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/** Helper method called by the loader to allow extensions to override loading textures. */
public static _LoadTextureAsync(loader: GLTFLoader, context: string, textureInfo: ITextureInfo, assign: (texture: Texture) => void): Nullable<Promise<void>> {
return loader._applyExtensions(extensio... | <mask> }
<mask>
<mask> /** Helper method called by the loader to allow extensions to override loading uris. */
<mask> public static _LoadUriAsync(loader: GLTFLoader, context: string, uri: string): Nullable<Promise<ArrayBufferView>> {
<mask> return loader._applyExtensions(extens... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/6a214aa7076cc633c45d2b14462097b1bc22276d | loaders/src/glTF/2.0/babylon.glTFLoaderExtension.ts |
/**
* Defines the center of rotation (U)
*/
| <mask>
<mask> @serialize()
<mask> public wAng = 0;
<mask>
<mask> @serialize()
<mask> public uCenter = 0.5;
<mask>
<mask> /**
<mask> * Defines the center of rotation (V)
<mask> */
</s> Add support for KHR_texture_transform to glTF loader
Former-co... | [
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public uCenter = 0.5;
| <mask> @serialize()
<mask> public wAng = 0;
<mask>
<mask> @serialize()
<mask> public uAngCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public vAngCenter = 0.5;
<mask>
<mask> @serialize()
</s> Add support for KHR_texture_transform to glTF loader
F... | [
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/**
* Defines the center of rotation (V)
*/
| <mask> @serialize()
<mask> public uCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public vCenter = 0.5;
<mask>
<mask> /**
</s> Add support for KHR_texture_transform to glTF loader
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public vCenter = 0.5;
| <mask> @serialize()
<mask> public uAngCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public vAngCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public wAngCenter = 0.5;
<mask>
<mask> get noMipmap(): boolean {
</s> Add support for KHR_texture_transfo... | [
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/**
* Defines the center of rotation (W)
*/
| <mask> @serialize()
<mask> public vCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public wCenter = 0.5;
<mask>
<mask> get noMipmap(): boolean {
</s> Add support for KHR_texture_transform to glTF loader
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public wCenter = 0.5;
| <mask> @serialize()
<mask> public vAngCenter = 0.5;
<mask>
<mask> @serialize()
<mask> public wAngCenter = 0.5;
<mask>
<mask> get noMipmap(): boolean {
<mask> return this._noMipmap;
<mask> }
<mask>
</s> Add support for KHR_texture_transform to glT... | [
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x -= this.uCenter * this.uScale;
y -= this.vCenter * this.vScale;
z -= this.wCenter;
| <mask> private _prepareRowForTextureGeneration(x: number, y: number, z: number, t: Vector3): void {
<mask> x *= this.uScale;
<mask> y *= this.vScale;
<mask>
<mask> x -= this.uAngCenter * this.uScale;
<mask> y -= this.vAngCenter * this.vScale;
<mask> ... | [
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t.x += this.uCenter * this.uScale + this.uOffset;
t.y += this.vCenter * this.vScale + this.vOffset;
t.z += this.wCenter;
| <mask> z -= this.wAngCenter;
<mask>
<mask> Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
<mask>
<mask> t.x += this.uAngCenter * this.uScale + this.uOffset;
<mask> t.y += this.vAngCenter * this.vScale + this.vOffset;
<mask> ... | [
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{
"title": "GLTF Extension KHR_texture_transform",
"playgroundId": "#RNT7K4#2",
"referenceImage": "gltfExtensionKhrTextureTransform.png"
},
| <mask> "referenceImage": "gltfUnlit.png"
<mask> },
<mask> {
<mask> "title": "Asset Containers",
<mask> "playgroundId": "#P3U079#19",
<mask> "referenceImage": "assetContainer.png"
</s> Add support for KHR_texture_transform to glTF loader
Former-commit-id: 7e5673594364c2214ee34b7c... | [
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* This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
| <mask> declare var VRFrameData: any;
<mask>
<mask> module BABYLON {
<mask> /**
<mask> * This is a copy of VRPose.
<mask> * IMPORTANT!! The data is right-hand data.
<mask> * @export
<mask> * @interface DevicePose
<mask> */
<mask> export interface DevicePose {
</s> add docs to... | [
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/**
* The position of the device, values in array are [x,y,z].
