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Fixing gulp for module exports
Integrating latest PR (in 2.1)

David Catuhe 10 năm trước cách đây
mục cha
commit
fb93561c10
70 tập tin đã thay đổi với 261 bổ sung172 xóa
  1. 1 1
      Babylon/Actions/babylon.condition.js
  2. 1 1
      Babylon/Actions/babylon.directActions.js
  3. 1 1
      Babylon/Actions/babylon.interpolateValueAction.js
  4. 1 1
      Babylon/Animations/babylon.easing.js
  5. 1 1
      Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.js
  6. 1 1
      Babylon/Cameras/VR/babylon.webVRCamera.js
  7. 1 1
      Babylon/Cameras/babylon.arcRotateCamera.js
  8. 1 1
      Babylon/Cameras/babylon.camera.js
  9. 1 1
      Babylon/Cameras/babylon.deviceOrientationCamera.js
  10. 1 1
      Babylon/Cameras/babylon.followCamera.js
  11. 1 1
      Babylon/Cameras/babylon.freeCamera.js
  12. 1 1
      Babylon/Cameras/babylon.gamepadCamera.js
  13. 1 1
      Babylon/Cameras/babylon.stereoscopicCameras.js
  14. 1 1
      Babylon/Cameras/babylon.targetCamera.js
  15. 1 1
      Babylon/Cameras/babylon.touchCamera.js
  16. 1 1
      Babylon/Cameras/babylon.virtualJoysticksCamera.js
  17. 1 1
      Babylon/Lights/babylon.directionalLight.js
  18. 1 1
      Babylon/Lights/babylon.hemisphericLight.js
  19. 1 1
      Babylon/Lights/babylon.light.js
  20. 1 1
      Babylon/Lights/babylon.pointLight.js
  21. 1 1
      Babylon/Lights/babylon.spotLight.js
  22. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.customProceduralTexture.js
  23. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.proceduralTexture.js
  24. 1 1
      Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js
  25. 1 1
      Babylon/Materials/Textures/babylon.cubeTexture.js
  26. 1 1
      Babylon/Materials/Textures/babylon.dynamicTexture.js
  27. 1 1
      Babylon/Materials/Textures/babylon.mirrorTexture.js
  28. 1 1
      Babylon/Materials/Textures/babylon.rawTexture.js
  29. 1 1
      Babylon/Materials/Textures/babylon.renderTargetTexture.js
  30. 1 1
      Babylon/Materials/Textures/babylon.texture.js
  31. 1 1
      Babylon/Materials/Textures/babylon.videoTexture.js
  32. 1 1
      Babylon/Materials/babylon.multiMaterial.js
  33. 1 1
      Babylon/Materials/babylon.shaderMaterial.js
  34. 1 1
      Babylon/Materials/babylon.standardMaterial.js
  35. 1 1
      Babylon/Mesh/babylon.abstractMesh.js
  36. 1 1
      Babylon/Mesh/babylon.geometry.js
  37. 1 1
      Babylon/Mesh/babylon.groundMesh.js
  38. 1 1
      Babylon/Mesh/babylon.instancedMesh.js
  39. 1 1
      Babylon/Mesh/babylon.linesMesh.js
  40. 5 5
      Babylon/Mesh/babylon.mesh.js
  41. 1 1
      Babylon/Mesh/babylon.polygonmesh.js
  42. 1 1
      Babylon/PostProcess/babylon.anaglyphPostProcess.js
  43. 1 1
      Babylon/PostProcess/babylon.blackAndWhitePostProcess.js
  44. 1 1
      Babylon/PostProcess/babylon.blurPostProcess.js
  45. 1 1
      Babylon/PostProcess/babylon.colorCorrectionPostProcess.js
  46. 1 1
      Babylon/PostProcess/babylon.convolutionPostProcess.js
  47. 1 1
      Babylon/PostProcess/babylon.displayPassPostProcess.js
  48. 1 1
      Babylon/PostProcess/babylon.filterPostProcess.js
  49. 1 1
      Babylon/PostProcess/babylon.fxaaPostProcess.js
  50. 20 14
      Babylon/PostProcess/babylon.lensRenderingPipeline.js
  51. 3 3
      Babylon/PostProcess/babylon.lensRenderingPipeline.ts
  52. 1 1
      Babylon/PostProcess/babylon.passPostProcess.js
  53. 1 1
      Babylon/PostProcess/babylon.refractionPostProcess.js
  54. 1 1
      Babylon/PostProcess/babylon.ssaoRenderingPipeline.js
  55. 1 1
      Babylon/PostProcess/babylon.stereoscopicInterlacePostProcess.js
  56. 23 7
      Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.js
  57. 20 6
      Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.ts
  58. 1 1
      Babylon/PostProcess/babylon.vrDistortionCorrectionPostProcess.js
  59. 8 8
      Babylon/Shaders/depthOfField.fragment.fx
  60. 12 3
      Babylon/Shaders/volumetricLightScatteringPass.fragment.fx
  61. 1 1
      Babylon/Tools/babylon.gamepads.js
  62. 1 1
      Babylon/Tools/babylon.sceneOptimizer.js
  63. 5 5
      Preview release/babylon.2.2.js
  64. 47 25
      Preview release/babylon.2.2.max.js
  65. 4 4
      Preview release/babylon.2.2.noworker.js
  66. 1 1
      Preview release/what's new.md
  67. 2 2
      Tools/Gulp/gulp-addModuleExports.js
  68. 47 25
      babylon.2.1.debug.js
  69. 5 5
      babylon.2.1.js
  70. 4 4
      babylon.2.1.noworker.js

