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 |
|---|---|---|---|---|
public static ReleaseCachedFontTexture(scene: Scene, fontName: string, supersample: boolean = false) {
| <mask>
<mask> return ft;
<mask> }
<mask>
<mask> public static ReleaseCachedFontTexture(scene: Scene, fontName: string) {
<mask> let s = <any>scene;
<mask> let dic = <StringDictionary<FontTexture>>s.__fontTextureCache__;
<mask> if (!dic) {
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
let lfn = fontName.toLocaleLowerCase() + (supersample ? "_+SS" : "_-SS");
| <mask> if (!dic) {
<mask> return;
<mask> }
<mask>
<mask> let lfn = fontName.toLocaleLowerCase();
<mask> var font = dic.get(lfn);
<mask> if (--font._usedCounter === 0) {
<mask> dic.remove(lfn);
<mask> fo... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
* @param superSample if true the FontTexture will be created with a font of a size twice bigger than the given one but all properties (lineHeight, charWidth, etc.) will be according to the original size. This is made to improve the text quality.
| <mask> * @param font the font to use, use the W3C CSS notation
<mask> * @param scene the scene that owns the texture
<mask> * @param maxCharCount the approximative maximum count of characters that could fit in the texture. This is an approximation because most of the fonts are proportional... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
constructor(name: string, font: string, scene: Scene, maxCharCount=200, samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE, superSample: boolean = false) {
| <mask> * @param scene the scene that owns the texture
<mask> * @param maxCharCount the approximative maximum count of characters that could fit in the texture. This is an approximation because most of the fonts are proportional (each char has its own Width). The 'W' character's width is used to comp... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
this._superSample = false;
if (superSample) {
let sfont = this.getSuperSampleFont(font);
if (sfont) {
this._superSample = true;
font = sfont;
}
}
| <mask> this.wrapU = Texture.CLAMP_ADDRESSMODE;
<mask> this.wrapV = Texture.CLAMP_ADDRESSMODE;
<mask>
<mask> // First canvas creation to determine the size of the texture to create
<mask> this._canvas = document.createElement("canvas");
<mask> this._cont... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
this._lineHeightSuper = res.height;
this._lineHeight = this._superSample ? (this._lineHeightSuper / 2) : this._lineHeightSuper;
| <mask> this._context.font = font;
<mask> this._context.fillStyle = "white";
<mask>
<mask> var res = this.getFontHeight(font);
<mask> this._lineHeight = res.height;
<mask> this._offset = res.offset-1;
<mask>
<mask> var maxCharWidth = this.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
this._spaceWidthSuper = this._context.measureText(" ").width;
this._spaceWidth = this._superSample ? (this._spaceWidthSuper / 2) : this._spaceWidthSuper;
| <mask> this._lineHeight = res.height;
<mask> this._offset = res.offset-1;
<mask>
<mask> var maxCharWidth = this._context.measureText("W").width;
<mask> this._spaceWidth = this._context.measureText(" ").width;
<mask>
<mask> // This is an approximate si... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
var totalEstSurface = this._lineHeightSuper * maxCharWidth * maxCharCount;
| <mask> var maxCharWidth = this._context.measureText("W").width;
<mask> this._spaceWidth = this._context.measureText(" ").width;
<mask>
<mask> // This is an approximate size, but should always be able to fit at least the maxCharCount
<mask> var totalEstSurface = this... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
var xMargin = Math.ceil(this._lineHeightSuper/20);
| <mask> var textureSize = this.getSize();
<mask>
<mask> // we reached the end of the current line?
