@galacean/engine-core 0.0.0-experimental-0.9-plus.0 → 0.0.0-experimental-0.9-plus.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/main.js +10 -1
- package/dist/main.js.map +1 -1
- package/dist/miniprogram.js +10 -1
- package/dist/module.js +10 -1
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
- package/types/Scene.d.ts +2 -0
package/dist/miniprogram.js
CHANGED
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@@ -15324,7 +15324,10 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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lightManager._updateShaderData(this.shaderData);
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var sunLightIndex = lightManager._getSunLightIndex();
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if (sunLightIndex !== -1) {
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-
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+
var sunlight = lightManager._directLights.get(sunLightIndex);
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+
shaderData.setColor(Scene._sunlightColorProperty, sunlight.color);
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shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
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this._sunLight = sunlight;
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}
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if (this.castShadows && this._sunLight && this._sunLight.shadowType !== exports.ShadowType.None) {
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shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
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@@ -15516,6 +15519,12 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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(function() {
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Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
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})();
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(function() {
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Scene._sunlightColorProperty = Shader.getPropertyByName("galacean_SunlightColor");
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})();
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(function() {
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Scene._sunlightDirectionProperty = Shader.getPropertyByName("galacean_SunlightDirection");
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})();
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/**
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* Scene manager.
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package/dist/module.js
CHANGED
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@@ -15319,7 +15319,10 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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lightManager._updateShaderData(this.shaderData);
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var sunLightIndex = lightManager._getSunLightIndex();
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if (sunLightIndex !== -1) {
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-
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+
var sunlight = lightManager._directLights.get(sunLightIndex);
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shaderData.setColor(Scene._sunlightColorProperty, sunlight.color);
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shaderData.setVector3(Scene._sunlightDirectionProperty, sunlight.direction);
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this._sunLight = sunlight;
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}
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if (this.castShadows && this._sunLight && this._sunLight.shadowType !== ShadowType.None) {
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shaderData.enableMacro("SHADOW_TYPE", this._sunLight.shadowType.toString());
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@@ -15511,6 +15514,12 @@ var TextRenderElement = /*#__PURE__*/ function(RenderElement) {
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(function() {
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Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
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})();
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(function() {
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Scene._sunlightColorProperty = Shader.getPropertyByName("galacean_SunlightColor");
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})();
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(function() {
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Scene._sunlightDirectionProperty = Shader.getPropertyByName("galacean_SunlightDirection");
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})();
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/**
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* Scene manager.
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