playcanvas
Version:
PlayCanvas WebGL game engine
56 lines (55 loc) • 2.06 kB
TypeScript
/**
* A collection of shader chunks, used by {@link ShaderChunks}. This is a map of shader chunk names
* to their code. As this class extends `Map`, it can be used as a `Map` as well in addition to
* custom functionality it provides.
*
* @category Graphics
*/
export class ShaderChunkMap extends Map<any, any> {
constructor();
constructor(entries?: readonly (readonly [any, any])[]);
constructor();
constructor(iterable?: Iterable<readonly [any, any]>);
_keyDirty: boolean;
_key: string;
/**
* Adds a new shader chunk with a specified name and shader source code to the Map. If an
* element with the same name already exists, the element will be updated.
*
* @param {string} name - The name of the shader chunk.
* @param {string} code - The shader source code.
* @returns {this} The ShaderChunkMap instance.
*/
set(name: string, code: string): this;
/**
* Adds multiple shader chunks to the Map. This method accepts an object where the keys are the
* names of the shader chunks and the values are the shader source code. If an element with the
* same name already exists, the element will be updated.
*
* @param {Object} object - Object containing shader chunks.
* @returns {this} The ShaderChunkMap instance.
*/
add(object: any): this;
/**
* Removes a shader chunk by name from the Map. If the element does not exist, no action is
* taken.
*
* @param {string} name - The name of the shader chunk to remove.
* @returns {boolean} True if an element in the Map existed and has been removed, or false if the
* element does not exist.
*/
delete(name: string): boolean;
markDirty(): void;
_dirty: boolean;
isDirty(): boolean;
resetDirty(): void;
get key(): string;
/**
* Copy the shader chunk map.
*
* @param {ShaderChunkMap} source - The instance to copy.
* @returns {this} The destination instance.
* @ignore
*/
copy(source: ShaderChunkMap): this;
}