<mask> let width = Math.round(measure.width);
<mask> var xMargin = Math.ceil(this._lineHeight/20);
<mask> var yMargin = xMargin;
<mask> if (th... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
this._currentFreePosition.y += this._lineHeightSuper + yMargin;
| <mask> var xMargin = Math.ceil(this._lineHeight/20);
<mask> var yMargin = xMargin;
<mask> if (this._currentFreePosition.x + width + xMargin > textureSize.width) {
<mask> this._currentFreePosition.x = 0;
<mask> this._currentFreePosition.y += this._... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
info.bottomRightUV = new Vector2((this._currentFreePosition.x + width) / textureSize.width, info.topLeftUV.y + ((this._lineHeightSuper + 2) / textureSize.height));
info.charWidth = this._superSample ? (width/2) : width;
| <mask> this._context.fillText(char, this._currentFreePosition.x, this._currentFreePosition.y - this._offset);
<mask>
<mask> // Fill the CharInfo object
<mask> info.topLeftUV = new Vector2(this._currentFreePosition.x / textureSize.width, this._currentFreePosition.y / textureSize.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
return new Size(maxWidth, lineCount * this.lineHeight);
}
private getSuperSampleFont(font: string): string {
// Eternal thank to http://stackoverflow.com/a/10136041/802124
let regex = /^\s*(?=(?:(?:[-a-z]+\s*){0,2}(italic|oblique))?)(?=(?:(?:[-a-z]+\s*){0,2}(sma... | <mask> ++charxpos;
<mask> }
<mask> maxWidth = Math.max(maxWidth, curWidth);
<mask>
<mask> return new Size(maxWidth, lineCount * this._lineHeight);
<mask> }
<mask>
<mask> // More info here: https://videlais.com/2014/03/16/the-many-and-varied-p... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Materials/Textures/babylon.fontTexture.ts |
att float superSampleFactor;
| <mask> att vec2 sizeUV;
<mask> att vec2 textureSize;
<mask> att vec4 color;
<mask>
<mask> // Output
<mask> varying vec2 vUV;
<mask> varying vec4 vColor;
<mask>
<mask> void main(void) {
</s> FontTexture & Canvas2D
Adding the superSample setting to FontTexture to double the stored font size.
Adding the font... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Shaders/text2d.vertex.fx |
pos.xy = floor(pos2.xy * superSampleFactor * sizeUV * textureSize); // Align on target pixel to avoid bad interpolation
| <mask> vUV = (floor(vUV*textureSize) + vec2(0.0, 0.0)) / textureSize;
<mask>
<mask> vColor = color;
<mask> vec4 pos;
<mask> pos.xy = floor(pos2.xy * sizeUV * textureSize); // Align on target pixel to avoid bad interpolation
<mask> pos.z = 1.0;
<mask> pos.w = 1.0;
<mask> gl_Position = vec4(dot(pos, trans... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/adde3b37f0c7a9ec79bd84e109e5d868fdd8d4f4 | src/Shaders/text2d.vertex.fx |
const currentMatrixIndices = vertex_data.matricesIndices;
const currentMatrixWeights = vertex_data.matricesWeights;
const currentMatrixIndicesExtra = vertex_data.matricesIndicesExtra;
const currentMatrixWeightsExtra = vertex_data.matricesWeightsExtra;
| <mask> const currentPositions = vertex_data.positions;
<mask> const currentColors = vertex_data.colors;
<mask>
<mask> if (currentIndices === void 0 || currentPositions === void 0 || currentIndices === null || currentPositions === null) {
<mask> Logger.Warn("VertexData contains ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c | packages/dev/core/src/Meshes/mesh.ts |
const matrixIndices: Array<number> = new Array();
const matrixWeights: Array<number> = new Array();
const matrixIndicesExtra: Array<number> = new Array();
const matrixWeightsExtra: Array<number> = new Array();
| <mask> const positions: Array<number> = new Array();
<mask> const indices: Array<number> = new Array();
<mask> const uvs: Array<number> = new Array();
<mask> const colors: Array<number> = new Array();
<mask> let pstring: Array<string> = new Array(); //lis... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c | packages/dev/core/src/Meshes/mesh.ts |
if (currentMatrixIndices !== null && currentMatrixIndices !== void 0) {
vertex_data.matricesIndices = matrixIndices;
}
if (currentMatrixWeights !== null && currentMatrixWeights !== void 0) {
vertex_data.matricesWeights = matrixWeights;
... | <mask> if (currentColors !== null && currentColors !== void 0) {
<mask> vertex_data.colors = colors;
<mask> }
<mask>
<mask> vertex_data.applyToMesh(this, this.isVertexBufferUpdatable(VertexBuffer.PositionKind));
<mask> }
<mask> }
<mask>
</s> for... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/af1deed686183228aefe00f64260a3e5c366e12c | packages/dev/core/src/Meshes/mesh.ts |
declare module "../scene" {
export interface Scene {
_utilityLayerRenderer: UtilityLayerRenderer;
}
}
| <mask> import { Camera } from '../Cameras/camera';