+ 1 - 1
Babylon/Actions/babylon.condition.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Actions/babylon.directActions.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Actions/babylon.interpolateValueAction.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Animations/babylon.easing.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/VR/babylon.vrDeviceOrientationCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/VR/babylon.webVRCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.arcRotateCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.camera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.deviceOrientationCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.followCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.freeCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.gamepadCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.stereoscopicCameras.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.targetCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.touchCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Cameras/babylon.virtualJoysticksCamera.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Lights/babylon.directionalLight.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Lights/babylon.hemisphericLight.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Lights/babylon.light.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Lights/babylon.pointLight.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Lights/babylon.spotLight.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/Procedurals/babylon.customProceduralTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/Procedurals/babylon.proceduralTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/Procedurals/babylon.standardProceduralTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.cubeTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.dynamicTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.mirrorTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.rawTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.renderTargetTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.texture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/Textures/babylon.videoTexture.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/babylon.multiMaterial.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/babylon.shaderMaterial.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Materials/babylon.standardMaterial.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.abstractMesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.geometry.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.groundMesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.instancedMesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Mesh/babylon.linesMesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 5 - 5
Babylon/Mesh/babylon.mesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -323,7 +323,7 @@ var BABYLON;
         Mesh.prototype.unfreezeNormals = function () {
             this._areNormalsFrozen = false;
         };
-        // Methods  
+        // Methods
         Mesh.prototype._preActivate = function () {
             var sceneRenderId = this.getScene().getRenderId();
             if (this._preActivateId === sceneRenderId) {
@@ -802,7 +802,7 @@ var BABYLON;
             }
             return true;
         };
-        // Clone 
+        // Clone
         Mesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
             return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren);
         };
@@ -1347,7 +1347,7 @@ var BABYLON;
                 canvas.height = heightMapHeight;
                 context.drawImage(img, 0, 0);
                 // Create VertexData from map data
-                // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949 
+                // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
                 var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
                 var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap(width, height, subdivisions, minHeight, maxHeight, buffer, heightMapWidth, heightMapHeight);
                 vertexData.applyToMesh(ground, updatable);
@@ -1381,7 +1381,7 @@ var BABYLON;
                 for (var i = 0; i < path.length; i++) {
                     rad = radiusFunctionFinal(i, distances[i]); // current radius
                     circlePath = Array(); // current circle array
-                    normal = normals[i]; // current normal  
+                    normal = normals[i]; // current normal
                     for (var t = 0; t < tessellation; t++) {
                         rotationMatrix = BABYLON.Matrix.RotationAxis(tangents[i], step * t);
                         rotated = BABYLON.Vector3.TransformCoordinates(normal, rotationMatrix).scaleInPlace(rad).add(path[i]);

