playcanvas
Version:
PlayCanvas WebGL game engine
71 lines (68 loc) • 2.94 kB
JavaScript
import { SHADERLANGUAGE_GLSL, SHADERLANGUAGE_WGSL } from '../../platform/graphics/constants.js';
import { ShaderProcessorOptions } from '../../platform/graphics/shader-processor-options.js';
import { SHADERDEF_MORPH_TEXTURE_BASED_INT, SHADERDEF_MORPH_NORMAL, SHADERDEF_MORPH_POSITION, SHADERDEF_INSTANCING, SHADERDEF_SKIN } from '../constants.js';
import { getProgramLibrary } from '../shader-lib/get-program-library.js';
import { shaderGeneratorShader } from '../shader-lib/programs/shader-generator-shader.js';
import { ShaderUtils } from '../shader-lib/shader-utils.js';
import { Material } from './material.js';
class ShaderMaterial extends Material {
constructor(shaderDesc){
super();
this.shaderDesc = shaderDesc;
}
set shaderDesc(value) {
this._shaderDesc = undefined;
if (value) {
this._shaderDesc = {
uniqueName: value.uniqueName,
attributes: value.attributes,
fragmentOutputTypes: value.fragmentOutputTypes,
vertexGLSL: value.vertexGLSL,
fragmentGLSL: value.fragmentGLSL,
vertexWGSL: value.vertexWGSL,
fragmentWGSL: value.fragmentWGSL
};
if (value.vertexCode || value.fragmentCode || value.shaderLanguage) {
const language = value.shaderLanguage ?? SHADERLANGUAGE_GLSL;
if (language === SHADERLANGUAGE_GLSL) {
this._shaderDesc.vertexGLSL = value.vertexCode;
this._shaderDesc.fragmentGLSL = value.fragmentCode;
} else if (language === SHADERLANGUAGE_WGSL) {
this._shaderDesc.vertexWGSL = value.vertexCode;
this._shaderDesc.fragmentWGSL = value.fragmentCode;
}
}
}
this.clearVariants();
}
get shaderDesc() {
return this._shaderDesc;
}
copy(source) {
super.copy(source);
this.shaderDesc = source.shaderDesc;
return this;
}
getShaderVariant(params) {
const { objDefs } = params;
const options = {
defines: ShaderUtils.getCoreDefines(this, params),
skin: (objDefs & SHADERDEF_SKIN) !== 0,
useInstancing: (objDefs & SHADERDEF_INSTANCING) !== 0,
useMorphPosition: (objDefs & SHADERDEF_MORPH_POSITION) !== 0,
useMorphNormal: (objDefs & SHADERDEF_MORPH_NORMAL) !== 0,
useMorphTextureBasedInt: (objDefs & SHADERDEF_MORPH_TEXTURE_BASED_INT) !== 0,
pass: params.pass,
gamma: params.cameraShaderParams.shaderOutputGamma,
toneMapping: params.cameraShaderParams.toneMapping,
fog: params.cameraShaderParams.fog,
shaderDesc: this.shaderDesc,
shaderChunks: this.shaderChunks
};
const processingOptions = new ShaderProcessorOptions(params.viewUniformFormat, params.viewBindGroupFormat, params.vertexFormat);
const library = getProgramLibrary(params.device);
library.register('shader-material', shaderGeneratorShader);
return library.getProgram('shader-material', options, processingOptions, this.userId);
}
}
export { ShaderMaterial };