playcanvas
Version:
PlayCanvas WebGL game engine
95 lines (92 loc) • 3.82 kB
JavaScript
import { SEMANTIC_POSITION, SHADERLANGUAGE_WGSL, SHADERLANGUAGE_GLSL, CULLFACE_FRONT } from '../../platform/graphics/constants.js';
import { SKYTYPE_INFINITE, LAYERID_SKYBOX } from '../constants.js';
import { ShaderMaterial } from '../materials/shader-material.js';
import { MeshInstance } from '../mesh-instance.js';
import { ChunkUtils } from '../shader-lib/chunk-utils.js';
import { SkyGeometry } from './sky-geometry.js';
import { ShaderChunks } from '../shader-lib/shader-chunks.js';
/**
* @import { GraphNode } from '../graph-node.js'
* @import { GraphicsDevice } from '../../platform/graphics/graphics-device.js'
* @import { Scene } from '../scene.js'
* @import { Texture } from '../../platform/graphics/texture.js'
*/ /**
* A visual representation of the sky.
*
* @ignore
*/ class SkyMesh {
/**
* @param {GraphicsDevice} device - The graphics device.
* @param {Scene} scene - The scene owning the sky.
* @param {GraphNode} node - The graph node of the sky mesh instance.
* @param {Texture} texture - The texture of the sky.
* @param {string} type - The type of the sky. One of the SKYMESH_* constants.
*/ constructor(device, scene, node, texture, type){
/**
* Mesh instance representing the visuals of the sky.
*
* @type {MeshInstance|null}
*/ this.meshInstance = null;
/**
* @type {boolean}
*/ this._depthWrite = false;
const material = new ShaderMaterial({
uniqueName: 'SkyMaterial',
vertexGLSL: ShaderChunks.get(device, SHADERLANGUAGE_GLSL).get('skyboxVS'),
fragmentGLSL: ShaderChunks.get(device, SHADERLANGUAGE_GLSL).get('skyboxPS'),
vertexWGSL: ShaderChunks.get(device, SHADERLANGUAGE_WGSL).get('skyboxVS'),
fragmentWGSL: ShaderChunks.get(device, SHADERLANGUAGE_WGSL).get('skyboxPS'),
attributes: {
aPosition: SEMANTIC_POSITION
}
});
// defines
material.setDefine('{SKYBOX_DECODE_FNC}', ChunkUtils.decodeFunc(texture.encoding));
if (type !== SKYTYPE_INFINITE) material.setDefine('SKYMESH', '');
if (texture.cubemap) material.setDefine('SKY_CUBEMAP', '');
material.setParameter('skyboxHighlightMultiplier', scene.skyboxHighlightMultiplier);
if (texture.cubemap) {
material.setParameter('texture_cubeMap', texture);
} else {
material.setParameter('texture_envAtlas', texture);
material.setParameter('mipLevel', scene.skyboxMip);
}
// render inside of the geometry
material.cull = CULLFACE_FRONT;
material.depthWrite = this._depthWrite;
const skyLayer = scene.layers.getLayerById(LAYERID_SKYBOX);
if (skyLayer) {
const mesh = SkyGeometry.create(device, type);
const meshInstance = new MeshInstance(mesh, material, node);
this.meshInstance = meshInstance;
meshInstance.cull = false;
// disable picker, the material has custom update shader and does not handle picker variant
meshInstance.pick = false;
skyLayer.addMeshInstances([
meshInstance
]);
this.skyLayer = skyLayer;
}
}
destroy() {
if (this.meshInstance) {
if (this.skyLayer) {
this.skyLayer.removeMeshInstances([
this.meshInstance
]);
}
this.meshInstance.destroy();
this.meshInstance = null;
}
}
set depthWrite(value) {
this._depthWrite = value;
if (this.meshInstance) {
this.meshInstance.material.depthWrite = value;
}
}
get depthWrite() {
return this._depthWrite;
}
}
export { SkyMesh };