*/
| <mask> */
<mask> export interface DevicePose {
<mask> readonly position?: Float32Array;
<mask> /**
<mask> * The linearVelocity of the device, values in array are [x,y,z].
<mask> */
<mask> readonly linearVelocity?: Float32Array;
</s> add docs to webVR camera
F... | [
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/**
* The linearVelocity of the device, values in array are [x,y,z].
*/
| <mask> */
<mask> readonly position?: Float32Array;
<mask> readonly linearVelocity?: Float32Array;
<mask> /**
<mask> * The linearAcceleration of the device, values in array are [x,y,z].
<mask> */
<mask> readonly linearAcceleration?: Float32Array;
</s> ad... | [
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/**
* The linearAcceleration of the device, values in array are [x,y,z].
*/
| <mask> * The linearVelocity of the device, values in array are [x,y,z].
<mask> */
<mask> readonly linearVelocity?: Float32Array;
<mask> readonly linearAcceleration?: Float32Array;
<mask>
<mask> /**
<mask> * The orientation of the device in a quaternion array, v... | [
"keep",
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/**
* The orientation of the device in a quaternion array, values in array are [x,y,z,w].
*/
| <mask> * The linearAcceleration of the device, values in array are [x,y,z].
<mask> */
<mask> readonly linearAcceleration?: Float32Array;
<mask>
<mask> readonly orientation?: Float32Array;
<mask> /**
<mask> * The angularVelocity of the device, values in array ar... | [
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/**
* The angularVelocity of the device, values in array are [x,y,z].
*/
| <mask> /**
<mask> * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
<mask> */
<mask> readonly orientation?: Float32Array;
<mask> readonly angularVelocity?: Float32Array;
<mask> /**
<mask> * The angularAcceleration of t... | [
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/**
* The angularAcceleration of the device, values in array are [x,y,z].
*/
| <mask> /**
<mask> * The angularVelocity of the device, values in array are [x,y,z].
<mask> */
<mask> readonly angularVelocity?: Float32Array;
<mask> readonly angularAcceleration?: Float32Array;
<mask> }
<mask>
<mask> /**
<mask> * Interface representing a... | [
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/**
* Interface representing a pose controlled object in Babylon.
* A pose controlled object has both regular pose values as well as pose values
* from an external device such as a VR head mounted display
*/
| <mask> readonly angularAcceleration?: Float32Array;
<mask> }
<mask>
<mask> export interface PoseControlled {
<mask> /**
<mask> * The position of the object in babylon space.
<mask> */
<mask> position: Vector3;
<mask> /**
</s> add docs to webVR camera
... | [
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/**
* The position of the object in babylon space.
*/
| <mask> * from an external device such as a VR head mounted display
<mask> */
<mask> export interface PoseControlled {
<mask> position: Vector3;
<mask> /**
<mask> * The rotation quaternion of the object in babylon space.
<mask> */
</s> add docs to webVR camera
Fo... | [
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/**
* The rotation quaternion of the object in babylon space.
*/
| <mask> /**
<mask> * The position of the object in babylon space.
<mask> */
<mask> position: Vector3;
<mask> rotationQuaternion: Quaternion;
<mask> /**
<mask> * The position of the device in babylon space.
<mask> */
<mask> devicePositio... | [
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/**
* The position of the device in babylon space.
*/
| <mask> /**
<mask> * The rotation quaternion of the object in babylon space.
<mask> */
<mask> rotationQuaternion: Quaternion;
<mask> devicePosition?: Vector3;
<mask> /**
<mask> * The rotation quaternion of the device in babylon space.
<mask> */
... | [
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/**
* The rotation quaternion of the device in babylon space.
*/
| <mask> /**
<mask> * The position of the device in babylon space.
<mask> */
<mask> devicePosition?: Vector3;
<mask> deviceRotationQuaternion: Quaternion;
<mask> /**
<mask> * The raw pose coming from the device.
<mask> */
</s> add docs to webVR ... | [
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/**
* The raw pose coming from the device.
*/
| <mask> */
<mask> deviceRotationQuaternion: Quaternion;
<mask> rawPose: Nullable<DevicePose>;
<mask> /**
<mask> * The scale of the device to be used when translating from device space to babylon space.
