@galacean/engine-core 1.3.0-alpha.1 → 1.3.0-alpha.3

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.
@@ -2995,6 +2995,51 @@ exports.RenderStateDataKey = void 0;
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  StencilOperation[StencilOperation[/** Decrements the current stencil buffer value. Wraps stencil buffer value to the maximum representable unsigned value when decrementing a stencil buffer value of 0. */ "DecrementWrap"] = 7] = "DecrementWrap";
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  })(exports.StencilOperation || (exports.StencilOperation = {}));
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+ exports.ShaderPlatformTarget = void 0;
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+ (function(ShaderPlatformTarget) {
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+ ShaderPlatformTarget[ShaderPlatformTarget["GLES100"] = 0] = "GLES100";
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+ ShaderPlatformTarget[ShaderPlatformTarget["GLES300"] = 1] = "GLES300";
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+ })(exports.ShaderPlatformTarget || (exports.ShaderPlatformTarget = {}));
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+
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+ function _array_like_to_array(arr, len) {
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+ if (len == null || len > arr.length) len = arr.length;
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+
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+ for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
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+
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+ return arr2;
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+ }
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+
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+ function _unsupported_iterable_to_array(o, minLen) {
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+ if (!o) return;
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+ if (typeof o === "string") return _array_like_to_array(o, minLen);
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+
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+ var n = Object.prototype.toString.call(o).slice(8, -1);
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+
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+ if (n === "Object" && o.constructor) n = o.constructor.name;
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+ if (n === "Map" || n === "Set") return Array.from(n);
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+ if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _array_like_to_array(o, minLen);
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+ }
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+
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+ function _create_for_of_iterator_helper_loose(o, allowArrayLike) {
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+ var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
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+
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+ if (it) return (it = it.call(o)).next.bind(it);
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+ // Fallback for engines without symbol support
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+ if (Array.isArray(o) || (it = _unsupported_iterable_to_array(o)) || allowArrayLike && o && typeof o.length === "number") {
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+ if (it) o = it;
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+
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+ var i = 0;
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+
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+ return function() {
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+ if (i >= o.length) return { done: true };
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+
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+ return { done: false, value: o[i++] };
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+ };
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+ }
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+
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+ throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
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+ }
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+
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  /**
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  * Shader macro。
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  */ var ShaderMacro = /*#__PURE__*/ function() {
@@ -3024,14 +3069,14 @@ exports.RenderStateDataKey = void 0;
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  maskMap.length++;
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  maskMap[index] = new Array(32);
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  }
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- maskMap[index][bit] = key;
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+ maskMap[index][bit] = macro;
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  ShaderMacro._macroCounter++;
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  }
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  return macro;
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  };
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  /**
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  * @internal
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- */ ShaderMacro._getNamesByMacros = function _getNamesByMacros(macros, out) {
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+ */ ShaderMacro._getMacrosElements = function _getMacrosElements(macros, out) {
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  var maskMap = ShaderMacro._macroMaskMap;
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  var mask = macros._mask;
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  out.length = 0;
@@ -3214,15 +3259,6 @@ exports.RenderStateDataKey = void 0;
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  return ShaderMacroCollection;
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  }();
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- /**
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- * Pipeline stage.
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- */ exports.PipelineStage = void 0;
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- (function(PipelineStage) {
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- PipelineStage[/** DepthOnly stage. */ "DepthOnly"] = "DepthOnly";
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- PipelineStage[/** Shadow caster stage. */ "ShadowCaster"] = "ShadowCaster";
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- PipelineStage[/** Forward shading stage. */ "Forward"] = "Forward";
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- })(exports.PipelineStage || (exports.PipelineStage = {}));
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-
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  function _extends() {
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  _extends = Object.assign || function assign(target) {
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  for (var i = 1; i < arguments.length; i++) {
@@ -3236,9 +3272,18 @@ function _extends() {
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  return _extends.apply(this, arguments);
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  }
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+ /**
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+ * Pipeline stage.
