dirtyCallbacks[Constants.MATERIAL_TextureDirtyFlag];
| <mask> /**
<mask> * Instantiate a new detail map
<mask> * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
<mask> */
<mask> constructor(markAllSubMeshesAsTexturesDirty: () => void) {
<mask> this._internalMarkAllSubMeshesAsTexturesDirty = markAllSubMeshes... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
public isReadyForSubMesh(defines: MaterialDetailMapDefines, scene: Scene): boolean {
| <mask> * @param defines the list of "defines" to update.
<mask> * @param scene defines the scene the material belongs to.
<mask> * @returns - boolean indicating that the submesh is ready or not.
<mask> */
<mask> public isReadyForSubMesh(defines: IMaterialDetailMapDefines, scene: Scene): boo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
/**
* Collects all define names.
* @param names The array to append to.
*/
public collectDefineNames(names: string[]): void {
for (const key of Object.keys(modelDefines)) {
if (key[0] === "_") {
continue;
}
names.push(key);
... | <mask>
<mask> return true;
<mask> }
<mask>
<mask> /**
<mask> * Update the defines for detail map usage
<mask> * @param defines the list of "defines" to update.
<mask> * @param scene defines the scene the material belongs to.
</s> detailmap, standardmaterial with plugins
Forme... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
public prepareDefines(defines: MaterialDetailMapDefines, scene: Scene, mesh: AbstractMesh): void {
| <mask> * Update the defines for detail map usage
<mask> * @param defines the list of "defines" to update.
<mask> * @param scene defines the scene the material belongs to.
<mask> */
<mask> public prepareDefines(defines: IMaterialDetailMapDefines, scene: Scene): void {
<mask> if (thi... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene): void {
| <mask> * @param uniformBuffer defines the Uniform buffer to fill in.
<mask> * @param scene defines the scene the material belongs to.
<mask> * @param isFrozen defines whether the material is frozen or not.
<mask> */
<mask> public bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, is... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
const isFrozen = this._material.isFrozen;
| <mask> return;
<mask> }
<mask>
<mask> if (!uniformBuffer.useUbo || !isFrozen || !uniformBuffer.isSync) {
<mask> if (this._texture && MaterialFlags.DetailTextureEnabled) {
<mask> uniformBuffer.updateFloat4("vDetailInfos", this._texture.coordinatesIndex, this... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
public addUniforms(uniforms: string[]): void {
| <mask> /**
<mask> * Add the required uniforms to the current list.
<mask> * @param uniforms defines the current uniform list.
<mask> */
<mask> public static AddUniforms(uniforms: string[]): void {
<mask> uniforms.push("vDetailInfos");
<mask> uniforms.push("detailMatrix");
... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
public addSamplers(samplers: string[]): void {
| <mask> /**
<mask> * Add the required samplers to the current list.
<mask> * @param samplers defines the current sampler list.
<mask> */
<mask> public static AddSamplers(samplers: string[]): void {
<mask> samplers.push("detailSampler");
<mask> }
<mask>
<mask> /**
<mask> ... | [
"keep",
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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public prepareUniformBuffer(uniformBuffer: UniformBuffer): void {
| <mask> /**
<mask> * Add the required uniforms to the current buffer.
<mask> * @param uniformBuffer defines the current uniform buffer.
<mask> */
<mask> public static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void {
<mask> uniformBuffer.addUniform("vDetailInfos", 4);
<mask... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.detailMapConfiguration.ts |
import { MaterialEvent, MaterialEventInfoBindForSubMesh, MaterialEventInfoCollectDefineNames, MaterialEventInfoGetActiveTextures, MaterialEventInfoGetDisableAlphaBlending, MaterialEventInfoHasRenderTargetTextures, MaterialEventInfoHasTexture, MaterialEventInfoIsReadyForSubMesh } from "./materialEvent";
| <mask> import { MaterialStencilState } from "./materialStencilState";
<mask> import { Scene } from "../scene";
<mask> import { AbstractScene } from "../abstractScene";
<mask> import { IMaterialPlugin } from "./IMaterialPlugin";
<mask> import { MaterialEvent, MaterialEventInfoCollectDefineNames, MaterialEventInfoGe... | [
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"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.ts |
const defines = subMesh.materialDefines;
if (!defines) {
return false;
}
const scene = this.getScene();
const engine = scene.getEngine();
const isReadyForSubMeshInfo: MaterialEventInfoIsReadyForSubMesh = {
isReadyForSubMesh: false,
... | <mask> * @param useInstances specifies that instances should be used