<mask> import { Color3 } from '../Maths/math.color';
<mask>
<mask> /**
<mask> * Renders a layer on top of an existing scene
<mask> */
<mask> export class UtilityLayerRenderer implements IDisposable {
</s> adding hidden utilityScene field
Former-commit-id: ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c | src/Rendering/utilityLayerRenderer.ts |
originalScene._utilityLayerRenderer = this;
| <mask> public originalScene: Scene,
<mask> handleEvents: boolean = true) {
<mask> // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
<mask> this.utilityLayerScene = new Scene(originalScene.getE... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c | src/Rendering/utilityLayerRenderer.ts |
if (
!this._options.enablePointerSelectionOnAllControllers &&
this._options.preferredHandedness &&
xrController.inputSource.handedness === this._options.preferredHandedness
) {
| <mask> id: WebXRControllerPointerSelection._idCounter++,
<mask> };
<mask>
<mask> if (this._attachedController) {
<mask> if (!this._options.enablePointerSelectionOnAllControllers && this._options.preferredHandedness && xrController.inputSource.handedness === this._options.pr... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c | src/XR/features/WebXRControllerPointerSelection.ts |
// Pick utility layer first with ray
let utilityScenePick = null;
if (this._scene._utilityLayerRenderer) {
utilityScenePick = this._scene._utilityLayerRenderer.utilityLayerScene.pickWithRay(
controllerData.tmpRay,
this._sc... | <mask> scene.pointerX = this._screenCoordinatesRef.x;
<mask> scene.pointerY = this._screenCoordinatesRef.y;
<mask> }
<mask> }
<mask> controllerData.pick = this._scene.pickWithRay(controllerData.tmpRay, this._scene.pointerMovePredicate ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b03213de2db68a477f5d75a34cb042b0592ffd8c | src/XR/features/WebXRControllerPointerSelection.ts |
public static readonly ANCHOR_SYSTEM = "xr-anchor-system";
| <mask> export class WebXRFeatureName {
<mask> /**
<mask> * The name of the anchor system feature
<mask> */
<mask> public static ANCHOR_SYSTEM = "xr-anchor-system";
<mask> /**
<mask> * The name of the background remover feature
<mask> */
<mask> public static BACKGROUND_REMOVE... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly BACKGROUND_REMOVER = "xr-background-remover";
| <mask> public static ANCHOR_SYSTEM = "xr-anchor-system";
<mask> /**
<mask> * The name of the background remover feature
<mask> */
<mask> public static BACKGROUND_REMOVER = "xr-background-remover";
<mask> /**
<mask> * The name of the hit test feature
<mask> */
<mask> publ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly HIT_TEST = "xr-hit-test";
| <mask> public static BACKGROUND_REMOVER = "xr-background-remover";
<mask> /**
<mask> * The name of the hit test feature
<mask> */
<mask> public static HIT_TEST = "xr-hit-test";
<mask> /**
<mask> * physics impostors for xr controllers feature
<mask> */
<mask> public stati... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly PHYSICS_CONTROLLERS = "xr-physics-controller";
| <mask> public static HIT_TEST = "xr-hit-test";
<mask> /**
<mask> * physics impostors for xr controllers feature
<mask> */
<mask> public static PHYSICS_CONTROLLERS = "xr-physics-controller";
<mask> /**
<mask> * The name of the plane detection feature
<mask> */
<mask> publ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly PLANE_DETECTION = "xr-plane-detection";
| <mask> public static PHYSICS_CONTROLLERS = "xr-physics-controller";
<mask> /**
<mask> * The name of the plane detection feature
<mask> */
<mask> public static PLANE_DETECTION = "xr-plane-detection";
<mask> /**
<mask> * The name of the pointer selection feature
<mask> */
<mas... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly POINTER_SELECTION = "xr-controller-pointer-selection";
| <mask> public static PLANE_DETECTION = "xr-plane-detection";
<mask> /**
<mask> * The name of the pointer selection feature
<mask> */
<mask> public static POINTER_SELECTION = "xr-controller-pointer-selection";
<mask> /**
<mask> * The name of the teleportation feature
<mask> */... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly TELEPORTATION = "xr-controller-teleportation";
| <mask> public static POINTER_SELECTION = "xr-controller-pointer-selection";
<mask> /**
<mask> * The name of the teleportation feature
<mask> */
<mask> public static TELEPORTATION = "xr-controller-teleportation";
<mask> /**
<mask> * The name of the feature points feature.
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
public static readonly FEATURE_POINTS = "xr-feature-points";
| <mask> public static TELEPORTATION = "xr-controller-teleportation";
<mask> /**
<mask> * The name of the feature points feature.