<mask> */
<mask> deviceScaleFactor: number;
</s> add... | [
"keep",
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] | https://github.com/BabylonJS/Babylon.js/commit/6a9af4f8b41169970c446ad8bd4732d87fc03dc1 | src/Cameras/VR/babylon.webVRCamera.ts |
/**
* The scale of the device to be used when translating from device space to babylon space.
*/
| <mask> /**
<mask> * The raw pose coming from the device.
<mask> */
<mask> rawPose: Nullable<DevicePose>;
<mask> deviceScaleFactor: number;
<mask> /**
<mask> * Updates the poseControlled values based on the input device pose.
<mask> * @param pos... | [
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/**
* Updates the poseControlled values based on the input device pose.
* @param poseData the pose data to update the object with
*/
| <mask> /**
<mask> * The scale of the device to be used when translating from device space to babylon space.
<mask> */
<mask> deviceScaleFactor: number;
<mask> updateFromDevice(poseData: DevicePose): void;
<mask> }
<mask>
<mask> /**
<mask> * Set of options... | [
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/**
* Set of options to customize the webVRCamera
*/
| <mask> updateFromDevice(poseData: DevicePose): void;
<mask> }
<mask>
<mask> export interface WebVROptions {
<mask> /**
<mask> * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
<mask> */
<mask> trackPosition?: boolean;
<mask> ... | [
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/**
* Sets if the webVR camera should be tracked to the vrDevice. (default: true)
*/
trackPosition?: boolean;
/**
* Sets the scale of the vrDevice in babylon space. (default: 1)
*/
| <mask> updateFromDevice(poseData: DevicePose): void;
<mask> }
<mask>
<mask> export interface WebVROptions {
<mask> trackPosition?: boolean; //for the sake of your users - set it to true.
<mask> positionScale?: number;
<mask> displayName?: string; //if there are more than ... | [
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/**
* If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
*/
displayName?: string;
/**
* Should the native controller meshes be initialized. (default: true)
*/
controllerMeshes?... | <mask>
<mask> export interface WebVROptions {
<mask> trackPosition?: boolean; //for the sake of your users - set it to true.
<mask> positionScale?: number;
<mask> displayName?: string; //if there are more than one VRDisplays.
<mask> controllerMeshes?: boolean; // should the na... | [
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/**
* This represents a WebVR camera.
* The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
* @example http://doc.babylonjs.com/how_to/webvr_camera
*/
| <mask> defaultHeight?: number;
<mask>
<mask> }
<mask>
<mask> export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
<mask> /**
<mask> * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
<mask> */
<ma... | [
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/**
* The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
*/
| <mask> */
<mask> export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
<mask> public _vrDevice: any = null;
<mask> /**
<mask> * The rawPose of the vrDevice.
<mask> */
<mask> public rawPose: Nullable<DevicePose> = null;
<mask> priva... | [
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/**
* The rawPose of the vrDevice.
*/
| <mask> * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
<mask> */
<mask> public _vrDevice: any = null;
<mask> public rawPose: Nullable<DevicePose> = null;
<mask> private _onVREnabled: (success: boolean) => void;
<mask> ... | [
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/**
* Represents device position in babylon space.
*/
| <mask> private _deviceRoomRotationQuaternion = Quaternion.Identity();
<mask>
<mask> private _standingMatrix: Nullable<Matrix> = null;
<mask>
<mask> // Represents device position and rotation in babylon space
<mask> public devicePosition = Vector3.Zero();
<mask> public de... | [
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/**
* Represents device rotation in babylon space.
*/
| <mask> /**
<mask> * Represents device position in babylon space.
<mask> */
<mask> public devicePosition = Vector3.Zero();
<mask> public deviceRotationQuaternion = Quaternion.Identity();
<mask>
<mask> /**
<mask> * The scale of the device to be used when... | [
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/**
* The scale of the device to be used when translating from device space to babylon space.
*/
| <mask> public deviceRotationQuaternion = Quaternion.Identity();
<mask>
<mask> public deviceScaleFactor: number = 1;
<mask>
<mask> private _deviceToWorld = Matrix.Identity();
<mask> private _worldToDevice = Matrix.Identity();
</s> add docs to webVR camera
Former-commit-id: aa0e... | [
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/**
* References to the webVR controllers for the vrDevice.