<mask> * @returns a boolean indicating that the submesh is ready or not
<mask> */
<mask> public isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean {
<mask> return false;
<mask> ... | [
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"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.ts |
const scene = this.getScene();
const effect = subMesh.effect;
if (!effect) {
return;
}
let ubo = this._uniformBuffer;
const engine = scene.getEngine();
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.B... | <mask> * @param subMesh defines the submesh to bind the material to
<mask> */
<mask> public bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void {
<mask> }
<mask>
<mask> /**
<mask> * Binds the world matrix to the material
<mask> * @param world defines the world tran... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.ts |
let activeTextures: BaseTexture[] = [];
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.GetActiveTextures,
undefined,
undefined,
{ activeTextures: activeTextures } as MaterialEventInfoGetActiveTextures
);
... | <mask> * Gets the active textures from the material
<mask> * @returns an array of textures
<mask> */
<mask> public getActiveTextures(): BaseTexture[] {
<mask> return [];
<mask> }
<mask>
<mask> /**
<mask> * Specifies if the material uses a texture
<mask> * @param t... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/material.ts |
import { MaterialEvent,
MaterialEventInfoAddSamplers,
MaterialEventInfoAddUniforms,
MaterialEventInfoGetAnimatables,
MaterialEventInfoPrepareDefines,
MaterialEventInfoPrepareUniformBuffer,
} from "./materialEvent";
| <mask> import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "./imageProcessingConfiguration";
<mask> import { ColorCurves } from "./colorCurves";
<mask> import { FresnelParameters } from "./fresnelParameters";
<mask> import { Material, ICustomShaderNameResolveOptions } from "../Materia... | [
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"keep",
"add",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
declare type DetailMapConfiguration = import("./material.detailMapConfiguration").DetailMapConfiguration;
| <mask> import "../Shaders/default.vertex";
<mask> import { Constants } from "../Engines/constants";
<mask> import { EffectFallbacks } from './effectFallbacks';
<mask> import { Effect, IEffectCreationOptions } from './effect';
<mask> import { IMaterialDetailMapDefines, DetailMapConfiguration } from './material.deta... | [
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"keep",
"replace",
"keep",
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implements IImageProcessingConfigurationDefines {
| <mask> const onCreatedEffectParameters = { effect: null as unknown as Effect, subMesh: null as unknown as Nullable<SubMesh> };
<mask>
<mask> /** @hidden */
<mask> export class StandardMaterialDefines extends MaterialDefines
<mask> implements IImageProcessingConfigurationDefines,
<mask> IMaterialDetailMap... | [
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"replace",
"keep",
"keep",
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
<mask> public MAINUV5 = false;
<mask> public MAINUV6 = false;
<mask> public DIFFUSE = false;
<mask> public DIFFUSEDIRECTUV = 0;
<mask> public DETAIL = false;
<mask> public DETAILDIRECTUV = 0;
<mask> public DETAIL_NORMALBLENDMETHOD = 0;
<mask> public BAKED_VERTEX_ANIMATION_TEXTURE... | [
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"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts | |
protected _keysFromPlugins?: string[];
/**
* Initializes the PBR Material defines.
* @param keysFromPlugins The plugin keys
*/
constructor(keysFromPlugins?: string[]) {
| <mask> */
<mask> public IS_REFRACTION_LINEAR = false;
<mask> public EXPOSURE = false;
<mask>
<mask> constructor() {
<mask> super();
<mask> this.rebuild();
<mask> }
<mask>
<mask> public setReflectionMode(modeToEnable: string) {
</s> detailmap, standardmaterial with p... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
this._keysFromPlugins = keysFromPlugins;
| <mask> constructor(keysFromPlugins?: string[]) {
<mask> super();
<mask> this.rebuild();
<mask> }
<mask>
<mask> public rebuild() {
<mask> super.rebuild();
<mask> if (this._keysFromPlugins) {
</s> detailmap, standardmaterial with plugins
Former-commit-id: b4f2103b85... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
public rebuild() {
super.rebuild();
if (this._keysFromPlugins) {
this._keys.push(...this._keysFromPlugins);
}
}
| <mask> }
<mask>
<mask> public setReflectionMode(modeToEnable: string) {
<mask> var modes = [
<mask> "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
<mask> "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
public readonly detailMap: DetailMapConfiguration;
| <mask>
<mask> /**
<mask> * Defines the detail map parameters for the material.
