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playcanvas

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PlayCanvas WebGL game engine

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import { ChunkBuilder } from '../chunk-builder.js'; import { LitShader } from './lit-shader.js'; import { LitOptionsUtils } from './lit-options-utils.js'; import { ShaderGenerator } from './shader-generator.js'; import { SHADERTAG_MATERIAL, SHADERLANGUAGE_GLSL } from '../../../platform/graphics/constants.js'; import { ShaderUtils } from '../../../platform/graphics/shader-utils.js'; function _extends() { _extends = Object.assign || function(target) { for(var i = 1; i < arguments.length; i++){ var source = arguments[i]; for(var key in source){ if (Object.prototype.hasOwnProperty.call(source, key)) { target[key] = source[key]; } } } return target; }; return _extends.apply(this, arguments); } /** * @import { GraphicsDevice } from '../../../platform/graphics/graphics-device.js' * @import { LitMaterialOptions } from '../../materials/lit-material-options.js' */ var dummyUvs = [ 0, 1, 2, 3, 4, 5, 6, 7 ]; class ShaderGeneratorLit extends ShaderGenerator { generateKey(options) { var definesHash = ShaderGenerator.definesHash(options.defines); var key = "lit_" + definesHash + "_" + dummyUvs.map((dummy, index)=>{ return options.usedUvs[index] ? '1' : '0'; }).join('') + options.shaderChunk + LitOptionsUtils.generateKey(options.litOptions); return key; } /** * @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) { var litShader = new LitShader(device, options.litOptions); var decl = new ChunkBuilder(); var code = new ChunkBuilder(); // global texture bias for standard textures decl.append('uniform float textureBias;'); decl.append(litShader.chunks.litShaderArgsPS); code.append(options.shaderChunk); var definitionOptions = { name: 'LitShader', shaderLanguage: SHADERLANGUAGE_GLSL, tag: litShader.shaderPassInfo.isForward ? SHADERTAG_MATERIAL : undefined }; var usedUvSets = options.usedUvs || [ true ]; var mapTransforms = []; litShader.generateVertexShader(usedUvSets, usedUvSets, mapTransforms); litShader.generateFragmentShader(decl.code, code.code, 'vUv0'); var includes = new Map(Object.entries(_extends({}, Object.getPrototypeOf(litShader.chunks), litShader.chunks, options.litOptions.chunks))); var vDefines = litShader.vDefines; options.defines.forEach((value, key)=>vDefines.set(key, value)); var 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 ShaderUtils.createDefinition(device, definitionOptions); } } var lit = new ShaderGeneratorLit(); export { lit };