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
case InternalTextureSource.Raw:
<mask> this.isReady = true; <mask> }, null, this._buffer, undefined, this.format); <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_RAW: <mask> proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this....
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.Raw3D:
<mask> <mask> this.isReady = true; <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_RAW3D: <mask> proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.Dynamic:
<mask> <mask> this.isReady = true; <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_DYNAMIC: <mask> proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.RenderTarget:
<mask> <mask> // The engine will make sure to update content so no need to flag it as isReady = true <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_RENDERTARGET: <mask> let options = new RenderTargetCreationOptions(); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.Depth:
<mask> proxy._swapAndDie(this); <mask> <mask> this.isReady = true; <mask> return; <mask> case InternalTexture.DATASOURCE_DEPTHTEXTURE: <mask> let depthTextureOptions = { <mask> bilinearFiltering: this.samplingMode !=...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.Cube:
<mask> <mask> this.isReady = true; <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_CUBE: <mask> proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, () => { <mask> proxy._swapAndDi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.CubeRaw:
<mask> this.isReady = true; <mask> }, null, this.format, this._extension); <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_CUBERAW: <mask> proxy = this._engine.createRawCubeTexture(this._bufferViewArray!, this.width, thi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.CubeRawRGBD:
<mask> proxy._swapAndDie(this); <mask> this.isReady = true; <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_CUBERAW_RGBD: <mask> proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.genera...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
case InternalTextureSource.CubePrefiltered:
<mask> this.isReady = true; <mask> }); <mask> return; <mask> <mask> case InternalTexture.DATASOURCE_CUBEPREFILTERED: <mask> proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerati...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/internalTexture.ts
import { InternalTexture, InternalTextureSource } from "./internalTexture";
<mask> import { EnvironmentTextureTools } from "../../Misc/environmentTextureTools"; <mask> import { Nullable } from "../../types"; <mask> import { Scene } from "../../scene"; <mask> import { SphericalPolynomial } from "../../Maths/sphericalPolynomial"; <mask> import { InternalTexture } from "./internalTexture"; ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/rawCubeTexture.ts
if (internalTexture.source === InternalTextureSource.CubeRawRGBD) {
<mask> <mask> const texture = new RawCubeTexture(scene, internalTexture._bufferViewArray!, internalTexture.width, internalTexture.format, internalTexture.type, <mask> internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression); <...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/rawCubeTexture.ts
internalTexture._source = InternalTextureSource.CubeRawRGBD;
<mask> } <mask> <mask> /** @hidden */ <mask> public static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void> { <mask> internalTexture._dataSource = InternalTextur...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Materials/Textures/rawCubeTexture.ts
import { InternalTexture, InternalTextureSource } from '../Materials/Textures/internalTexture';
<mask> import { Nullable } from '../types'; <mask> import { Tools } from './tools'; <mask> import { Texture } from '../Materials/Textures/texture'; <mask> import { InternalTexture } from '../Materials/Textures/internalTexture'; <mask> import { Scalar } from '../Maths/math.scalar'; <mask> import { Constants } from...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/basis.ts
let source = new InternalTexture(engine, InternalTextureSource.Temp);
<mask> texture.format = Constants.TEXTUREFORMAT_RGB; <mask> <mask> if (engine.webGLVersion < 2 && (Scalar.Log2(rootImage.width) % 1 !== 0 || Scalar.Log2(rootImage.height) % 1 !== 0)) { <mask> // Create non power of two texture <mask> let sour...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/basis.ts
import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
<mask> import { Scalar } from "../Maths/math.scalar"; <mask> import { SphericalPolynomial } from "../Maths/sphericalPolynomial"; <mask> import { Constants } from "../Engines/constants"; <mask> import { InternalTexture } from "../Materials/Textures/internalTexture"; <mask> import { Nullable } from "../types"; <mas...