+ 1 - 1
Babylon/Mesh/babylon.polygonmesh.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.anaglyphPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.blackAndWhitePostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.blurPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.colorCorrectionPostProcess.js

@@ -11,7 +11,7 @@
 //  For explanations on color grading, see here:
 //      http://udn.epicgames.com/Three/ColorGrading.html
 //
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.convolutionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.displayPassPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.filterPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.fxaaPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 20 - 14
Babylon/PostProcess/babylon.lensRenderingPipeline.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -18,11 +18,12 @@ var BABYLON;
          *      distortion: number;                 // from 0 to x (1 for realism)
          *      grain_amount: number;               // from 0 to 1
          *      grain_texture: BABYLON.Texture;     // texture to use for grain effect; if unset, use random B&W noise
-         *      dof_focus_depth: number;            // depth-of-field: focus depth; unset to disable (disabled by default)
+         *      dof_focus_distance: number;         // depth-of-field: focus distance; unset to disable (disabled by default)
          *      dof_aperture: number;               // depth-of-field: focus blur bias (default: 1)
+         *      dof_darken: number;                 // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
          *      dof_pentagon: boolean;              // depth-of-field: makes a pentagon-like "bokeh" effect
-         *      dof_gain: number;                   // depth-of-field: depthOfField gain; unset to disable (disabled by default)
-         *      dof_threshold: number;              // depth-of-field: depthOfField threshold (default: 1)
+         *      dof_gain: number;                   // depth-of-field: highlights gain; unset to disable (disabled by default)
+         *      dof_threshold: number;              // depth-of-field: highlights threshold (default: 1)
          *      blur_noise: boolean;                // add a little bit of noise to the blur (default: true)
          * }
          * Note: if an effect parameter is unset, effect is disabled
@@ -78,14 +79,15 @@ var BABYLON;
             this._distortion = parameters.distortion ? parameters.distortion : 0;
             this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
             this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
-            this._dofDepth = parameters.dof_focus_depth !== undefined ? parameters.dof_focus_depth : -1;
+            this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
             this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
+            this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
             this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
             this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
             // Create effects
             this._createChromaticAberrationPostProcess(ratio);
             this._createHighlightsPostProcess(ratio);
-            this._createDepthOfFieldPostProcess(ratio);
+            this._createDepthOfFieldPostProcess(ratio / 4);
             // Set up pipeline
             this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
             this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
@@ -108,9 +110,10 @@ var BABYLON;
         LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
         LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
         LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
-        LensRenderingPipeline.prototype.setFocusDepth = function (amount) { this._dofDepth = amount; };
-        LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDepth = -1; };
+        LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
+        LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
         LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
+        LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
         LensRenderingPipeline.prototype.enablePentagonBokeh = function () { this._dofPentagon = true; };
         LensRenderingPipeline.prototype.disablePentagonBokeh = function () { this._dofPentagon = false; };
         LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
@@ -167,24 +170,27 @@ var BABYLON;
         LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
             var _this = this;
             this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
-                "focus_depth", "aperture", "pentagon", "maxZ", "edge_blur", "chromatic_aberration",
-                "distortion", "blur_noise", "grain_amount", "screen_width", "screen_height", "highlights"
+                "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
+                "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
             ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
             this._depthOfFieldPostProcess.onApply = function (effect) {
-                effect.setBool('blur_noise', _this._blurNoise);
-                effect.setFloat('maxZ', _this._scene.activeCamera.maxZ);
-                effect.setFloat('grain_amount', _this._grainAmount);
                 effect.setTexture("depthSampler", _this._depthTexture);
                 effect.setTexture("grainSampler", _this._grainTexture);
                 effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
                 effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
+                effect.setFloat('grain_amount', _this._grainAmount);
+                effect.setBool('blur_noise', _this._blurNoise);
                 effect.setFloat('screen_width', _this._scene.getEngine().getRenderingCanvas().width);
                 effect.setFloat('screen_height', _this._scene.getEngine().getRenderingCanvas().height);
                 effect.setFloat('distortion', _this._distortion);
-                effect.setFloat('focus_depth', _this._dofDepth);
+                effect.setBool('dof_enabled', (_this._dofDistance != -1));
+                effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
                 effect.setFloat('aperture', _this._dofAperture);
+                effect.setFloat('darken', _this._dofDarken);
                 effect.setFloat('edge_blur', _this._edgeBlur);
                 effect.setBool('highlights', (_this._highlightsGain != -1));
+                effect.setFloat('near', _this._scene.activeCamera.minZ);
+                effect.setFloat('far', _this._scene.activeCamera.maxZ);
             };
         };
         // creates a black and white random noise texture, 512x512