<mask> */
<mask> public readonly detailMap = new DetailMapConfiguration(this._markAllSubMeshesAsTexturesDirty.bind(this));
<mask>
<mask> protected _renderTargets = new SmartArray<RenderTargetTexture>(16);
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
subMesh.materialDefines = new StandardMaterialDefines(this._defineNamesFromPlugins);
| <mask> }
<mask> }
<mask>
<mask> if (!subMesh.materialDefines) {
<mask> subMesh.materialDefines = new StandardMaterialDefines();
<mask> }
<mask>
<mask> var scene = this.getScene();
<mask> var defines = <StandardMaterialDefines>subMesh.materialDef... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
if (!super.isReadyForSubMesh(mesh, subMesh, useInstances)) {
| <mask>
<mask> defines.ALPHABLEND = this.transparencyMode === null || this.needAlphaBlendingForMesh(mesh); // check on null for backward compatibility
<mask> }
<mask>
<mask> if (!this.detailMap.isReadyForSubMesh(defines, scene)) {
<mask> return false;
<mask> }
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.PrepareDefines,
undefined,
undefined,
{ defines, scene, mesh } as MaterialEventInfoPrepareDefines
);
| <mask> // Values that need to be evaluated on every frame
<mask> MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances, null, subMesh.getRenderingMesh().hasThinInstances);
<mask>
<mask> // External config
<mask> this.detailMap.prepareDefines(defines,... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.AddUniforms,
undefined,
undefined,
{ uniforms } as MaterialEventInfoAddUniforms
);
Material.OnEventObservable.notifyObservers(
... | <mask> "oitFrontColorSampler"];
<mask>
<mask> var uniformBuffers = ["Material", "Scene", "Mesh"];
<mask>
<mask> DetailMapConfiguration.AddUniforms(uniforms);
<mask> DetailMapConfiguration.AddSamplers(samplers);
<mask>
<mask> PrePassConfiguration... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.PrepareUniformBuffer,
undefined,
undefined,
{ ubo } as MaterialEventInfoPrepareUniformBuffer
);
| <mask> ubo.addUniform("vEmissiveColor", 3);
<mask> ubo.addUniform("vDiffuseColor", 4);
<mask> ubo.addUniform("vAmbientColor", 3);
<mask>
<mask> DetailMapConfiguration.PrepareUniformBuffer(ubo);
<mask>
<mask> ubo.create();
<mask> }
<mask>
<mask> /**
</s> deta... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
super.bindForSubMesh(world, mesh, subMesh);
| <mask> if (this.getScene().useOrderIndependentTransparency && this.needAlphaBlendingForMesh(mesh)) {
<mask> this.getScene().depthPeelingRenderer!.bind(effect);
<mask> }
<mask>
<mask> this.detailMap.bindForSubMesh(ubo, scene, this.isFrozen);
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
Material.OnEventObservable.notifyObservers(
this,
MaterialEvent.GetAnimatables,
undefined,
undefined,
{ animatables: results } as MaterialEventInfoGetAnimatables
);
| <mask> if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
<mask> results.push(this._refractionTexture);
<mask> }
<mask>
<mask> this.detailMap.getAnimatables(results);
<mask>
<mask> return results;
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts |
<mask> if (this._refractionTexture) {
<mask> activeTextures.push(this._refractionTexture);
<mask> }
<mask>
<mask> this.detailMap.getActiveTextures(activeTextures);
<mask>
<mask> return activeTextures;
<mask> }
<mask>
<mask> /**
<mask> * Specifies if... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts | |
<mask> if (this._refractionTexture === texture) {
<mask> return true;
<mask> }
<mask>
<mask> if (this.detailMap.hasTexture(texture)) {
<mask> return true;
<mask> }
<mask>
<mask> return false;
<mask> }
<mask>
<mask> /**
<mask> *... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts | |
<mask> this._lightmapTexture?.dispose();
<mask> this._refractionTexture?.dispose();
<mask> }
<mask>
<mask> this.detailMap.dispose(forceDisposeTextures);
<mask>
<mask> if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
<mask> t... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/62c58cebcb74f340d47ce50c992c5e8afcb31593 | src/Materials/standardMaterial.ts | |
@serialize()
| <mask> public diffuseColor = new Color3(1, 1, 1);
<mask>
<mask> public furLength: number = 1;
<mask>
<mask> @serialize()
<mask> public furAngle: number = 0;
<mask>
<mask> @serializeAsColor3()
</s> Update material library serialize clone... to d... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask>
<mask> @serialize()
<mask> public furLength: number = 1;
<mask> public furAngle: number = 0;
<mask>
<mask> @serializeAsColor3()
<mask> public furColor = new Color3(0.44,0.21,0.02);
<mask>
</s> Update material library serialize clone... t... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serializeAsColor3()
| <mask>
<mask> @serialize()
<mask> public furAngle: number = 0;
<mask> public furColor = new Color3(0.44,0.21,0.02);
<mask>
<mask> @serialize()
<mask> public furOffset: number = 0.0;
<mask>
</s> Update material library serialize clone... to deco... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask> @serializeAsColor3()
<mask> public furColor = new Color3(0.44,0.21,0.02);
<mask>
<mask> public furOffset: number = 0.0;
