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playcanvas

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PlayCanvas WebGL game engine

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import { hashCode } from '../../core/hash.js'; /** * A collection of shader chunks, used by {@link ShaderChunks}. This is a map of shader chunk names * to their code. As this class extends `Map`, it can be used as a `Map` as well in addition to * custom functionality it provides. * * @category Graphics */ class ShaderChunkMap extends Map { /** * Adds a new shader chunk with a specified name and shader source code to the Map. If an * element with the same name already exists, the element will be updated. * * @param {string} name - The name of the shader chunk. * @param {string} code - The shader source code. * @returns {this} The ShaderChunkMap instance. */ set(name, code) { if (!this.has(name) || this.get(name) !== code) { this.markDirty(); } return super.set(name, code); } /** * Adds multiple shader chunks to the Map. This method accepts an object where the keys are the * names of the shader chunks and the values are the shader source code. If an element with the * same name already exists, the element will be updated. * * @param {Object} object - Object containing shader chunks. * @param {boolean} override - Whether to override existing shader chunks. Defaults to true. * @returns {this} The ShaderChunkMap instance. */ add(object, override = true) { for (const [key, value] of Object.entries(object)){ if (override || !this.has(key)) { this.set(key, value); } } return this; } /** * Removes a shader chunk by name from the Map. If the element does not exist, no action is * taken. * * @param {string} name - The name of the shader chunk to remove. * @returns {boolean} True if an element in the Map existed and has been removed, or false if the * element does not exist. */ delete(name) { const existed = this.has(name); const result = super.delete(name); if (existed && result) { this.markDirty(); } return result; } /** * Removes all shader chunks from the Map. */ clear() { if (this.size > 0) { this.markDirty(); } super.clear(); } markDirty() { this._dirty = true; this._keyDirty = true; } isDirty() { return this._dirty; } resetDirty() { this._dirty = false; } get key() { if (this._keyDirty) { this._keyDirty = false; // unique key for this chunk map this._key = Array.from(this.entries()).sort(([a], [b])=>a < b ? -1 : a > b ? 1 : 0).map(([k, v])=>`${k}=${hashCode(v)}`).join(','); } return this._key; } /** * Copy the shader chunk map. * * @param {ShaderChunkMap} source - The instance to copy. * @returns {this} The destination instance. * @ignore */ copy(source) { this.clear(); for (const [key, value] of source){ this.set(key, value); } return this; } constructor(...args){ super(...args), this._keyDirty = false, this._key = ''; } } export { ShaderChunkMap };