<mask> */
<mask> public static FEATURE_POINTS = "xr-feature-points";
<mask> }
<mask>
<mask> /**
<mask> * Defining the constructor of a feature. Used to registe... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b04f131aac2dd40ac38344fff04efe9c367b52ed | src/XR/webXRFeaturesManager.ts |
#include<bakedVertexAnimationDeclaration>
| <mask> attribute vec4 color;
<mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float;
// Attributes
at... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/cell/cell.vertex.fx |
#include<bakedVertexAnimation>
| <mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remo... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/cell/cell.vertex.fx |
precision highp float;
// Attributes
attribute vec3 position;
#ifdef UV1
attribute vec2 uv;
#endif
#ifdef UV2
attribute vec2 uv2;
#endif
#ifdef VERTEXCOLOR
attribute vec4 color;
#endif
#include<bonesDeclaration>
#include<bakedVertexAnimationDeclaration>
// Uniforms
#include<instancesDeclaration>
... | <mask> precision highp float;
<mask>
<mask> // Attributes
<mask> attribute vec3 position;
<mask> #ifdef UV1
<mask> attribute vec2 uv;
<mask> #endif
<mask> #ifdef UV2
<mask> attribute vec2 uv2;
<mask> #endif
<mask> #ifdef VERTEXCOLOR
<mask> attribute vec4 color;
<mask> #endif
<mask>
<mask> #include<bone... | [
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"rep... | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/fire/fire.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> uniform mat4 view;
<mask> uniform mat4 viewProjection;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/gradient/gradient.vertex.fx |
#include<bonesVertex>
#include<bakedVertexAnimation>
| <mask> #include<__decl__lightFragment>[0..maxSimultaneousLights]
<mask>
<mask> void main(void) {
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
<mask>
</s> include bake... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/gradient/gradient.vertex.fx |
#include<bakedVertexAnimation> | <mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> #ifdef NORMAL
<mask> // get a turbulent 3d noise using the normal, normal to high freq
<mask> noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );
<mask> // get a 3d noise using the position, low frequency
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/lava/lava.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> uniform mat4 view;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float;
// Attributes
attri... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/normal/normal.vertex.fx |
#include<bakedVertexAnimation>
| <mask> void main(void) {
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
<mask>
<mask> vPositionW = vec3(worldPos);
</s> include bakedVertex on all shaders
Form... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/normal/normal.vertex.fx |
#include<bakedVertexAnimation>
| <mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/shadowOnly/shadowOnly.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> uniform mat4 view;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/simple/simple.vertex.fx |
#include<bakedVertexAnimation>
| <mask> void main(void) {
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd0... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/simple/simple.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> uniform mat4 view;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float;
// Attributes
attribute vec3 posit... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/triPlanar/triplanar.vertex.fx |
#include<bakedVertexAnimation>
| <mask> {
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> gl_Position = viewProjection * worldPos;
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09a... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/triPlanar/triplanar.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> uniform mat4 view;
<mask> uniform mat4 viewProjection;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/water/water.vertex.fx |
#include<bakedVertexAnimation>
| <mask> void main(void) {
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask> vPositionW = vec3(worldPos);
<mask>
<mask> #ifdef NORMAL
<mask> vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
</s> i... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | materialsLibrary/src/water/water.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> attribute vec4 matricesWeights;
<mask> #endif
<mask>
<mask> #include<instancesDeclaration>
<mask>
<mask> varying vec3 vColor;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp float;
// At... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Debug/skeletonViewer.ts |
#include<bakedVertexAnimation>
| <mask> vec3 positionUpdated = position;
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
<mask>
<mask> vec3 color = colorBase;
<mask> float total... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Debug/skeletonViewer.ts |
#include<bakedVertexAnimationDeclaration>
| <mask> attribute vec4 matricesIndices;
<mask> attribute vec4 matricesWeights;
<mask> #endif
<mask> #include<instancesDeclaration>
<mask>
<mask> varying vec3 vColor;
<mask>
<mask> void main() {