+ 3 - 3
Babylon/PostProcess/babylon.lensRenderingPipeline.ts

@@ -102,7 +102,7 @@ module BABYLON {
             // Create effects
             this._createChromaticAberrationPostProcess(ratio);
             this._createHighlightsPostProcess(ratio);
-            this._createDepthOfFieldPostProcess(ratio/4);
+            this._createDepthOfFieldPostProcess(ratio / 4);
 
             // Set up pipeline
             this.addEffect(new PostProcessRenderEffect(scene.getEngine(), this.LensChromaticAberrationEffect, () => { return this._chromaticAberrationPostProcess; }, true));
@@ -227,7 +227,7 @@ module BABYLON {
                 effect.setFloat('distortion', this._distortion);
 
                 effect.setBool('dof_enabled', (this._dofDistance != -1));
-                effect.setFloat('screen_distance',  1.0 / ( 0.1 - 1.0 / this._dofDistance ));
+                effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / this._dofDistance));
                 effect.setFloat('aperture', this._dofAperture);
                 effect.setFloat('darken', this._dofDarken);
 
@@ -266,4 +266,4 @@ module BABYLON {
         }
 
     }
-}
+}

+ 1 - 1
Babylon/PostProcess/babylon.passPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.refractionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.ssaoRenderingPipeline.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/PostProcess/babylon.stereoscopicInterlacePostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 23 - 7
Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;
@@ -37,6 +37,11 @@ var BABYLON;
             */
             this.invert = true;
             /**
+            * Set to true to use the diffuseColor instead of the diffuseTexture
+            * @type {boolean}
+            */
+            this.useDiffuseColor = false;
+            /**
             * Array containing the excluded meshes not rendered in the internal pass
             */
             this.excludedMeshes = new Array();
@@ -68,14 +73,20 @@ var BABYLON;
             var needUV = false;
             // Render this.mesh as default
             if (mesh === this.mesh) {
-                defines.push("#define BASIC_RENDER");
+                if (this.useDiffuseColor) {
+                    defines.push("#define DIFFUSE_COLOR_RENDER");
+                }
+                else {
+                    defines.push("#define BASIC_RENDER");
+                }
                 defines.push("#define NEED_UV");
                 needUV = true;
             }
             // Alpha test
             if (material) {
-                if (material.needAlphaTesting() || mesh === this.mesh)
+                if (material.needAlphaTesting()) {
                     defines.push("#define ALPHATEST");
+                }
                 if (material.opacityTexture !== undefined) {
                     defines.push("#define OPACITY");
                     if (material.opacityTexture.getAlphaFromRGB)
@@ -111,7 +122,7 @@ var BABYLON;
             var join = defines.join("\n");
             if (this._cachedDefines !== join) {
                 this._cachedDefines = join;
-                this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"], ["diffuseSampler", "opacitySampler"], join);
+                this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel", "color"], ["diffuseSampler", "opacitySampler"], join);
             }
             return this._volumetricLightScatteringPass.isReady();
         };
@@ -187,9 +198,14 @@ var BABYLON;
                     // Alpha test
                     if (material && (mesh === _this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
                         var alphaTexture = material.getAlphaTestTexture();
-                        _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
-                        if (alphaTexture) {
-                            _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
+                        if (_this.useDiffuseColor && mesh === _this.mesh) {
+                            _this._volumetricLightScatteringPass.setColor3("color", material.diffuseColor);
+                        }
+                        else {
+                            _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
+                            if (alphaTexture) {
+                                _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
+                            }
                         }
                         if (material.opacityTexture !== undefined) {
                             _this._volumetricLightScatteringPass.setTexture("opacitySampler", material.opacityTexture);

