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playcanvas

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PlayCanvas WebGL game engine

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import { LitShader } from './lit-shader.js'; import { LitOptionsUtils } from './lit-options-utils.js'; import { ShaderGenerator } from './shader-generator.js'; import { SHADERTAG_MATERIAL, SHADERLANGUAGE_WGSL } from '../../../platform/graphics/constants.js'; import { ShaderDefinitionUtils } from '../../../platform/graphics/shader-definition-utils.js'; import { hashCode } from '../../../core/hash.js'; import { MapUtils } from '../../../core/map-utils.js'; const dummyUvs = [ 0, 1, 2, 3, 4, 5, 6, 7 ]; class ShaderGeneratorLit extends ShaderGenerator { generateKey(options) { const definesHash = ShaderGenerator.definesHash(options.defines); const glslHash = hashCode(options.shaderChunkGLSL ?? ''); const wgslHash = hashCode(options.shaderChunkWGSL ?? ''); const loHash = LitOptionsUtils.generateKey(options.litOptions); const uvOptions = `${dummyUvs.map((dummy, index)=>{ return options.usedUvs[index] ? '1' : '0'; }).join('')}`; return `lit_${definesHash}_${uvOptions}_${glslHash}_${wgslHash}_${loHash}`; } createShaderDefinition(device, options) { const allowWGSL = !!options.shaderChunkWGSL; const litShader = new LitShader(device, options.litOptions, allowWGSL); const definitionOptions = { name: 'LitShader', shaderLanguage: litShader.shaderLanguage, tag: litShader.shaderPassInfo.isForward ? SHADERTAG_MATERIAL : undefined }; const usedUvSets = options.usedUvs || [ true ]; const mapTransforms = []; litShader.generateVertexShader(usedUvSets, usedUvSets, mapTransforms); litShader.generateFragmentShader('', litShader.shaderLanguage === SHADERLANGUAGE_WGSL ? options.shaderChunkWGSL : options.shaderChunkGLSL, 'vUv0'); const includes = MapUtils.merge(litShader.chunks, litShader.includes); const vDefines = litShader.vDefines; options.defines.forEach((value, key)=>vDefines.set(key, value)); const fDefines = litShader.fDefines; options.defines.forEach((value, key)=>fDefines.set(key, value)); definitionOptions.attributes = litShader.attributes; definitionOptions.vertexCode = litShader.vshader; definitionOptions.vertexIncludes = includes; definitionOptions.vertexDefines = vDefines; definitionOptions.fragmentCode = litShader.fshader; definitionOptions.fragmentIncludes = includes; definitionOptions.fragmentDefines = fDefines; return ShaderDefinitionUtils.createDefinition(device, definitionOptions); } } const lit = new ShaderGeneratorLit(); export { lit };