</s> include bakedVertex on all shad... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Debug/skeletonViewer.ts |
#include<bakedVertexAnimation>
| <mask> vec3 positionUpdated = position;
<mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec3 color = vec3(0.);
<mask> bool first = true;
<mask>
<mask> for (int i = 0; i < 4; i++... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Debug/skeletonViewer.ts |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> // Uniforms
<mask> #include<instancesDeclaration>
<mask>
<mask> // Output
<mask> varying vec3 vPositionW;
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 </s> remove precision highp flo... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/background.vertex.fx |
#include<bakedVertexAnimation>
| <mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> #ifdef MULTIVIEW
<mask> if (gl_ViewID_OVR == 0u) {
<mask> gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/background.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<clipPlaneVertexDeclaration>
<mask>
<mask> // Uniforms
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/color.vertex.fx |
#include<bakedVertexAnimation>
| <mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask> vec4 worldPos = finalWorld * vec4(position, 1.0);
<mask>
<mask> #ifdef MULTIVIEW
<mask> if (gl_ViewID_OVR == 0u) {
<mask> gl_Position = viewProjection * worldPos;
<mask> } else {
</s> include bakedVertex on all shaders
Former-commi... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/color.vertex.fx |
#include<bakedVertexAnimation>
| <mask> #include<instancesVertex>
<mask>
<mask> #include<bonesVertex>
<mask>
<mask> gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
<mask>
<mask> #ifdef USE_REVERSE_DEPTHBUFFER
<mask> vDepthMetric = ((-gl_Position.z + depthValues.x) / (depthValues.y));
</s> include bakedVert... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/depth.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> precision highp float;
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<morphTargetsVertexGlobalDeclaration>
<mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
<mask>
<mask> #include<instancesDeclaration>
</s> include bakedVertex on all shaders
Former-comm... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/geometry.vertex.fx |
#include<bakedVertexAnimation>
| <mask> vPreviousPosition = previousViewProjection * previousWorld * vec4(positionUpdated, 1.0);
<mask> #endif
<mask>
<mask> #include<bonesVertex>
<mask> vec4 pos = vec4(finalWorld * vec4(positionUpdated, 1.0));
<mask>
<mask> #ifdef BUMP
<mask> vWorldView = view * finalWorld;
<mask> vNormalW = normalUpd... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/geometry.vertex.fx |
#include<bakedVertexAnimation>
| <mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> #ifdef CUBEMAP
<mask> vPosition = finalWorld * vec4(positionUpdated, 1.0);
<mask> gl_Position = viewProjection * finalWorld * vec4(position, 1.0);
<mask> #else
<mask> vPosition = viewProjection * finalWorld * vec4(positionU... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/glowMapGeneration.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> attribute vec3 position;
<mask> attribute vec3 normal;
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<morphTargetsVertexGlobalDeclaration>
<mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
<mask>
</s> include bakedVertex on all shaders
Former-commit-id:... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/outline.vertex.fx |
#include<bakedVertexAnimation>
| <mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> gl_Position = viewProjection * finalWorld * vec4(offsetPosition, 1.0);
<mask>
<mask> #ifdef ALPHATEST
<mask> #ifdef UV1
<mask> vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0));
</s> include bakedVertex on all shaders
... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/outline.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask>
<mask> #include<helperFunctions>
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<instancesDeclaration>
<mask> #include<prePassVertexDeclaration>
<mask>
<mask> #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
<mask> #include<samplerVertexDeclaration>(_DEFINENAME_,D... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/pbr.vertex.fx |
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<instancesDeclaration>
<mask> #include<prePassVertexDeclaration>
<mask> #include<bakedVertexAnimationDeclaration>
<mask>
<mask> #include<samplerVertexDeclaration>(_DEFINENAME_,ALBEDO,_VARYINGNAME_,Albedo)
<mask> #include<samplerVertexDeclaration>(_DEFINE... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/pbr.vertex.fx | |
#include<bakedVertexAnimationDeclaration>
| <mask> #endif
<mask>
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<morphTargetsVertexGlobalDeclaration>
<mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
<mask>
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd09aa0a38 | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/shadowMap.vertex.fx |
#endif
#ifdef NORMAL
| <mask> {
<mask> vec3 positionUpdated = position;
<mask> #ifdef UV1
<mask> vec2 uvUpdated = uv;
<mask> #endif
<mask> #ifdef NORMAL
<mask> vec3 normalUpdated = normal;
<mask> #endif