[ "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/dds.ts
texture._source = InternalTextureSource.CubePrefiltered;
<mask> } <mask> else if (loadData.info.sphericalPolynomial) { <mask> texture._sphericalPolynomial = loadData.info.sphericalPolynomial; <mask> } <mask> texture._dataSource = InternalTexture.DATASOURCE_CUBEPREFILTERED; <mask> <mask> if (this.getCaps().textureLOD...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/dds.ts
var glTextureFromLod = new InternalTexture(this, InternalTextureSource.Temp);
<mask> <mask> let lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness; <mask> let mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex)); <mask> <mask> var glTextureFromLod = new InternalTexture(this, InternalTexture.DATASOURCE_TEMP); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/dds.ts
import { InternalTexture, InternalTextureSource } from "../Materials/Textures/internalTexture";
<mask> import { Tools } from "./tools"; <mask> import { Vector3 } from "../Maths/math.vector"; <mask> import { Scalar } from "../Maths/math.scalar"; <mask> import { SphericalPolynomial } from "../Maths/sphericalPolynomial"; <mask> import { InternalTexture } from "../Materials/Textures/internalTexture"; <mask> imp...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/environmentTextureTools.ts
let glTextureFromLod = new InternalTexture(engine, InternalTextureSource.Temp);
<mask> <mask> let lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness; <mask> let mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex)); <mask> <mask> let glTextureFromLod = new InternalTexture(engine, InternalTexture.DATAS...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/environmentTextureTools.ts
internalTexture._source = InternalTextureSource.CubeRawRGBD;
<mask> } <mask> <mask> /** @hidden */ <mask> public static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void> { <mask> internalTexture._dataSource = InternalTextur...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b4eeef160f26ed6c5fbb85747ed33812901ae12d
src/Misc/environmentTextureTools.ts
</LineContainerComponent> <LineContainerComponent globalState={this.props.globalState} title="NORMAL MAP" closed={true}> <CheckBoxLineComponent label="Invert X axis" target={material} propertyName="invertNormalMapX" onPropertyChangedObservable={this....
<mask> <CheckBoxLineComponent label="Radiance over alpha" target={material} propertyName="useRadianceOverAlpha" onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> <mask> <CheckBoxLineComponent label="Micro-surface from ref. map alpha" target={material} prop...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/pbrMaterialPropertyGridComponent.tsx
import { CheckBoxLineComponent } from '../../../lines/checkBoxLineComponent';
<mask> import { CommonMaterialPropertyGridComponent } from "./commonMaterialPropertyGridComponent"; <mask> import { TextureLinkLineComponent } from "../../../lines/textureLinkLineComponent"; <mask> import { LockObject } from "../lockObject"; <mask> import { GlobalState } from '../../../../globalState'; <mask> <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/pbrMetallicRoughnessMaterialPropertyGridComponent.tsx
<LineContainerComponent globalState={this.props.globalState} title="NORMAL MAP" closed={true}> <CheckBoxLineComponent label="Invert X axis" target={material} propertyName="invertNormalMapX" onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> ...
<mask> <SliderLineComponent label="Roughness" target={material} propertyName="roughness" minimum={0} maximum={1} step={0.01} onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> <mask> </LineContainerComponent> <mask> </div> <mask> ); <mask...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/pbrMetallicRoughnessMaterialPropertyGridComponent.tsx
import { CheckBoxLineComponent } from '../../../lines/checkBoxLineComponent';
<mask> import { CommonMaterialPropertyGridComponent } from "./commonMaterialPropertyGridComponent"; <mask> import { TextureLinkLineComponent } from "../../../lines/textureLinkLineComponent"; <mask> import { LockObject } from "../lockObject"; <mask> import { GlobalState } from '../../../../globalState'; <mask> <m...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/pbrSpecularGlossinessMaterialPropertyGridComponent.tsx
<LineContainerComponent globalState={this.props.globalState} title="NORMAL MAP" closed={true}> <CheckBoxLineComponent label="Invert X axis" target={material} propertyName="invertNormalMapX" onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> ...
<mask> </LineContainerComponent> <mask> <LineContainerComponent globalState={this.props.globalState} title="LEVELS" closed={true}> <mask> <SliderLineComponent label="Glossiness" target={material} propertyName="glossiness" minimum={0} maximum={1} step={0.01} onPrope...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/pbrSpecularGlossinessMaterialPropertyGridComponent.tsx
<LineContainerComponent globalState={this.props.globalState} title="NORMAL MAP" closed={true}> <CheckBoxLineComponent label="Invert X axis" target={material} propertyName="invertNormalMapX" onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> ...