*/
| <mask> private _deviceToWorld = Matrix.Identity();
<mask> private _worldToDevice = Matrix.Identity();
<mask>
<mask> public controllers: Array<WebVRController> = [];
<mask> /**
<mask> * Emits an event when a controller is attached.
<mask> */
<mask> publi... | [
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/**
* Emits an event when a controller is attached.
*/
| <mask> /**
<mask> * References to the webVR controllers for the vrDevice.
<mask> */
<mask> public controllers: Array<WebVRController> = [];
<mask> public onControllersAttachedObservable = new Observable<Array<WebVRController>>();
<mask> /**
<mask> * Emit... | [
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/**
* Emits an event when a controller's mesh has been loaded;
*/
| <mask> * Emits an event when a controller is attached.
<mask> */
<mask> public onControllersAttachedObservable = new Observable<Array<WebVRController>>();
<mask> public onControllerMeshLoadedObservable = new Observable<WebVRController>();
<mask> /**
<mask> * If t... | [
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/**
* If the rig cameras be used as parent instead of this camera.
*/
public rigParenting: boolean = true;
| <mask>
<mask> public controllers: Array<WebVRController> = [];
<mask> public onControllersAttachedObservable = new Observable<Array<WebVRController>>();
<mask> public onControllerMeshLoadedObservable = new Observable<WebVRController>();
<mask>
<mask> public rigParenting: boolean ... | [
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/**
* Instantiates a WebVRFreeCamera.
* @param name The name of the WebVRFreeCamera
* @param position The starting anchor position for the camera
* @param scene The scene the camera belongs to
* @param webVROptions a set of customizable options for the webVRCa... | <mask> private _lightOnControllers: HemisphericLight;
<mask>
<mask> private _defaultHeight?: number = undefined;
<mask> constructor(name: string, position: Vector3, scene: Scene, private webVROptions: WebVROptions = {}) {
<mask> super(name, position, scene);
<mask> ... | [
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/**
* Gets the device distance from the ground.
* @returns the distance from the vrDevice to ground in device space. If standing matrix is not supported for the vrDevice 0 is returned.
*/
public deviceDistanceToRoomGround(): number {
| <mask> }
<mask> });
<mask> }
<mask>
<mask> public deviceDistanceToRoomGround = () => {
<mask> if (this._standingMatrix && this._defaultHeight === undefined) {
<mask> // Add standing matrix offset to get real offset from ground in room
<mas... | [
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/**
* Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
* @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
*/
public useStan... | <mask> //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
<mask> return this._defaultHeight || 0;
<mask> }
<mask>
<mask> public useStandingMatrix = (callback = (bool: boolean) => { }) => {
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/**
* Disposes the camera
*/
| <mask> webVRInitobserver.add(setStandingMatrix);
<mask> }
<mask> }
<mask>
<mask> public dispose(): void {
<mask> this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
<mask> super.dispose();
<mask> }
<mask>
... | [
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/**
* Gets a vrController by name.
* @param name The name of the controller to retreive
* @returns the controller matching the name specified or null if not found
*/
| <mask> this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
<mask> super.dispose();
<mask> }
<mask>
<mask> public getControllerByName(name: string): Nullable<WebVRController> {
<mask> for (var gp of this.controllers) {
<mask> ... | [
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/**
* The controller corrisponding to the users left hand.
*/
| <mask> return null;
<mask> }
<mask>
<mask> private _leftController: Nullable<WebVRController>;
<mask> public get leftController(): Nullable<WebVRController> {
<mask> if (!this._leftController) {
<mask> this._leftController = this.getControllerByNam... | [
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/**
* The controller corrisponding to the users right hand.
*/
| <mask> };
<mask>
<mask> private _rightController: Nullable<WebVRController>;
<mask> public get rightController(): Nullable<WebVRController> {
<mask> if (!this._rightController) {
<mask> this._rightController = this.getControllerByName("right");
<mask> ... | [
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/**
* Casts a ray forward from the vrCamera's gaze.