<mask>
<mask> #include<morphTargetsVertexGlobal>
<mask> #include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]
</... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/shadowMap.vertex.fx |
#include<bakedVertexAnimation>
| <mask>
<mask> #include<instancesVertex>
<mask> #include<bonesVertex>
<mask>
<mask> vec4 worldPos = finalWorld * vec4(positionUpdated, 1.0);
<mask>
<mask> #ifdef NORMAL
<mask> mat3 normWorldSM = mat3(finalWorld);
</s> include bakedVertex on all shaders
Former-commit-id: a4ab4a4bfe4c05d54a8221161f4f83bd... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/shadowMap.vertex.fx |
#include<bakedVertexAnimationDeclaration>
| <mask> attribute vec3 position;
<mask> #include<bonesDeclaration>
<mask>
<mask> #include<morphTargetsVertexGlobalDeclaration>
<mask> #include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]
<mask>
<mask> // Uniform
<mask> #include<instancesDeclaration>
</s> include bakedVertex on all shaders
... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/volumetricLightScatteringPass.vertex.fx |
#include<bakedVertexAnimation>
| <mask> #include<instancesVertex>
<mask>
<mask> #include<bonesVertex>
<mask>
<mask> gl_Position = viewProjection * finalWorld * vec4(positionUpdated, 1.0);
<mask>
<mask> #if defined(ALPHATEST) || defined(BASIC_RENDER)
<mask> #ifdef UV1
<mask> vUV = vec2(diffuseMatrix * vec4(uvUpdated, 1.0, 0.0));
</s> ... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b0ea198147b03d1e5b3a34d58dacecd0499ca3b1 | src/Shaders/volumetricLightScatteringPass.vertex.fx |
livereload: false,
| <mask> */
<mask> gulp.task("webserver", function () {
<mask> var options = {
<mask> port: 1338,
<mask> livereload: false
<mask> };
<mask>
<mask> if (commandLineOptions.public) {
<mask> options.host = "0.0.0.0";
<mask> }
</s> Moving to beta1
Fixing GPS isReady issue
N... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | Tools/Gulp/gulpfile.js |
return "3.2.0-beta.1";
| <mask> return Engine._SCALEMODE_CEILING;
<mask> }
<mask>
<mask> public static get Version(): string {
<mask> return "3.2.0-alphaC";
<mask> }
<mask>
<mask> // Updatable statics so stick with vars here
<mask> public static CollisionsEpsilon = 0.00... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Engine/babylon.engine.ts |
this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
this._caps.textureFloatRender = thi... | <mask>
<mask> // Checks if some of the format renders first to allow the use of webgl inspector.
<mask> this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
<mask>
<mask> this._caps.textureFloat = this._webGLVersion > 1 || th... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Engine/babylon.engine.ts |
this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true: false;
this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : fals... | <mask> this._caps.textureFloat = this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float');
<mask> this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear');
<mask> this._caps.textureFloatRender = this._caps.te... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Engine/babylon.engine.ts |
this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true: false;
| <mask> this._gl.HALF_FLOAT_OES = 0x140B;
<mask> }
<mask> this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
<mask>
<mask> this._caps.textureLOD = this._webGLVersion > 1 || this._gl.getExtension('EXT_shader... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Engine/babylon.engine.ts |
(<any>this._gl)["COLOR_ATTACHMENT" + i + "_WEBGL"] = (<any>drawBuffersExtension)["COLOR_ATTACHMENT" + i + "_WEBGL"];
| <mask> this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
<mask> this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
<mask>
<mask> for (var i = 0; i < 16; i++) {
<mask> (<any>this._gl)["COLOR_AT... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Engine/babylon.engine.ts |
if (!this.emitter || !this._updateEffect || !this._renderEffect ||
!this._updateEffect.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
| <mask> * Is this system ready to be used/rendered
<mask> * @return true if the system is ready
<mask> */
<mask> public isReady(): boolean {
<mask> if (!this.emitter || !this._updateEffect.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.par... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Particles/babylon.gpuParticleSystem.ts |
<mask> if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
<mask> continue;
<mask> }
<mask>
<mask> let descriptor = Object.getOwnPropertyDescriptor(source, prop);
<mask> //descriptor should exist, should be writable, and s... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts | |
try
{
if (typeOfSourceValue === "object") {
if (sourceValue instanceof Array) {
destination[prop] = [];
| <mask> if (typeOfSourceValue === "function") {
<mask> continue;
<mask> }
<mask>
<mask> if (typeOfSourceValue === "object") {
<mask> if (sourceValue instanceof Array) {
<mask> destination[prop] = [];
... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
if (sourceValue.length > 0) {
if (typeof sourceValue[0] == "object") {
for (var index = 0; index < sourceValue.length; index++) {