<mask> material.lightmapTexture && <mask> <SliderLineComponent label="Lightmap level" target={material.lightmapTexture} propertyName="level" minimum={0} maximum={2} step={0.01} onPropertyChangedObservable={this.props.onPropertyChangedObservable} /> <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b60443438ac761995f4a6566c53d2c81724ee0f2
inspector/src/components/actionTabs/tabs/propertyGrids/materials/standardMaterialPropertyGridComponent.tsx
import { LinesMesh } from "../Meshes/linesMesh";
<mask> import { Vector3 } from "../Maths/math.vector"; <mask> import { TransformNode } from "../Meshes/transformNode"; <mask> import { Node } from "../node"; <mask> import { Mesh } from "../Meshes/mesh"; <mask> import { LinesMesh } from '../Meshes/linesMesh'; <mask> import { CylinderBuilder } from "../Meshes/Buil...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b78277c5deb981697f180626fe49865e0018f3f0
src/Gizmos/axisDragGizmo.ts
/** Create Geometry for Gizmo */
<mask> } <mask> <mask> private _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, isCollider = false) { <mask> var arrowMesh = BoxBuilder.CreateBox("yPosMesh", { size: 0.4 * (1 + (thickness - 1) / 4) }, this.gizmoLayer.utilityLayerScene); <mask> var arrowTail = CylinderBuilder.C...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b78277c5deb981697f180626fe49865e0018f3f0
src/Gizmos/axisScaleGizmo.ts
/** Create Geometry for Gizmo */
<mask> }; <mask> this._parent?.addToAxisCache(this._gizmoMesh, cache); <mask> } <mask> <mask> private _createGizmoMesh(parentMesh: AbstractMesh, thickness: number, tessellation: number) { <mask> let drag = Mesh.CreateTorus("ignore", 0.6, 0.03 * thickness, tessellation, this.gizmoL...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b78277c5deb981697f180626fe49865e0018f3f0
src/Gizmos/planeRotationGizmo.ts
/** Create Geometry for Gizmo */
<mask> this.attachedNode = null; <mask> this.subscribeToPointerObserver(); <mask> } <mask> <mask> private _createUniformScaleMesh(): AxisScaleGizmo { <mask> this._coloredMaterial = new StandardMaterial("", this.gizmoLayer.utilityLayerScene); <mask> this._coloredMaterial.d...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b78277c5deb981697f180626fe49865e0018f3f0
src/Gizmos/scaleGizmo.ts
<mask> <CheckBoxLineComponent label="Show grid" <mask> isSelected={() => DataStorage.ReadBoolean("ShowGrid", true)} <mask> onSelect={(value: boolean) => { <mask> DataStorage.WriteBoolean("ShowGrid", value...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7c087edd2941349743d766f852a0f9b24bc9f18
guiEditor/src/components/propertyTab/propertyTabComponent.tsx
<mask> <ButtonLineComponent label={this.props.globalState.customSave!.label} onClick={() => { <mask> this.customSave(); <mask> }} /> <mask> } <mask> <FileButtonLineComponent label...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7c087edd2941349743d766f852a0f9b24bc9f18
guiEditor/src/components/propertyTab/propertyTabComponent.tsx
<mask> onErrorMessageDialogRequiredObservable = new Observable<string>(); <mask> onIsLoadingChanged = new Observable<boolean>(); <mask> onSelectionBoxMoved = new Observable<ClientRect | DOMRect>(); <mask> onGuiNodeRemovalObservable = new Observable<GUINode>(); <mask> onGridSizeChanged = new Obs...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7c087edd2941349743d766f852a0f9b24bc9f18
guiEditor/src/globalState.ts
public lensFlareFinalPostProcess: PostProcess = null;
<mask> public textureAdderPostProcess: PostProcess = null; <mask> <mask> public textureAdderFinalPostProcess: PostProcess = null; <mask> <mask> public lensFlarePostProcess: PostProcess = null; <mask> public lensFlareComposePostProcess: PostProcess = null; <mask> </s> Improving...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> <mask> public depthOfFieldPostProcess: PostProcess = null; <mask> <mask> // Values <mask> public brightThreshold: number = 1.0; <mask> <mask> @serialize() <mask> public blurWidth: number = 2.0; <mask> @serialize() </s> Improving Standard Rendering Pipe...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> @serialize() <mask> public brightThreshold: number = 1.0; <mask> <mask> public blurWidth: number = 2.0; <mask> @serialize() <mask> public horizontalBlur: boolean = false; <mask> @serialize() <mask> public gaussianCoefficient: number = 0.25; <mask>...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize() public horizontalBlur: boolean = false; @serialize()
<mask> public brightThreshold: number = 1.0; <mask> <mask> @serialize() <mask> public blurWidth: number = 2.0; <mask> public gaussianCoefficient: number = 0.25; <mask> @serialize() <mask> public gaussianMean: number = 1.0; <mask> @serialize() <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> public horizontalBlur: boolean = false; <mask> @serialize() <mask> public gaussianCoefficient: number = 0.25; <mask> public gaussianMean: number = 1.0; <mask> @serialize() <mask> public gaussianStandardDeviation: number = 1.0; <mask> <mask> @serial...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> @serialize() <mask> public gaussianMean: number = 1.0; <mask> public gaussianStandardDeviation: number = 1.0; <mask> <mask> @serialize() <mask> public exposure: number = 1.0; </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-fiel...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> public gaussianStandardDeviation: number = 1.0; <mask> <mask> public exposure: number = 1.0; <mask> @serializeAsTexture("lensTexture") <mask> public lensTexture: Texture = null; <mask> </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-f...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serializeAsTexture("lensTexture")
