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playcanvas

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PlayCanvas WebGL game engine

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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 };