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+ */ exports.PipelineStage = void 0;
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+ (function(PipelineStage) {
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+ PipelineStage[/** DepthOnly stage. */ "DepthOnly"] = "DepthOnly";
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+ PipelineStage[/** Shadow caster stage. */ "ShadowCaster"] = "ShadowCaster";
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+ PipelineStage[/** Forward shading stage. */ "Forward"] = "Forward";
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+ })(exports.PipelineStage || (exports.PipelineStage = {}));
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+
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  var camera_declare = "#define GLSLIFY 1\nuniform vec3 camera_Position;uniform vec3 camera_Forward;uniform vec4 camera_ProjectionParams;"; // eslint-disable-line
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3241
- var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
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+ var common = "#define GLSLIFY 1\n#define PI 3.14159265359\n#define RECIPROCAL_PI 0.31830988618\n#define EPSILON 1e-6\n#define LOG2 1.442695\n#define saturate( a ) clamp( a, 0.0, 1.0 )\nfloat pow2(float x){return x*x;}vec4 RGBMToLinear(vec4 value,float maxRange){return vec4(value.rgb*value.a*maxRange,1.0);}vec4 gammaToLinear(vec4 srgbIn){return vec4(pow(srgbIn.rgb,vec3(2.2)),srgbIn.a);}vec4 linearToGamma(vec4 linearIn){linearIn=max(linearIn,0.0);return vec4(pow(linearIn.rgb,vec3(1.0/2.2)),linearIn.a);}uniform vec4 camera_DepthBufferParams;float remapDepthBufferLinear01(float z){return 1.0/(camera_DepthBufferParams.x*z+camera_DepthBufferParams.y);}\n#ifdef GRAPHICS_API_WEBGL2\n#define INVERSE_MAT(mat) inverse(mat)\n#else\nmat2 inverseMat(mat2 m){return mat2(m[1][1],-m[0][1],-m[1][0],m[0][0])/(m[0][0]*m[1][1]-m[0][1]*m[1][0]);}mat3 inverseMat(mat3 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2];float a10=m[1][0],a11=m[1][1],a12=m[1][2];float a20=m[2][0],a21=m[2][1],a22=m[2][2];float b01=a22*a11-a12*a21;float b11=-a22*a10+a12*a20;float b21=a21*a10-a11*a20;float det=a00*b01+a01*b11+a02*b21;return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;}mat4 inverseMat(mat4 m){float a00=m[0][0],a01=m[0][1],a02=m[0][2],a03=m[0][3],a10=m[1][0],a11=m[1][1],a12=m[1][2],a13=m[1][3],a20=m[2][0],a21=m[2][1],a22=m[2][2],a23=m[2][3],a30=m[3][0],a31=m[3][1],a32=m[3][2],a33=m[3][3],b00=a00*a11-a01*a10,b01=a00*a12-a02*a10,b02=a00*a13-a03*a10,b03=a01*a12-a02*a11,b04=a01*a13-a03*a11,b05=a02*a13-a03*a12,b06=a20*a31-a21*a30,b07=a20*a32-a22*a30,b08=a20*a33-a23*a30,b09=a21*a32-a22*a31,b10=a21*a33-a23*a31,b11=a22*a33-a23*a32,det=b00*b11-b01*b10+b02*b09+b03*b08-b04*b07+b05*b06;return mat4(a11*b11-a12*b10+a13*b09,a02*b10-a01*b11-a03*b09,a31*b05-a32*b04+a33*b03,a22*b04-a21*b05-a23*b03,a12*b08-a10*b11-a13*b07,a00*b11-a02*b08+a03*b07,a32*b02-a30*b05-a33*b01,a20*b05-a22*b02+a23*b01,a10*b10-a11*b08+a13*b06,a01*b08-a00*b10-a03*b06,a30*b04-a31*b02+a33*b00,a21*b02-a20*b04-a23*b00,a11*b07-a10*b09-a12*b06,a00*b09-a01*b07+a02*b06,a31*b01-a30*b03-a32*b00,a20*b03-a21*b01+a22*b00)/det;}\n#define INVERSE_MAT(mat) inverseMat(mat)\n#endif\n"; // eslint-disable-line