<mask> public gaussianStandardDeviation: number = 1.0; <mask> <mask> @serialize() <mask> public exposure: number = 1.0; <mask> public lensTexture: Texture = null; <mask> <mask> @serializeAsTexture("lensColorTexture") <mask> public lensColorTexture: Texture = nul...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serializeAsTexture("lensColorTexture")
<mask> public lensTexture: Texture = null; <mask> <mask> public lensColorTexture: Texture = null; <mask> @serialize() <mask> public lensFlareStrength: number = 20.0; <mask> @serialize() </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> @serializeAsTexture("lensColorTexture") <mask> public lensColorTexture: Texture = null; <mask> public lensFlareStrength: number = 20.0; <mask> @serialize() <mask> public lensFlareGhostDispersal: number = 1.4; <mask> @serialize() </s> Improving Standard Rende...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> @serialize() <mask> public lensFlareStrength: number = 20.0; <mask> public lensFlareGhostDispersal: number = 1.4; <mask> @serialize() <mask> public lensFlareHaloWidth: number = 0.7; <mask> @serialize() <mask> public lensFlareDistortionStrength: numbe...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> @serialize() <mask> public lensFlareStrength: number = 20.0; <mask> @serialize() <mask> public lensFlareGhostDispersal: number = 1.4; <mask> public lensFlareHaloWidth: number = 0.7; <mask> @serialize() <mask> public lensFlareDistortionStrength: numbe...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> public lensFlareGhostDispersal: number = 1.4; <mask> @serialize() <mask> public lensFlareHaloWidth: number = 0.7; <mask> public lensFlareDistortionStrength: number = 16.0; <mask> @serializeAsTexture("lensStarTexture") <mask> public lensStarTexture: Texture = ...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serializeAsTexture("lensStarTexture")
<mask> @serialize() <mask> public lensFlareHaloWidth: number = 0.7; <mask> @serialize() <mask> public lensFlareDistortionStrength: number = 16.0; <mask> public lensStarTexture: Texture = null; <mask> @serializeAsTexture("lensFlareDirtTexture") <mask> public...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serializeAsTexture("lensFlareDirtTexture")
<mask> @serializeAsTexture("lensStarTexture") <mask> public lensStarTexture: Texture = null; <mask> public lensFlareDirtTexture: Texture = null; <mask> <mask> @serialize() <mask> public depthOfFieldDistance: number = 10.0; <mask> </s> Improving Standard Rendering Pipeli...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> public lensStarTexture: Texture = null; <mask> @serializeAsTexture("lensFlareDirtTexture") <mask> public lensFlareDirtTexture: Texture = null; <mask> <mask> public depthOfFieldDistance: number = 10.0; <mask> <mask> @serialize() <mask> public depthOfFieldB...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize() public depthOfFieldBlurWidth: number = 2.0;
<mask> public depthOfFieldDistance: number = 10.0; <mask> <mask> // IAnimatable <mask> public animations: Animation[] = []; <mask> <mask> /** </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-field base color post-process - Added blur width fo...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
private _currentDepthOfFieldSource: PostProcess = null;
<mask> <mask> private _depthRenderer: DepthRenderer = null; <mask> <mask> // Getters and setters <mask> private _depthOfFieldEnabled: boolean = true; <mask> private _lensFlareEnabled: boolean = true; <mask> <mask> public set DepthOfFieldEnabled(enabled: boolean) { </s...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> } <mask> <mask> public get DepthOfFieldEnabled(): boolean { <mask> return this._depthOfFieldEnabled; <mask> } <mask> <mask> public set LensFlareEnabled(enabled: boolean) { </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-f...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
this._setDepthOfFieldSavePostProcess("HDRPostLensFlareDepthOfFieldSource");
<mask> this._scene.postProcessRenderPipelineManager.enableEffectInPipeline(this._name, "HDRLensFlareShift", this._scene.cameras); <mask> this._scene.postProcessRenderPipelineManager.enableEffectInPipeline(this._name, "HDRGaussianBlurH" + blurIndex, this._scene.cameras); <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
this._setDepthOfFieldSavePostProcess("HDRBaseDepthOfFieldSource");
