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playcanvas

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PlayCanvas WebGL game engine

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export class ShaderUtils { /** * Creates a shader. When the active graphics device is WebGL, the provided GLSL vertex and * fragment source code is used. For WebGPU, if WGSL vertex and fragment source code is * supplied, it is used directly; otherwise, the system automatically translates the provided * GLSL code into WGSL. In the case of GLSL shaders, additional blocks are appended to both the * vertex and fragment source code to support extended features and maintain compatibility. * These additions include the shader version declaration, precision qualifiers, and commonly * used extensions, and therefore should be excluded from the user-supplied GLSL source. * Note: The shader has access to all registered shader chunks via the `#include` directive. * Any provided includes will be applied as overrides on top of those. * * @param {GraphicsDevice} device - The graphics device. * @param {object} options - Object for passing optional arguments. * @param {string} options.uniqueName - Unique name for the shader. If a shader with this name * already exists, it will be returned instead of a new shader instance. * @param {Object<string, string>} options.attributes - Object detailing the mapping of vertex * shader attribute names to semantics SEMANTIC_*. This enables the engine to match vertex * buffer data to the shader attributes. * @param {boolean} [options.useTransformFeedback] - Whether to use transform feedback. Defaults * to false. Only supported by WebGL. * @param {string} [options.vertexChunk] - The name of the vertex shader chunk to use. * @param {string} [options.vertexGLSL] - The vertex shader code in GLSL. Ignored if vertexChunk * is provided. * @param {string} [options.vertexWGSL] - The vertex shader code in WGSL. Ignored if vertexChunk * is provided. * @param {string} [options.fragmentChunk] - The name of the fragment shader chunk to use. * @param {string} [options.fragmentGLSL] - The fragment shader code in GLSL. Ignored if * fragmentChunk is provided. * @param {string} [options.fragmentWGSL] - The fragment shader code in WGSL. Ignored if * fragmentChunk is provided. * @param {Map<string, string>} [options.vertexIncludes] - A map containing key-value pairs of * include names and their content. These are used for resolving #include directives in the * vertex shader source. * @param {Map<string, string>} [options.vertexDefines] - A map containing key-value pairs of * define names and their values. These are used for resolving #ifdef style of directives in the * vertex code. * @param {Map<string, string>} [options.fragmentIncludes] - A map containing key-value pairs * of include names and their content. These are used for resolving #include directives in the * fragment shader source. * @param {Map<string, string>} [options.fragmentDefines] - A map containing key-value pairs of * define names and their values. These are used for resolving #ifdef style of directives in the * fragment code. * @param {string | string[]} [options.fragmentOutputTypes] - Fragment shader output types, * which default to vec4. Passing a string will set the output type for all color attachments. * Passing an array will set the output type for each color attachment. * @returns {Shader} The newly created shader. */ static createShader(device: GraphicsDevice, options: { uniqueName: string; attributes: { [x: string]: string; }; useTransformFeedback?: boolean; vertexChunk?: string; vertexGLSL?: string; vertexWGSL?: string; fragmentChunk?: string; fragmentGLSL?: string; fragmentWGSL?: string; vertexIncludes?: Map<string, string>; vertexDefines?: Map<string, string>; fragmentIncludes?: Map<string, string>; fragmentDefines?: Map<string, string>; fragmentOutputTypes?: string | string[]; }): Shader; /** * Create a map of defines used for shader generation for a material. * * @param {Material} material - The material to create the shader defines for. * @param {ShaderVariantParams} params - The shader variant parameters. * @returns {Map<string, string>} The map of shader defines. * @ignore */ static getCoreDefines(material: Material, params: ShaderVariantParams): Map<string, string>; /** * Process shader using shader processing options, utilizing the cache of the ProgramLibrary. * * @param {Shader} shader - The shader to be processed. * @param {ShaderProcessorOptions} processingOptions - The shader processing options. * @returns {Shader} The processed shader. * @ignore */ static processShader(shader: Shader, processingOptions: ShaderProcessorOptions): Shader; /** * Add defines required for correct screenDepthPS chunk functionality for the given camera * shader parameters. * * @param {GraphicsDevice} device - The graphics device. * @param {CameraShaderParams} cameraShaderParams - The camera shader parameters. * @ignore */ static addScreenDepthChunkDefines(device: GraphicsDevice, cameraShaderParams: CameraShaderParams, defines: any): void; } export function createShader(device: any, vsName: any, fsName: any, useTransformFeedback?: boolean, shaderDefinitionOptions?: {}): void; export function createShaderFromCode(device: any, vsCode: any, fsCode: any, uniqueName: any, attributes: any, useTransformFeedback?: boolean, shaderDefinitionOptions?: {}): Shader; import type { GraphicsDevice } from '../../platform/graphics/graphics-device.js'; import { Shader } from '../../platform/graphics/shader.js'; import type { Material } from '../materials/material.js'; import type { ShaderVariantParams } from '../materials/material.js'; import type { ShaderProcessorOptions } from '../../platform/graphics/shader-processor-options.js'; import type { CameraShaderParams } from '../camera-shader-params.js';