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playcanvas

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PlayCanvas WebGL game engine

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import { QuadRender } from './quad-render.js'; import { BlendState } from '../../platform/graphics/blend-state.js'; import { CULLFACE_NONE, SEMANTIC_POSITION } from '../../platform/graphics/constants.js'; import { DepthState } from '../../platform/graphics/depth-state.js'; import { RenderPass } from '../../platform/graphics/render-pass.js'; import { createShaderFromCode } from '../shader-lib/utils.js'; class RenderPassShaderQuad extends RenderPass { set shader(shader) { var _this_quadRender; (_this_quadRender = this.quadRender) == null ? void 0 : _this_quadRender.destroy(); this.quadRender = null; this._shader = shader; if (shader) { this.quadRender = new QuadRender(shader); } } get shader() { return this._shader; } createQuadShader(name, fs, shaderDefinitionOptions) { if (shaderDefinitionOptions === void 0) shaderDefinitionOptions = {}; return createShaderFromCode(this.device, RenderPassShaderQuad.quadVertexShader, fs, name, { aPosition: SEMANTIC_POSITION }, shaderDefinitionOptions); } execute() { var device = this.device; device.setBlendState(this.blendState); device.setCullMode(this.cullMode); device.setDepthState(this.depthState); device.setStencilState(this.stencilFront, this.stencilBack); this.quadRender.render(); } constructor(...args){ super(...args), this._shader = null, this.quadRender = null, this.cullMode = CULLFACE_NONE, this.blendState = BlendState.NOBLEND, this.depthState = DepthState.NODEPTH, this.stencilFront = null, this.stencilBack = null; } } RenderPassShaderQuad.quadVertexShader = "\n attribute vec2 aPosition;\n varying vec2 uv0;\n void main(void)\n {\n gl_Position = vec4(aPosition, 0.0, 1.0);\n uv0 = getImageEffectUV((aPosition.xy + 1.0) * 0.5);\n }\n "; export { RenderPassShaderQuad };