<mask> this._scene.postProcessRenderPipelineManager.disableEffectInPipeline(this._name, "HDRLensFlareShift", this._scene.cameras); <mask> this._scene.postProcessRenderPipelineManager.disableEffectInPipeline(this._name, "HDRGaussianBlurH" + blurIndex, this._scene.cameras); <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
@serialize()
<mask> <mask> this._lensFlareEnabled = enabled; <mask> } <mask> <mask> public get LensFlareEnabled(): boolean { <mask> return this._lensFlareEnabled; <mask> } <mask> </s> Improving Standard Rendering Pipeline - Added serialize / Parse - Fixed depth-of-field ba...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7e10a5f5b0191ac76f92e942656474f91d796dd
src/PostProcess/babylon.standardRenderingPipeline.ts
const colorRenderbuffer = this._createRenderBuffer( texture.width, texture.height, samples, -1 /* not used */, this._getRGBAMultiSampleBufferFormat(texture.type), attachment );
<mask> const texture = rtWrapper.textures![i]; <mask> const hardwareTexture = texture._hardwareTexture as WebGLHardwareTexture; <mask> const attachment = (<any>gl)[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"]; <mask> <mask> con...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/Extensions/engine.multiRender.ts
hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);
<mask> if (!colorRenderbuffer) { <mask> throw new Error("Unable to create multi sampled framebuffer"); <mask> } <mask> <mask> hardwareTexture._MSAARenderBuffer = colorRenderbuffer; <mask> texture.samples = samples; <mask> <mask> attac...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/Extensions/engine.multiRender.ts
hardwareTexture.releaseMSAARenderBuffers();
<mask> rtWrapper._MSAAFramebuffer = null; <mask> } <mask> <mask> const hardwareTexture = rtWrapper.texture._hardwareTexture as WebGLHardwareTexture; <mask> if (hardwareTexture._MSAARenderBuffer) { <mask> gl.deleteRenderbuffer(hardwareTexture._MSAARenderBuffer); <mask> hardwar...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/Extensions/engine.renderTarget.ts
hardwareTexture.addMSAARenderBuffer(colorRenderbuffer);
<mask> if (!colorRenderbuffer) { <mask> throw new Error("Unable to create multi sampled framebuffer"); <mask> } <mask> <mask> hardwareTexture._MSAARenderBuffer = colorRenderbuffer; <mask> } else { <mask> this._bindUnboundFramebuffer(rtWrapper._framebuffer); <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/Extensions/engine.renderTarget.ts
// There can be multiple buffers for a single WebGL texture because different layers of a 2DArrayTexture / 3DTexture // or different faces of a cube texture can be bound to different render targets at the same time. private _MSAARenderBuffer: Nullable<WebGLRenderbuffer[]> = null;
<mask> export class WebGLHardwareTexture implements HardwareTextureWrapper { <mask> private _webGLTexture: WebGLTexture; <mask> private _context: WebGLRenderingContext; <mask> <mask> // eslint-disable-next-line @typescript-eslint/naming-convention <mask> public _MSAARenderBuffer: Nullable<WebGLRe...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts
public addMSAARenderBuffer(buffer: WebGLRenderbuffer) { if (!this._MSAARenderBuffer) { this._MSAARenderBuffer = []; } this._MSAARenderBuffer.push(buffer); } public releaseMSAARenderBuffers() {
<mask> this._webGLTexture = null as any; <mask> this._MSAARenderBuffer = null; <mask> } <mask> <mask> public release() { <mask> if (this._MSAARenderBuffer) { <mask> this._context.deleteRenderbuffer(this._MSAARenderBuffer); <mask> this._MSAARenderBuffer = ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts
for (const buffer of this._MSAARenderBuffer) { this._context.deleteRenderbuffer(buffer); }
<mask> } <mask> <mask> public release() { <mask> if (this._MSAARenderBuffer) { <mask> this._context.deleteRenderbuffer(this._MSAARenderBuffer); <mask> this._MSAARenderBuffer = null; <mask> } <mask> <mask> if (this._webGLTexture) { <mask> th...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts
} public release() { this.releaseMSAARenderBuffers();
<mask> } <mask> this._MSAARenderBuffer = null; <mask> } <mask> <mask> if (this._webGLTexture) { <mask> this._context.deleteTexture(this._webGLTexture); <mask> } <mask> this.reset(); <mask> } </s> Support MSAA and MRT rebuilding / cloning...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLHardwareTexture.ts
private _bindTextureRenderTarget(texture: InternalTexture, attachmentIndex: number = 0, faceIndexOrLayer?: number, lodLevel: number = 0) {
<mask> * @param attachmentIndex Index of the attachment <mask> * @param faceIndexOrLayer The face or layer of the texture to render to in case of cube texture or array texture <mask> * @param lodLevel defines the lod level to bind to the frame buffer <mask> */ <mask> private _bindTextureRen...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
faceIndexOrLayer = faceIndexOrLayer ?? this.layerIndices?.[attachmentIndex] ?? 0;
<mask> const gl = this._context as WebGL2RenderingContext; <mask> <mask> const attachment = (<any>gl)["COLOR_ATTACHMENT" + attachmentIndex]; <mask> if (texture.is2DArray || texture.is3D) { <mask> // if layer index is not specified, try to query it from layerIndi...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