var clonedValue = cloneValue(sourceValue[index], de... | <mask> if (typeOfSourceValue === "object") {
<mask> if (sourceValue instanceof Array) {
<mask> destination[prop] = [];
<mask>
<mask> if (sourceValue.length > 0) {
<mask> if (typeof sourceValue[0] == "o... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
destination[prop].push(clonedValue);
}
| <mask> if (typeof sourceValue[0] == "object") {
<mask> for (var index = 0; index < sourceValue.length; index++) {
<mask> var clonedValue = cloneValue(sourceValue[index], destination);
<mask>
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
} else {
destination[prop] = sourceValue.slice(0);
| <mask> }
<mask> }
<mask> }
<mask> }
<mask> } else {
<mask> destination[prop] = cloneValue(sourceValue, destination);
<mask> ... | [
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
<mask> if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
<mask> destination[prop].push(clonedValue);
<mask> }
<mask> }
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts | |
} else {
destination[prop] = cloneValue(sourceValue, destination);
| <mask> } else {
<mask> destination[prop] = sourceValue.slice(0);
<mask> }
<mask> }
<mask> }
<mask> } else {
<mask> de... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
destination[prop] = sourceValue;
| <mask> destination[prop] = sourceValue.slice(0);
<mask> }
<mask> }
<mask> } else {
<mask> destination[prop] = cloneValue(sourceValue, destination);
<mask> }
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
}
catch (e) {
// Just ignore error (it could be because of a read-only property)
| <mask> }
<mask> } else {
<mask> destination[prop] = cloneValue(sourceValue, destination);
<mask> }
<mask> } else {
<mask> destination[prop] = sourceValue;
<mask> }
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b173c1e3432a76df8deb1ad8c10d4c0eadb04674 | src/Tools/babylon.tools.ts |
import { Vector4, Color4 } from "../../Maths/math";
| <mask> import { Nullable } from "../../types";
<mask> import { Scene } from "../../scene";
<mask> import { Vector4, Color4, Vector3 } from "../../Maths/math";
<mask> import { Mesh, _CreationDataStorage } from "../mesh";
<mask> import { VertexData } from "../mesh.vertexData";
<mask>
<mask> VertexData.CreateBox =... | [
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
VertexData.CreateBox = function(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number }): VertexData {
var nbFaces = 6;
var... | <mask> import { Vector4, Color4, Vector3 } from "../../Maths/math";
<mask> import { Mesh, _CreationDataStorage } from "../mesh";
<mask> import { VertexData } from "../mesh.vertexData";
<mask>
<mask> VertexData.CreateBox = function(options: { size?: number, width?: number, height?: number, depth?: number, faceUV?:... | [
"keep",
"keep",
"keep",
"keep",
"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/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
var positions = [];
| <mask> var indices = [];
<mask> var positions = [];
<mask> var normals = [];
<mask> var uvs = [];
<mask>
<mask> var width = options.width || options.size || 1;
<mask> var height = options.height || options.size || 1;
<mask> var depth = options.depth || options.size || 1;
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
<mask> faceColors[f] = new Color4(1, 1, 1, 1);
<mask> }
<mask> }
<mask>
<mask> var scaleVector = new Vector3(width / 2, height / 2, depth / 2);
<mask>
<mask> // Create each face in turn.
<mask> for (var index = 0; index < normalsSource.length; index++) {
<mask> var... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts | |
for (var index = 0; index < nbFaces; index++) {
| <mask>
<mask> var scaleVector = new Vector3(width / 2, height / 2, depth / 2);
<mask>
<mask> // Create each face in turn.
<mask> for (var index = 0; index < normalsSource.length; index++) {
<mask> var normal = normalsSource[index];
<mask>
<mask> // Get two vectors perpendicular to... | [
"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",
"ke... | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
<mask> var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
<mask> positions.push(vertex.x, vertex.y, vertex.z);
<mask> normals.push(normal.x, normal.y, normal.z);
<mask> uvs.push(faceUV[index].z, faceUV[index].w);
<mask> if (faceColors) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts | |
<mask> vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
<mask> positions.push(vertex.x, vertex.y, vertex.z);
<mask> normals.push(normal.x, normal.y, normal.z);
<mask> uvs.push(faceUV[index].x, faceUV[index].w);
<mask> if (faceColors) {
<mask> co... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts | |
<mask> vertex = normal.add(side1).add(side2).multiply(scaleVector);
<mask> positions.push(vertex.x, vertex.y, vertex.z);
<mask> normals.push(normal.x, normal.y, normal.z);
<mask> uvs.push(faceUV[index].x, faceUV[index].y);
<mask> if (faceColors) {
<mask> colors.... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts | |
for (var c = 0; c < 4; c++) {
colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
}
| <mask> positions.push(vertex.x, vertex.y, vertex.z);
<mask> normals.push(normal.x, normal.y, normal.z);
<mask> uvs.push(faceUV[index].z, faceUV[index].y);