+ 20 - 6
Babylon/PostProcess/babylon.volumetricLightScatteringPostProcess.ts

@@ -24,6 +24,11 @@
         * @type {boolean}
         */
         public mesh: Mesh;
+        /**
+        * Set to true to use the diffuseColor instead of the diffuseTexture
+        * @type {boolean}
+        */
+        public useDiffuseColor: boolean = false;
 
         /**
         * Array containing the excluded meshes not rendered in the internal pass
@@ -80,15 +85,20 @@
 
             // Render this.mesh as default
             if (mesh === this.mesh) {
-                defines.push("#define BASIC_RENDER");
+                if (this.useDiffuseColor) {
+                    defines.push("#define DIFFUSE_COLOR_RENDER");
+                } else {
+                    defines.push("#define BASIC_RENDER");
+                }
                 defines.push("#define NEED_UV");
                 needUV = true;
             }
 
             // Alpha test
             if (material) {
-                if (material.needAlphaTesting() || mesh === this.mesh)
+                if (material.needAlphaTesting()) {
                     defines.push("#define ALPHATEST");
+                }
 
                 if (material.opacityTexture !== undefined) {
                     defines.push("#define OPACITY");
@@ -132,7 +142,7 @@
                 this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect(
                     { vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" },
                     attribs,
-                    ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel"],
+                    ["world", "mBones", "viewProjection", "diffuseMatrix", "opacityLevel", "color"],
                     ["diffuseSampler", "opacitySampler"], join);
             }
 
@@ -227,10 +237,14 @@
                     // Alpha test
                     if (material && (mesh === this.mesh || material.needAlphaTesting() || material.opacityTexture !== undefined)) {
                         var alphaTexture = material.getAlphaTestTexture();
-                        this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
 
-                        if (alphaTexture) {
-                            this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
+                        if (this.useDiffuseColor && mesh === this.mesh) {
+                            this._volumetricLightScatteringPass.setColor3("color", material.diffuseColor);
+                        } else {
+                            this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
+                            if (alphaTexture) {
+                                this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
+                            }
                         }
 
                         if (material.opacityTexture !== undefined) {

+ 1 - 1
Babylon/PostProcess/babylon.vrDistortionCorrectionPostProcess.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 8 - 8
Babylon/Shaders/depthOfField.fragment.fx

@@ -142,9 +142,9 @@ vec4 getBlurColor(float size) {
 
 	col /= total_weight;		// scales color according to weights
 
-	// darken if out of focus
-	if(darken > 0.0) {
-		col.rgb *= clamp(0.3, 1.0, 1.05-size*0.5*darken);
+								// darken if out of focus
+	if (darken > 0.0) {
+		col.rgb *= clamp(0.3, 1.0, 1.05 - size*0.5*darken);
 	}
 
 	// blur levels debug
@@ -166,13 +166,13 @@ void main(void)
 	vec2 texels_coords = vec2(vUV.x * screen_width, vUV.y * screen_height);	// varies from 0 to SCREEN_WIDTH or _HEIGHT
 
 	float depth = texture2D(depthSampler, distorted_coords).r;	// depth value from DepthRenderer: 0 to 1
-	float distance = near + (far-near)*depth;		// actual distance from the lens
+	float distance = near + (far - near)*depth;		// actual distance from the lens
 	vec4 color = texture2D(textureSampler, vUV);	// original raster
 