faceIndexOrLayer = faceIndexOrLayer ?? this.faceIndices?.[attachmentIndex] ?? 0;
<mask> gl.framebufferTextureLayer(gl.FRAMEBUFFER, attachment, texture._hardwareTexture.underlyingResource, lodLevel, faceIndexOrLayer); <mask> } else if (texture.isCube) { <mask> // if face index is not specified, try to query it from faceIndices <mask> //...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
faceIndexOrLayer = faceIndexOrLayer ?? 0;
<mask> } else { <mask> // Default behavior (WebGL) <mask> const gl = this._context; <mask> <mask> const attachment = (<any>gl)["COLOR_ATTACHMENT" + attachmentIndex + "_WEBGL"]; <mask> const target = faceIndexOrLayer !== -1 ? gl.TEXTURE_CUBE_MAP_POSITIVE_X +...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
// this.layerIndices and this.faceIndices should be defined, this just avoids Typescript issues
<mask> * @param faces The face of the texture to be set (make negative to not modify) <mask> */ <mask> public setLayerAndFaceIndices(layers: number[], faces: number[]) { <mask> super.setLayerAndFaceIndices(layers, faces); <mask> // this.layerIndices and this.faceIndices should be defi...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
for (let index = 0; index < this.textures.length; index++) { const texture = this.textures[index]; if (!texture) { // The target type was probably -1 at creation time and setTexture has not been called yet for this index continue; }
<mask> // this.layerIndices and this.faceIndices should be defined, this just avoids issues <mask> if (!this.textures || !this.layerIndices || !this.faceIndices) { <mask> return; <mask> } <mask> for (let index = 0; index < this.textures.length; index ++) { <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
} else { this._bindTextureRenderTarget(texture, index);
<mask> this._bindTextureRenderTarget(texture, index, this.layerIndices[index]); <mask> } else if (texture.isCube) { <mask> this._bindTextureRenderTarget(texture, index, this.faceIndices[index]); <mask> } <mask> } <mask> } <mask> <mask> /**...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
const texture = this.textures[index];
<mask> // this.layerIndices and this.faceIndices should be defined, this just avoids issues <mask> if (!this.textures || !this.layerIndices || !this.faceIndices) { <mask> return; <mask> } <mask> let texture = this.textures[index]; <mask> if (texture.is2DArray ||...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/WebGL/webGLRenderTargetWrapper.ts
import type { IMultiRenderTargetOptions } from "../Materials/Textures/multiRenderTarget";
<mask> import type { RenderTargetCreationOptions, TextureSize } from "../Materials/Textures/textureCreationOptions"; <mask> import type { Nullable } from "../types"; <mask> import { Constants } from "./constants"; <mask> import type { ThinEngine } from "./thinEngine"; <mask> <mask> /** <mask> * An interface en...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
<mask> private _isMulti: boolean; <mask> private _textures: Nullable<InternalTexture[]> = null; <mask> private _faceIndices: Nullable<number[]> = null; <mask> private _layerIndices: Nullable<number[]> = null; <mask> private _layerCounts: Nullable<number[]> = null; <mask> /** @internal */ ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
* Gets the number of layers of the render target wrapper (only used if is2DArray is true and wrapper is not a multi render target)
<mask> return (<{ width: number; height: number }>this._size).height || <number>this._size; <mask> } <mask> <mask> /** <mask> * Gets the number of layers of the render target wrapper (only used if is2DArray is true and wrapper is not a multi render target. If it is, use the layer index getter...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
<mask> public get layerIndices(): Nullable<number[]> { <mask> return this._layerIndices; <mask> } <mask> <mask> /** <mask> * Gets the number of layers in each texture of the list of render textures. If we are not in a multi render target, the list will be null <mask> */ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
<mask> this._faceIndices[index] = face; <mask> } <mask> } <mask> <mask> /** <mask> * Sets the number of layers of each texture in the textures array <mask> * @internal <mask> * @param layerCount The number of layers in each respective texture <mask> */ <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
const internalTexture2Index: { [id: number]: number } = {};
<mask> const targetTypes: number[] = []; <mask> const faceIndex: number[] = []; <mask> const layerIndex: number[] = []; <mask> const layerCounts: number[] = []; <mask> <mask> for (let i = 0; i < textureCount; ++i) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
const index = internalTexture2Index[texture.uniqueId]; if (index !== undefined) { targetTypes.push(-1); layerCounts.push(0);
<mask> <mask> samplingModes.push(texture.samplingMode); <mask> types.push(texture.type); <mask> <mask> if (texture.is2DArray) { <mask> targetTypes.push(Constants.TEXTURE_2D_ARRAY); <mask> } else if (texture....
