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chunks.js
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91 lines (76 loc) · 3.15 KB
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pc.extend(pc, (function () {
'use strict';
var shaderChunks = {};
var attrib2Semantic = {
vertex_position: pc.SEMANTIC_POSITION,
vertex_normal: pc.SEMANTIC_NORMAL,
vertex_tangent: pc.SEMANTIC_TANGENT,
vertex_texCoord0: pc.SEMANTIC_TEXCOORD0,
vertex_texCoord1: pc.SEMANTIC_TEXCOORD1,
vertex_texCoord2: pc.SEMANTIC_TEXCOORD2,
vertex_texCoord3: pc.SEMANTIC_TEXCOORD3,
vertex_texCoord4: pc.SEMANTIC_TEXCOORD4,
vertex_texCoord5: pc.SEMANTIC_TEXCOORD5,
vertex_texCoord6: pc.SEMANTIC_TEXCOORD6,
vertex_texCoord7: pc.SEMANTIC_TEXCOORD7,
vertex_color: pc.SEMANTIC_COLOR,
vertex_boneIndices: pc.SEMANTIC_BLENDINDICES,
vertex_boneWeights: pc.SEMANTIC_BLENDWEIGHT
};
shaderChunks.collectAttribs = function (vsCode) {
var attribs = {};
var attrs = 0;
var found = vsCode.indexOf("attribute");
while (found >= 0) {
if (found > 0 && vsCode[found-1]==="/") break;
var endOfLine = vsCode.indexOf(';', found);
var startOfAttribName = vsCode.lastIndexOf(' ', endOfLine);
var attribName = vsCode.substr(startOfAttribName + 1, endOfLine - (startOfAttribName + 1));
var semantic = attrib2Semantic[attribName];
if (semantic!==undefined) {
attribs[attribName] = semantic;
} else {
attribs[attribName] = "ATTR" + attrs;
attrs++;
}
found = vsCode.indexOf("attribute", found + 1);
}
return attribs;
};
shaderChunks.createShader = function(device, vsName, psName, useTransformFeedback) {
var vsCode = shaderChunks[vsName];
var psCode = pc.programlib.precisionCode(device) + "\n" + shaderChunks[psName];
var attribs = this.collectAttribs(vsCode);
if (device.webgl2) {
vsCode = pc.programlib.versionCode(device) + this.gles3VS + vsCode;
psCode = pc.programlib.versionCode(device) + this.gles3PS + psCode;
}
return new pc.Shader(device, {
attributes: attribs,
vshader: vsCode,
fshader: psCode,
useTransformFeedback: useTransformFeedback
});
};
shaderChunks.createShaderFromCode = function(device, vsCode, psCode, uName, useTransformFeedback) {
var shaderCache = device.programLib._cache;
var cached = shaderCache[uName];
if (cached !== undefined) return cached;
psCode = pc.programlib.precisionCode(device) + "\n" + (psCode || pc.programlib.dummyFragmentCode());
var attribs = this.collectAttribs(vsCode);
if (device.webgl2) {
vsCode = pc.programlib.versionCode(device) + this.gles3VS + vsCode;
psCode = pc.programlib.versionCode(device) + this.gles3PS + psCode;
}
shaderCache[uName] = new pc.Shader(device, {
attributes: attribs,
vshader: vsCode,
fshader: psCode,
useTransformFeedback: useTransformFeedback
});
return shaderCache[uName];
};
return {
shaderChunks: shaderChunks
};
}()));