* @param length Length of the ray (default: 100)
* @returns the ray corrisponding to the gaze
*/
| <mask> return this._rightController;
<mask> };
<mask>
<mask>
<mask>
<mask> public getForwardRay(length = 100): Ray {
<mask> if (this.leftCamera) {
<mask> // Use left eye to avoid computation to compute center on every call
<mask> return... | [
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/**
* Updates the camera based on device's frame data
*/
| <mask> }
<mask> }
<mask>
<mask> public _checkInputs(): void {
<mask> if (this._vrDevice && this._vrDevice.isPresenting) {
<mask> this._vrDevice.getFrameData(this._frameData);
<mask>
</s> add docs to webVR camera
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/**
* Updates the poseControlled values based on the input device pose.
* @param poseData Pose coming from the device
*/
| <mask> super._checkInputs();
<mask> }
<mask>
<mask> updateFromDevice(poseData: DevicePose) {
<mask> if (poseData && poseData.orientation) {
<mask> this.rawPose = poseData;
<mask> this._deviceRoomRotationQuaternion.copyFromFloats(poseData.or... | [
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* @param element html element to attach the vrDevice to
* @param noPreventDefault prevent the default html element operation when attaching the vrDevice
| <mask> * Note that in certain browsers (chrome for example) this function must be called
<mask> * within a user-interaction callback. Example:
<mask> * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
<mask> *
<mask> * @param {HTMLElement}... | [
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/**
* Detaches the camera from the html element and disables VR
*
* @param element html element to detach from
*/
| <mask> }
<mask> }
<mask>
<mask> public detachControl(element: HTMLElement): void {
<mask> this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
<mask> this.getScene().gamepadManager.onGamepadDisconnectedObservable... | [
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/**
* @returns the name of this class
*/
| <mask> }
<mask>
<mask> public getClassName(): string {
<mask> return "WebVRFreeCamera";
<mask> }
<mask>
<mask> /**
<mask> * Calls resetPose on the vrDisplay
</s> add docs to webVR camera
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/**
* Calls resetPose on the vrDisplay
* See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
*/
| <mask> return "WebVRFreeCamera";
<mask> }
<mask>
<mask> public resetToCurrentRotation() {
<mask> //uses the vrDisplay's "resetPose()".
<mask> //pitch and roll won't be affected.
<mask> this._vrDevice.resetPose();
<mask> }
<mask>
</s> ad... | [
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/**
* Updates the rig cameras (left and right eye)
*/
| <mask> }
<mask>
<mask> public _updateRigCameras() {
<mask> var camLeft = <TargetCamera>this._rigCameras[0];
<mask> var camRight = <TargetCamera>this._rigCameras[1];
<mask> camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
<mask> ... | [
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/**
* Updates the cached values of the camera
* @param ignoreParentClass ignores updating the parent class's cache (default: false)
*/
| <mask> private _workingMatrix = Matrix.Identity();
<mask>
<mask> private updateCacheCalled: boolean;
<mask>
<mask> public _updateCache(ignoreParentClass?: boolean): void {
<mask> if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this... | [
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/**
* Updates the current device position and rotation in the babylon world
*/
| <mask> this.updateCacheCalled = false;
<mask> }
<mask>
<mask> public update() {
<mask> // Get current device position in babylon world
<mask> Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
<mask>
<mask>... | [
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/**
* Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
* @returns an identity matrix
*/
| <mask> Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
<mask>
<mask> super.update();
<mask> }
<mask> public _getViewMatrix(): Matrix {
<mask> return Matrix.Identity();
<mask> }
<mask>
</s> add docs to webVR ca... | [
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/**
* Initializes the controllers and their meshes
*/
| <mask> private _onGamepadConnectedObserver: Nullable<Observer<Gamepad>>;
<mask> private _onGamepadDisconnectedObserver: Nullable<Observer<Gamepad>>;
<mask>
<mask> public initControllers() {
<mask> this.controllers = [];
<mask>
<mask> let manager = this.getScene()... | [
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"../../src/PostProcess/babylon.sharpenPostProcess.js", | <mask> "files": [
<mask> "../../src/PostProcess/babylon.refractionPostProcess.js",
<mask> "../../src/PostProcess/babylon.blackAndWhitePostProcess.js",
<mask> "../../src/PostProcess/babylon.convolutionPostProcess.js",
<mask> "../../src/Post... | [
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"sharpen.fragment", | <mask> ],
<mask> "shaders": [
<mask> "refraction.fragment",
<mask> "blackAndWhite.fragment",
<mask> "convolution.fragment",
<mask> "filter.fragment",
<mask> "fxaa.fragment",
<mask> "volumetric... | [
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/**
* ID of the sharpen post process,
*/
readonly SharpenPostProcessId: string = "SharpenPostProcessEffect";
| <mask> export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
<mask> private _scene: Scene;
<mask>
<mask> /**
<mask> * ID of the pass post process used for bloom,
<mask> */
<mask> readonly PassPostProcessId: string = "PassP... | [
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/**
* Sharpen post process which will apply a sharpen convolution to enhance edges
*/
public sharpen: SharpenPostProcess;
| <mask> readonly FinalMergePostProcessId: string = "FinalMergePostProcessEffect";
<mask>
<mask> // Post-processes
<mask> /**
<mask> * First pass of bloom to capture the original image texture for later use.