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
internalTexture2Index[texture.uniqueId] = i; if (texture.is2DArray) { targetTypes.push(Constants.TEXTURE_2D_ARRAY); layerCounts.push(texture.depth); } else if (texture.isCube) { ...
<mask> targetTypes.push(Constants.TEXTURE_CUBE_MAP_ARRAY); <mask> }*/ else if (texture.is3D) { <mask> targetTypes.push(Constants.TEXTURE_3D); <mask> } else { <mask> targetTypes.push(Constants.TEXTURE_2D)...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
if (this._faceIndices) { faceIndex.push(this._faceIndices[i] ?? 0);
<mask> } else { <mask> targetTypes.push(Constants.TEXTURE_2D); <mask> } <mask> <mask> if (this._faceIndices && this._faceIndices[i]) { <mask> faceIndex.push(this._faceIndices[i]); <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
if (this._layerIndices) { layerIndex.push(this._layerIndices[i] ?? 0);
<mask> <mask> if (this._faceIndices && this._faceIndices[i]) { <mask> faceIndex.push(this._faceIndices[i]); <mask> } <mask> if (this._layerIndices && this._layerIndices[i]) { <mask> layerIndex.push(this._l...
[ "keep", "keep", "keep", "keep", "replace", "replace", "replace", "replace", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
const optionsMRT: IMultiRenderTargetOptions = {
<mask> layerCounts.push(this._layerCounts[i]); <mask> } <mask> } <mask> <mask> const optionsMRT = { <mask> samplingModes, <mask> generateMipMaps: textureArray[0].generateMipMaps, <mask> ...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
targetTypes, faceIndex, layerIndex, layerCounts,
<mask> generateDepthTexture, <mask> types, <mask> textureCount, <mask> }; <mask> const size = { <mask> width: this.width, <mask> height: this.height, <mask> }; </s...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
for (let i = 0; i < textureCount; ++i) { if (targetTypes[i] !== -1) { continue; } const index = internalTexture2Index[textureArray[i].uniqueId]; rtw.setTexture(rtw.textures![index], i); ...
<mask> height: this.height, <mask> }; <mask> <mask> rtw = this._engine.createMultipleRenderTarget(size, optionsMRT); <mask> } <mask> } else { <mask> const options: RenderTargetCreationOptions = {}; <mask> <mask> o...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Engines/renderTargetWrapper.ts
* Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D). * You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later. * ...
