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Open-source WebGL/WebGPU 3D engine for the web

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import { LitShader } from "./lit-shader.js"; import { LitOptionsUtils } from "./lit-options-utils.js"; import { ShaderGenerator } from "./shader-generator.js"; import { SHADERLANGUAGE_WGSL, SHADERTAG_MATERIAL } 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}`; } /** * @param {GraphicsDevice} device - The graphics device. * @param {LitMaterialOptions} options - The options to be passed to the backend. * @returns {object} Returns the created shader definition. */ 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 : void 0 }; 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 };