<mask>
<mask> @serialize()
<mask> public furSpacing: number = 12;
</s> Update material library serialize clone... to decorators... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask>
<mask> @serialize()
<mask> public furOffset: number = 0.0;
<mask> public furSpacing: number = 12;
<mask>
<mask> @serializeAsVector3()
<mask> public furGravity = new Vector3(0, 0, 0);
<mask>
</s> Update material library serialize clone...... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serializeAsVector3()
| <mask> @serialize()
<mask> public furSpacing: number = 12;
<mask> public furGravity = new Vector3(0, 0, 0);
<mask>
<mask> @serialize()
<mask> public furSpeed: number = 100;
<mask>
</s> Update material library serialize clone... to decorators
Former-com... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask>
<mask> @serializeAsVector3()
<mask> public furGravity = new Vector3(0, 0, 0);
<mask> public furSpeed: number = 100;
<mask>
<mask> @serialize()
<mask> public furDensity: number = 20;
</s> Update material library serialize clone... to decorators
F... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask> @serialize()
<mask> public furSpeed: number = 100;
<mask> public furDensity: number = 20;
<mask>
<mask> @serializeAsTexture()
<mask> public furTexture: DynamicTexture;
<mask>
</s> Update material library serialize clone... to decorators
Former-c... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serializeAsTexture()
| <mask>
<mask> @serialize()
<mask> public furDensity: number = 20;
<mask> public furTexture: DynamicTexture;
<mask>
<mask> @serialize()
<mask> public disableLighting = false;
<mask>
<mask> @serialize()
</s> Update material library seria... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask> public furTexture: DynamicTexture;
<mask>
<mask> public disableLighting = false;
<mask>
<mask> @serialize()
<mask> public highLevelFur: boolean = true;
<mask>
<mask> private _worldViewProjectionMatrix = Matrix.Zero();
</s> Update material librar... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask>
<mask> @serialize()
<mask> public disableLighting = false;
<mask> public highLevelFur: boolean = true;
<mask>
<mask> private _worldViewProjectionMatrix = Matrix.Zero();
<mask> private _scaledDiffuse = new Color3(1.,1.,1.);
</s> Update material library ser... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serialize()
| <mask> }
<mask>
<mask> public get furTime() {
<mask> return this._furTime;
<mask> }
<mask>
<mask> public set furTime(furTime: number) {
</s> Update material library serialize clone... to decorators
Former-commit-id: aea1126ac896bc722e0a3f779ec3ac74... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);
| <mask> super.dispose(forceDisposeEffect);
<mask> }
<mask>
<mask> public clone(name: string): FurMaterial {
<mask> var newMaterial = new FurMaterial(name, this.getScene());
<mask>
<mask> // Base material
<mask> this.copyTo(newMaterial);
<mask>
... | [
"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/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
<mask> }
<mask>
<mask> return newMaterial;
<mask> }
<mask>
<mask> public serialize(): any {
<mask> var serializationObject = super.serialize();
<mask> serializationObject.customType = "BABYLON.FurMaterial";
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts | |
public serialize(): any {
var serializationObject = SerializationHelper.Serialize(this);
serializationObject.customType = "BABYLON.FurMaterial";
| <mask> public clone(name: string): FurMaterial {
<mask> return SerializationHelper.Clone(() => new FurMaterial(name, this.getScene()), this);
<mask> }
<mask>
<mask> return serializationObject;
<mask> }
<mask>
<mask> // Statics
<mask> public stat... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
// Statics
| <mask> serializationObject.customType = "BABYLON.FurMaterial";
<mask> return serializationObject;
<mask> }
<mask>
<mask> public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {
<mask> return SerializationHelper.Parse(() => new FurMaterial... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
return SerializationHelper.Parse(() => new FurMaterial(source.name, scene), source, scene, rootUrl);
| <mask> return serializationObject;
<mask> }
<mask>
<mask> public static Parse(source: any, scene: Scene, rootUrl: string): FurMaterial {
<mask> var material = new FurMaterial(source.name, scene);
<mask>
<mask> material.diffuseColor = Color3.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"re... | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/fur/babylon.furMaterial.ts |
@serializeAsColor3()
| <mask>
<mask> export class GradientMaterial extends Material {
<mask>
<mask> // The gradient top color, red by default
<mask> public topColor = new Color3(1, 0, 0);
<mask>
<mask> @serialize()
<mask> public topColorAlpha = 1.0;
</s> Update material library serializ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/63014e3a12cc9e426261b8d2919057742f87544e | materialsLibrary/materials/gradient/babylon.gradientMaterial.ts |
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