playcanvas
Version:
PlayCanvas WebGL game engine
92 lines (89 loc) • 3.82 kB
JavaScript
import { Shader } from '../../platform/graphics/shader.js';
import { ShaderUtils } from '../../platform/graphics/shader-utils.js';
import { shaderChunks } from './chunks/chunks.js';
import { getProgramLibrary } from './get-program-library.js';
import { ShaderGenerator } from './programs/shader-generator.js';
import { ShaderPass } from '../shader-pass.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);
}
function createShader(device, vsName, fsName, useTransformFeedback, shaderDefinitionOptions) {
if (useTransformFeedback === void 0) useTransformFeedback = false;
if (shaderDefinitionOptions === void 0) shaderDefinitionOptions = {};
if (typeof useTransformFeedback === 'boolean') {
shaderDefinitionOptions.useTransformFeedback = useTransformFeedback;
} else if (typeof useTransformFeedback === 'object') {
shaderDefinitionOptions = _extends({}, shaderDefinitionOptions, useTransformFeedback);
}
return new Shader(device, ShaderUtils.createDefinition(device, _extends({}, shaderDefinitionOptions, {
name: vsName + "_" + fsName,
vertexCode: shaderChunks[vsName],
fragmentCode: shaderChunks[fsName]
})));
}
function createShaderFromCode(device, vsCode, fsCode, uniqueName, attributes, useTransformFeedback, shaderDefinitionOptions) {
if (useTransformFeedback === void 0) useTransformFeedback = false;
if (shaderDefinitionOptions === void 0) shaderDefinitionOptions = {};
if (typeof useTransformFeedback === 'boolean') {
shaderDefinitionOptions.useTransformFeedback = useTransformFeedback;
} else if (typeof useTransformFeedback === 'object') {
shaderDefinitionOptions = _extends({}, shaderDefinitionOptions, useTransformFeedback);
}
var programLibrary = getProgramLibrary(device);
var shader = programLibrary.getCachedShader(uniqueName);
if (!shader) {
shader = new Shader(device, ShaderUtils.createDefinition(device, _extends({}, shaderDefinitionOptions, {
name: uniqueName,
vertexCode: vsCode,
fragmentCode: fsCode,
attributes: attributes
})));
programLibrary.setCachedShader(uniqueName, shader);
}
return shader;
}
class ShaderGeneratorPassThrough extends ShaderGenerator {
generateKey(options) {
return this.key;
}
createShaderDefinition(device, options) {
return this.shaderDefinition;
}
constructor(key, shaderDefinition){
super();
this.key = key;
this.shaderDefinition = shaderDefinition;
}
}
function processShader(shader, processingOptions) {
var shaderDefinition = shader.definition;
var _shaderDefinition_name;
var name = (_shaderDefinition_name = shaderDefinition.name) != null ? _shaderDefinition_name : 'shader';
var key = name + "-id-" + shader.id;
var materialGenerator = new ShaderGeneratorPassThrough(key, shaderDefinition);
var libraryModuleName = 'shader';
var library = getProgramLibrary(shader.device);
library.register(libraryModuleName, materialGenerator);
var variant = library.getProgram(libraryModuleName, {}, processingOptions);
library.unregister(libraryModuleName);
return variant;
}
var getCoreDefines = (material, params)=>{
var defines = new Map(material.defines);
params.cameraShaderParams.defines.forEach((value, key)=>defines.set(key, value));
var shaderPassInfo = ShaderPass.get(params.device).getByIndex(params.pass);
shaderPassInfo.defines.forEach((value, key)=>defines.set(key, value));
return defines;
};
export { createShader, createShaderFromCode, getCoreDefines, processShader };