 
-	// compute the circle of confusion size (CoC), i.e. blur radius depending on depth
-	// screen_distance is precomputed in code
-	float coc = abs( aperture * ( screen_distance * ( inverse_focal_length - 1.0 / distance ) - 1.0 ) );
+													// compute the circle of confusion size (CoC), i.e. blur radius depending on depth
+													// screen_distance is precomputed in code
+	float coc = abs(aperture * (screen_distance * (inverse_focal_length - 1.0 / distance) - 1.0));
 
 	// disable blur
 	if (dof_enabled == false || coc < 0.07) { coc = 0.0; }
@@ -215,4 +215,4 @@ void main(void)
 		gl_FragColor.rgb += (-0.5 + grain_color.rgb) * 0.30 * grain_amount;
 	}
 
-}
+}

+ 12 - 3
Babylon/Shaders/volumetricLightScatteringPass.fragment.fx

@@ -10,6 +10,10 @@ varying vec2 vUV;
 uniform sampler2D diffuseSampler;
 #endif
 
+#if defined(DIFFUSE_COLOR_RENDER)
+uniform vec3 color;
+#endif
+
 #if defined(OPACITY)
 uniform sampler2D opacitySampler;
 uniform float opacityLevel;
@@ -39,16 +43,21 @@ void main(void)
 
 	#if defined(BASIC_RENDER)
 	gl_FragColor = vec4(diffuseColor.rgb, alpha);
+	#elif defined(DIFFUSE_COLOR_RENDER)
+	gl_FragColor = vec4(color.rgb, alpha);
 	#else
 	gl_FragColor = vec4(0.0, 0.0, 0.0, alpha);
 	#endif
 
 	gl_FragColor.a = alpha;
 #else
-	#ifndef BASIC_RENDER
-	gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
-	#else
+
+	#if defined(BASIC_RENDER)
 	gl_FragColor = diffuseColor;
+	#elif defined(DIFFUSE_COLOR_RENDER)
+	gl_FragColor = vec4(color.rgb, 1.0);
+	#else
+	gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
 	#endif
 #endif
 

+ 1 - 1
Babylon/Tools/babylon.gamepads.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

+ 1 - 1
Babylon/Tools/babylon.sceneOptimizer.js

@@ -1,4 +1,4 @@
-var __extends = (this && this.__extends) || function (d, b) {
+var __extends = this.__extends || function (d, b) {
     for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
     function __() { this.constructor = d; }
     __.prototype = b.prototype;

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+ 5 - 5
Preview release/babylon.2.2.js


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+ 47 - 25
Preview release/babylon.2.2.max.js


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+ 4 - 4
Preview release/babylon.2.2.noworker.js


+ 1 - 1
Preview release/what's new.md

@@ -2,7 +2,7 @@
   - **Major updates**
     
   - **Updates**
-  
+    - Depth-of-field improvements [PR](https://github.com/BabylonJS/Babylon.js/pull/567) [jahow](https://github.com/jahow)
   - **Bug fixes**
  
   - **Breaking changes**

+ 2 - 2
Tools/Gulp/gulp-addModuleExports.js

@@ -5,7 +5,7 @@ module.exports = function (varName) {
   return through.obj(function (file, enc, cb) {
 
     var moduleExportsAddition = 
-      '\nif (module && module.exports) {\n' +
+      '\nif (((window && window.module) || (!window && module)) && module.exports) {\n' +
       '    module.exports = ' + varName + ';\n' +
       '};\n';
       
@@ -36,4 +36,4 @@ module.exports = function (varName) {
     }
     cb();
   });
-};
+};

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+ 47 - 25
babylon.2.1.debug.js


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+ 5 - 5
babylon.2.1.js


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+ 4 - 4
babylon.2.1.noworker.js