<mask> */
<mask> public pass: PassPostProcess;
</s> add msaa and sh... | [
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// Values
private _sharpenEnabled:boolean = false;
| <mask> * Animations which can be used to tweak settings over a period of time
<mask> */
<mask> public animations: Animation[] = [];
<mask>
<mask> // Values
<mask> private _bloomEnabled: boolean = false;
<mask> private _depthOfFieldEnabled: boolean = false... | [
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private _msaaEnabled: boolean = false;
| <mask> private _depthOfFieldBlurLevel = DepthOfFieldEffectBlurLevel.Low;
<mask> private _fxaaEnabled: boolean = false;
<mask> private _imageProcessingEnabled: boolean = true;
<mask> private _defaultPipelineTextureType: number;
<mask> private _bloomScale: number = 0.6;
<mask... | [
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if (this.sharpenEnabled) {
this.sharpen = new SharpenPostProcess("sharpen", 1.0, null, Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
this.addEffect(new PostProcessRenderEffect(engine, this.SharpenPostProcessId, () => { return this.sharpen;... | <mask> this._disposePostProcesses();
<mask> this._reset();
<mask>
<mask> if(this.depthOfFieldEnabled){
<mask> // Enable and get current depth map
<mask> var depthTexture = this._scene.enableDepthRenderer(this._cameras[0]).getDepthMap();
<mask> ... | [
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if(this.msaaEnabled){
if(!this._enableMSAAOnFirstPostProcess()){
BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
}
}
| <mask>
<mask> if (this._cameras !== null) {
<mask> this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
<mask> }
<mask>
<mask> this._enableMSAAOnFirstPostProcess();
<mask> }
<mask>
<mask> pr... | [
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if (this.sharpen) {
this.sharpen.dispose(camera);
}
| <mask> for (var i = 0; i < this._cameras.length; i++) {
<mask> var camera = this._cameras[i];
<mask>
<mask> if (this.pass) {
<mask> this.pass.dispose(camera);
<mask> }
<mask>
</s> add msaa and sharpness effect to default pipeline
... | [
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(<any>this.sharpen) = null;
| <mask> }
<mask> }
<mask>
<mask> (<any>this.pass) = null;
<mask> (<any>this.highlights) = null;
<mask> (<any>this.blurX) = null;
<mask> (<any>this.blurY) = null;
<mask> (<any>this.copyBack) = null;
</s> add msaa and sharpne... | [
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/**
* Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> };
<mask> }
<mask>
<mask> // Statics
<mask> // Based on http://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> public static EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
<mask> public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
<mask> pub... | [
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/**
* Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> /**
<mask> * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> */
<mask> public static EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
<mask> public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
<mask> /**
<mask> * Edge detecti... | [
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"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6b0ef9ab12929aefadba55d540abd12471da31b1 | src/PostProcess/babylon.convolutionPostProcess.ts |
/**
* Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> */
<mask> public static EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
<mask> public static EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
<mask> /**
<mask> * Kernel to sharpen an i... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6b0ef9ab12929aefadba55d540abd12471da31b1 | src/PostProcess/babylon.convolutionPostProcess.ts |
/**
* Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> /**
<mask> * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> */
<mask> public static EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
<mask> public static SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
<mask> /**
<mask> * Kernel ... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6b0ef9ab12929aefadba55d540abd12471da31b1 | src/PostProcess/babylon.convolutionPostProcess.ts |
/**
* Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> */
<mask> public static SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
<mask> public static EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
<mask> /**
<mask> * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> */
<mask> public static... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6b0ef9ab12929aefadba55d540abd12471da31b1 | src/PostProcess/babylon.convolutionPostProcess.ts |