<mask> if (faceColors) {
<mask> colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColor... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vector4[], faceColors?: Color4[], sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, wrap?: boolean, topBaseAt?: number, bottomBaseAt?: number , updatable?: boolean}, scene: Nullab... | <mask> * @param options defines the options used to create the mesh
<mask> * @param scene defines the hosting scene
<mask> * @returns the box mesh
<mask> */
<mask> public static CreateBox(name: string, options: { size?: number, width?: number, height?: number, depth?: number, faceUV?: Vecto... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b185b77715adea308707944aa03fefa70010fd61 | src/Meshes/Builders/boxBuilder.ts |
import { Vector3, Matrix, Quaternion, TmpVectors } from "../../Maths/math.vector";
| <mask> import { Vector3, Matrix, Quaternion } from "../../Maths/math.vector";
<mask> import { Scene } from "../../scene";
<mask> import { Camera } from "../../Cameras/camera";
<mask> import { FreeCamera } from "../../Cameras/freeCamera";
<mask> import { TargetCamera } from "../../Cameras/targetCamera";
<mask> imp... | [
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
// import { Space } from '../../Maths/math.axis';
| <mask> import { FreeCamera } from "../../Cameras/freeCamera";
<mask> import { TargetCamera } from "../../Cameras/targetCamera";
<mask> import { WebXRSessionManager } from "./webXRSessionManager";
<mask> import { Viewport } from '../../Maths/math.viewport';
<mask>
<mask> /**
<mask> * WebXR Camera which holds th... | [
"keep",
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
private _firstFrame = false;
| <mask> */
<mask> public debugMode = false;
<mask>
<mask> /**
<mask> * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
<mask> * @param name the name of the camera
<mask> * @param scene the scene to add the camera to
<... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
constructor(name: string, scene: Scene, private _xrSessionManager: WebXRSessionManager) {
| <mask> * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
<mask> * @param name the name of the camera
<mask> * @param scene the scene to add the camera to
<mask> */
<mask> constructor(name: string, scene: Scene) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
this._xrSessionManager.onXRSessionInit.add(() => {
this._referencedPosition.copyFromFloats(0, 0, 0);
this._referenceQuaternion.copyFromFloats(0, 0, 0, 1);
// first frame - camera's y position should be 0 for the correct offset
this._firstFrame = true;
... | <mask> this.cameraRigMode = Camera.RIG_MODE_CUSTOM;
<mask> this.updateUpVectorFromRotation = true;
<mask> this._updateNumberOfRigCameras(1);
<mask> }
<mask>
<mask> private _updateNumberOfRigCameras(viewCount = 1) {
<mask> while (this.rigCameras.length < viewCount) {
<mas... | [
"keep",
"keep",
"add",
"keep",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
public update() {
if (!this._firstFrame) {
this._updateReferenceSpace();
}
this._updateFromXRSession();
super.update();
}
/**
* overriding getWorldMatrix notice that the world matrix is identity!
* To construct a real world matrix for the came... | <mask> * Updates the cameras position from the current pose information of the XR session
<mask> * @param xrSessionManager the session containing pose information
<mask> * @returns true if the camera has been updated, false if the session did not contain pose or frame data
<mask> */
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
const transform = new XRRigidTransform(
{ ...this._xrInvPositionCache },
{ ...this._xrInvQuaternionCache });
// Update offset reference to use a new originOffset with the teleported
// player position and orientation.
// This new offset needs to be applied to... | <mask> // Ensure all frame data is available
<mask> if (!xrSessionManager.currentFrame || !xrSessionManager.currentFrame.getViewerPose) {
<mask> return false;
<mask> }
<mask> var pose = xrSessionManager.currentFrame.getViewerPose(xrSessionManager.referenceSpace);
<mask>... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
return;
| <mask> return false;
<mask> }
<mask> var pose = xrSessionManager.currentFrame.getViewerPose(xrSessionManager.referenceSpace);
<mask> if (!pose) {
<mask> return false;
<mask> }
<mask>
<mask> if (pose.transform && pose.emulatedPosition) {
<mask> ... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
this.pose = pose;
if (this.pose.transform) {
this._referencedPosition.copyFrom(<any>(this.pose.transform.position));
this._referenceQuaternion.copyFrom(<any>(this.pose.transform.orientation));
| <mask> if (!pose) {
<mask> return false;
<mask> }
<mask>
<mask> if (pose.transform && pose.emulatedPosition) {
<mask> this.position.copyFrom(<any>(pose.transform.position));
<mask> this.rotationQuaternion.copyFrom(<any>(pose.transform.orientation));
<... | [
"keep",
"keep",
"keep",
"keep",
"replace",
"replace",
"replace",
"keep",
"keep",
"keep",
"keep",
"keep"
] | https://github.com/BabylonJS/Babylon.js/commit/b37583922dd431c19abcde7e03b8c5ae96954e4c | src/Cameras/XR/webXRCamera.ts |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.