playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
135 lines (134 loc) • 4.02 kB
JavaScript
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => __defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
import { Debug } from "../../core/debug.js";
import { hashCode } from "../../core/hash.js";
class ShaderChunkMap extends Map {
/**
* Create a new ShaderChunkMap instance.
*
* @param {Map<string, ChunkValidation>} [validations] - Optional map of chunk validations.
* @ignore
*/
constructor(validations) {
super();
/**
* Reference to chunk validations map.
*
* @type {Map<string, ChunkValidation>|undefined}
* @private
*/
__publicField(this, "_validations");
__publicField(this, "_keyDirty", false);
__publicField(this, "_key", "");
this._validations = validations;
}
/**
* 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) {
Debug.call(() => {
const validation = this._validations?.get(name);
if (validation) {
const isDefault = code === validation.defaultCodeGLSL || code === validation.defaultCodeWGSL;
if (!isDefault) {
if (validation.message) {
Debug.deprecated(validation.message);
}
if (validation.callback) {
validation.callback(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;
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) {
for (const key of this.keys()) {
if (!source.has(key)) {
this.delete(key);
}
}
for (const [key, value] of source) {
this.set(key, value);
}
return this;
}
}
export {
ShaderChunkMap
};