/**
* Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
*/
| <mask> * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
<mask> */
<mask> public static EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
<mask> public static GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
<mask> }
<mask> }
</s> add msaa and sharpness effec... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6b0ef9ab12929aefadba55d540abd12471da31b1 | src/PostProcess/babylon.convolutionPostProcess.ts |
this.registerInput("lod", NodeMaterialBlockConnectionPointTypes.Float, true);
| <mask> );
<mask> this.registerInput("layer", NodeMaterialBlockConnectionPointTypes.Float, true);
<mask>
<mask> this.registerOutput("rgba", NodeMaterialBlockConnectionPointTypes.Color4, NodeMaterialBlockTargets.Neutral);
<mask> this.registerOutput("rgb", NodeMaterialBlockConnectionP... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
/**
* Gets the LOD input component
*/
public get lod(): NodeMaterialConnectionPoint {
return this._inputs[3];
}
| <mask> public get layer(): NodeMaterialConnectionPoint {
<mask> return this._inputs[2];
<mask> }
<mask>
<mask> /**
<mask> * Gets the rgba output component
<mask> */
<mask> public get rgba(): NodeMaterialConnectionPoint {
</s> Add texture LOD input to NME TextureBlock </s> rem... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
private get _samplerFunc() {
return this.lod.isConnected ? 'texture2DLodEXT' : 'texture2D';
}
private get _samplerLodSuffix() {
return this.lod.isConnected ? `, ${this.lod.associatedVariableName}` : '';
}
| <mask> }
<mask>
<mask> private _generateTextureLookup(state: NodeMaterialBuildState): void {
<mask> const samplerName = this.samplerName;
<mask>
<mask> state.compilationString += `#ifdef ${this._defineName}\r\n`;
<mask> state.compilationString += `vec4 ${this._tempTextureRead} =... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${samplerName}, ${this._getUVW(this._transformedUVName)}${this._samplerLodSuffix});\r\n`;
| <mask> private _generateTextureLookup(state: NodeMaterialBuildState): void {
<mask> const samplerName = this.samplerName;
<mask>
<mask> state.compilationString += `#ifdef ${this._defineName}\r\n`;
<mask> state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerNam... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${samplerName}, ${this._getUVW(
| <mask>
<mask> state.compilationString += `#ifdef ${this._defineName}\r\n`;
<mask> state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._getUVW(this._transformedUVName)});\r\n`;
<mask> state.compilationString += `#elif defined(${this._mainUVDefineName}... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
)}${this._samplerLodSuffix});\r\n`;
| <mask> state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${samplerName}, ${this._getUVW(this._transformedUVName)});\r\n`;
<mask> state.compilationString += `#elif defined(${this._mainUVDefineName})\r\n`;
<mask> state.compilationString += `vec4 ${this._tempTextureRead} = te... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
state.compilationString += `vec4 ${this._tempTextureRead} = ${this._samplerFunc}(${this.samplerName}, ${this._getUVW(uvInput.associatedVariableName)}${this._samplerLodSuffix});\r\n`;
| <mask> return;
<mask> }
<mask>
<mask> if (this.uv.ownerBlock.target === NodeMaterialBlockTargets.Fragment) {
<mask> state.compilationString += `vec4 ${this._tempTextureRead} = texture2D(${this.samplerName}, ${this._getUVW(uvInput.associatedVariableName)});\r\n`;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6ca95709b2399ed1724f8eb73fd3f5c2e2a9a292 | packages/dev/core/src/Materials/Node/Blocks/Dual/textureBlock.ts |
platformName: string;
| <mask> shadersRepository: string;
<mask> includesShadersStore: { [key: string]: string };
<mask> processor?: IShaderProcessor;
<mask> version: string;
<mask> } </s> Fix bug + better validation processing
Former-commit-id: 3fc548321317cc92a0faad8d829ceae29e570ece </s> remove "playgroun... | [
"keep",
"keep",
"keep",
"add",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | src/Engines/Processors/shaderProcessingOptions.ts |
preprocessors[options.platformName] = "true";
| <mask>
<mask> preprocessors["GL_ES"] = "true";
<mask> preprocessors["__VERSION__"] = options.version;
<mask>
<mask> return preprocessors;
<mask> }
<mask>
</s> Fix bug + better validation processing
Former-commit-id: 3fc548321317cc92a0faad8d829ceae29e570ece </s> remove ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | src/Engines/Processors/shaderProcessor.ts |
platformName: this._engine.webGLVersion >= 2 ? "WEBGL2" : "WEBGL1"
| <mask> includesShadersStore: Effect.IncludesShadersStore,
<mask> version: (this._engine.webGLVersion * 100).toString(),