<mask> * Define the default type of the buffers we are creating <mask> */ <mask> drawOnlyOnFirstAttachmentByDefault?: boolean; <mask> /** <mask> * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXT...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
* Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY). * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex
<mask> * Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D) <mask> */ <mask> targetTypes?: number[]; <mask> /** <mask> * Define the face index of each texture in the textures array as necess...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
* Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY). * Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex
<mask> * Define the face index of each texture in the textures array as necessary (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY) <mask> */ <mask> faceIndex?: number[]; <mask> /** <mask> * Define the layer index of each texture in the textures array as necessary (for Constants.T...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
* Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)
<mask> * Define the layer index of each texture in the textures array as necessary (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY) <mask> */ <mask> layerIndex?: number[]; <mask> /** <mask> * Define the number of layer of each texture in the textures array as necess...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
private _textureNames?: string[];
<mask> private _textures: Texture[]; <mask> private _multiRenderTargetOptions: IMultiRenderTargetOptions; <mask> private _count: number; <mask> private _drawOnlyOnFirstAttachmentByDefault: boolean; <mask> <mask> /** <mask> * Get if draw buffers are currently supported by the used hardwa...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
this._textureNames = textureNames;
<mask> return; <mask> } <mask> <mask> const types: number[] = []; <mask> const samplingModes: number[] = []; <mask> const useSRGBBuffers: boolean[] = []; <mask> const targetTypes: number[] = []; <mask> const faceIndex: number[] = []; <mask> c...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
layerCounts: layerCounts,
<mask> useSRGBBuffers: useSRGBBuffers, <mask> targetTypes: targetTypes, <mask> faceIndex: faceIndex, <mask> layerIndex: layerIndex, <mask> layerCounts: layerCounts <mask> }; <mask> <mask> this._count = count; <mask> this._draw...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
<mask> }; <mask> <mask> this._count = count; <mask> this._drawOnlyOnFirstAttachmentByDefault = drawOnlyOnFirstAttachmentByDefault; <mask> this._isMulti = true; <mask> <mask> if (count > 0) { <mask> this._createInternalTextures(); <mask> this._cr...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
private _initTypes( count: number, types: number[], samplingModes: number[], useSRGBBuffers: boolean[], targets: number[], faceIndex: number[], layerIndex: number[], layerCounts: number[], options?: IMultiRenderTargetOptions ) {
<mask> this._createTextures(textureNames); <mask> } <mask> } <mask> <mask> private _initTypes(count: number, types: number[], samplingModes: number[], useSRGBBuffers: boolean[], targets: number[], faceIndex: number[], layerIndex: number[], layerCounts: number[], options?: IMultiRenderT...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
const mapInternalTexture2MainIndex = this._createInternaTextureIndexMapping();
<mask> } <mask> <mask> this.releaseInternalTextures(); <mask> this._createInternalTextures(); <mask> <mask> if (forceFullRebuild) { <mask> this._releaseTextures(); </s> Support MSAA and MRT rebuilding / cloning </s> remove this._isMulti = true; </s> add </...
[ "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
if (mapInternalTexture2MainIndex[i] !== undefined) { this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i); }
<mask> <mask> const internalTextures = this._renderTarget!.textures!; <mask> for (let i = 0; i < internalTextures.length; i++) { <mask> const texture = this._textures[i]; <mask> texture._texture = internalTextures[i]; <mask> if (texture._texture) { <mask> ...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
if (texture._texture) { texture._noMipmap = !texture._texture.useMipMaps; texture._useSRGBBuffer = texture._texture._useSRGBBuffer; }
<mask> this._renderTarget!.setTexture(internalTextures[mapInternalTexture2MainIndex[i]], i); <mask> } <mask> texture._texture = internalTextures[i]; <mask> } <mask> <mask> if (this.samples !== 1) { <mask> this._renderTarget!.setSamples(this.sam...
[ "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
if (texture._texture) { texture._noMipmap = !texture._texture.useMipMaps; texture._useSRGBBuffer = texture._texture._useSRGBBuffer; }
<mask> } <mask> texture._texture = internalTextures[i]; <mask> this._textures.push(texture); <mask> } <mask> } <mask> </s> Support MSAA and MRT rebuilding / cloning </s> remove public release() { </s> add public addMSAARenderBuffer(buffer: WebGLRenderbuff...
[ "keep", "add", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name;
<mask> this.renderTarget.setTexture(texture, index, disposePrevious); <mask> <mask> if (!this.textures[index]) { <mask> this.textures[index] = new Texture(null, this.getScene()); <mask> } <mask> this.textures[index]._texture = texture; <mask> this.textures[ind...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
this.textures[index]._noMipmap = !texture.useMipMaps; this.textures[index]._useSRGBBuffer = texture._useSRGBBuffer;
<mask> this.textures[index] = new Texture(null, this.getScene()); <mask> this.textures[index].name = this._textureNames?.[index] ?? this.textures[index].name; <mask> } <mask> this.textures[index]._texture = texture; <mask> <mask> this._count = this.renderTarget.tex...
[ "keep", "keep", "keep", "add", "keep", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts
if (this._multiRenderTargetOptions.targetTypes && this._multiRenderTargetOptions.targetTypes[index] !== -1) {
<mask> } <mask> if (this._multiRenderTargetOptions.useSRGBBuffers) { <mask> this._multiRenderTargetOptions.useSRGBBuffers[index] = texture._useSRGBBuffer; <mask> } <mask> if (this._multiRenderTargetOptions.targetTypes) { <mask> let target: number = 0; <mask...
[ "keep", "keep", "keep", "keep", "replace", "keep", "keep", "keep", "keep", "keep" ]
https://github.com/BabylonJS/Babylon.js/commit/b7fe107e526d3a6dd2da3c5be101b3b313223576
packages/dev/core/src/Materials/Textures/multiRenderTarget.ts