<mask> };
<mask>
<mask> this._loadVertexShader(vertexSource, (vertexCode) => {
<mask> this._loadFragmentShader(fragmentSource, (fragmentCode)... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | src/Materials/effect.ts |
"playgroundId": "#0YYQ3N#0", | <mask> "referenceImage": "polygon.png"
<mask> },
<mask> {
<mask> "title": "Soft Shadows",
<mask> "scriptToRun": "/Demos/SoftShadows/softShadows.js",
<mask> "functionToCall": "CreateSoftShadowsTestScene",
<mask> "referenceImage": "softSha... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#603JUZ#0", | <mask> "referenceImage": "softShadows.png"
<mask> },
<mask> {
<mask> "title": "Fresnel",
<mask> "scriptToRun": "/Demos/Fresnel/fresnel.js",
<mask> "functionToCall": "CreateFresnelTestScene",
<mask> "referenceImage": "fresnel.png"
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#SMEAEB#0", | <mask> "referenceImage": "draco.png"
<mask> },
<mask> {
<mask> "title": "GLTF Normals",
<mask> "scriptToRun": "/Demos/GLTFNormals/index.js",
<mask> "functionToCall": "createScene",
<mask> "referenceImage": "gltfnormals.png"
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfnormals.png"
<mask> },
<mask> {
<mask> "title": "GLTF Animation Node",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Animation_Node, __page__, 0",
<mask> "referenceImage": "gltfAnimatio... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfAnimationNode.png"
<mask> },
<mask> {
<mask> "title": "GLTF Animation Node Misc",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Animation_NodeMisc, __page__, 0",
<mask> "referenceImage"... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfAnimationNodeMisc.png"
<mask> },
<mask> {
<mask> "title": "GLTF Animation Skin (0)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Animation_Skin, __page__, 0",
<mask> "referenceImage":... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfAnimationSkin0.png"
<mask> },
<mask> {
<mask> "title": "GLTF Animation Skin (1)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Animation_Skin, __page__, 1",
<mask> "referenceImage": "g... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfAnimationSkin1.png"
<mask> },
<mask> {
<mask> "title": "GLTF Animation Skin Type",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Animation_SkinType, __page__, 0",
<mask> "referenceImage... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfAnimationSkinType.png"
<mask> },
<mask> {
<mask> "title": "GLTF Buffer Interleaved",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Buffer_Interleaved, __page__, 0",
<mask> "referenceIma... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfBufferInterleaved.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material, __page__, 0",
<mask> "referenceImage": "gltfMaterial.p... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterial.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Alpha Blend",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_AlphaBlend, __page__, 0",
<mask> "referenceImage": "... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialAlphaBlend.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Alpha Mask",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_AlphaMask, __page__, 0",
<mask> "referenceI... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialAlphaMask.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Double Sided (Front)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_DoubleSided, __page__, 0",
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialDoubleSidedFront.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Double Sided (Back)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_DoubleSided, __page__, 0, alpha = Math.PI... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialDoubleSidedBack.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Metallic Roughness (0)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_MetallicRoughness, __page__, 0",
<mask... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialMetallicRoughness0.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Metallic Roughness (1)",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_MetallicRoughness, __page__, 1",
<m... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
"playgroundId": "#DS8AA7#17", | <mask> "referenceImage": "gltfMaterialMetallicRoughness1.png"
<mask> },
<mask> {
<mask> "title": "GLTF Material Mixed",
<mask> "playgroundId": "#DS8AA7#15",
<mask> "replace": "__folder__, Material_Mixed, __page__, 0",
<mask> "referenceIm... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/6cf2ce3a607e65694bfc1c02912c3b98ddda48e0 | tests/validation/config.json |
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