3242
3287
 
3243
3288
  var common_vert = "#define GLSLIFY 1\nattribute vec3 POSITION;\n#ifdef RENDERER_HAS_UV\nattribute vec2 TEXCOORD_0;\n#endif\n#ifdef RENDERER_HAS_UV1\nattribute vec2 TEXCOORD_1;\n#endif\n#ifdef RENDERER_HAS_SKIN\nattribute vec4 JOINTS_0;attribute vec4 WEIGHTS_0;\n#ifdef RENDERER_USE_JOINT_TEXTURE\nuniform sampler2D renderer_JointSampler;uniform float renderer_JointCount;mat4 getJointMatrix(sampler2D smp,float index){float base=index/renderer_JointCount;float hf=0.5/renderer_JointCount;float v=base+hf;vec4 m0=texture2D(smp,vec2(0.125,v));vec4 m1=texture2D(smp,vec2(0.375,v));vec4 m2=texture2D(smp,vec2(0.625,v));vec4 m3=texture2D(smp,vec2(0.875,v));return mat4(m0,m1,m2,m3);}\n#else\nuniform mat4 renderer_JointMatrix[RENDERER_JOINTS_NUM];\n#endif\n#endif\n#ifdef RENDERER_ENABLE_VERTEXCOLOR\nattribute vec4 COLOR_0;\n#endif\n#include <transform_declare>\n#include <camera_declare>\nuniform vec4 material_TilingOffset;\n#ifndef MATERIAL_OMIT_NORMAL\n#ifdef RENDERER_HAS_NORMAL\nattribute vec3 NORMAL;\n#endif\n#ifdef RENDERER_HAS_TANGENT\nattribute vec4 TANGENT;\n#endif\n#endif\n"; // eslint-disable-line
3244
3289
 
@@ -3451,7 +3496,7 @@ var ShaderFactory = /*#__PURE__*/ function() {
3451
3496
  function ShaderFactory() {}
3452
3497
  ShaderFactory.parseCustomMacros = function parseCustomMacros(macros) {
3453
3498
  return macros.map(function(m) {
3454
- return "#define " + m + "\n";
3499
+ return "#define " + (m.value ? m.name + " " + m.value : m.name) + "\n";
3455
3500
  }).join("");
3456
3501
  };
3457
3502
  ShaderFactory.registerInclude = function registerInclude(includeName, includeSource) {
@@ -4236,29 +4281,50 @@ var ShaderFactory = /*#__PURE__*/ function() {
4236
4281
  ShaderProgram._counter = 0;
4237
4282
  })();
4238
4283
 
4284
+ /**
4285
+ * @internal
4286
+ * Shader pass type
4287
+ */ var ShaderType;
4288
+ (function(ShaderType) {
4289
+ ShaderType[ShaderType[/** init by glsl */ "Canonical"] = 0] = "Canonical";
4290
+ ShaderType[ShaderType[/** init by shader-lab */ "ShaderLab"] = 1] = "ShaderLab";
4291
+ })(ShaderType || (ShaderType = {}));
4292
+
4239
4293
  /**
4240
4294
  * Shader pass containing vertex and fragment source.
4241
4295
  */ var ShaderPass = /*#__PURE__*/ function(ShaderPart1) {
4242
4296
  _inherits(ShaderPass, ShaderPart1);
4243
- function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSource, fragmentSourceOrTags, tags) {
4297
+ function ShaderPass(nameOrVertexSource, vertexSourceOrFragmentSourceOrCode, fragmentSourceOrTagsOrVertexEntry, fragmentEntryOrTags, tags) {
4244
4298
  var _this;
4245
4299
  _this = ShaderPart1.call(this) || this;
4246
4300
  /** @internal */ _this._shaderPassId = 0;
4247
4301
  /** @internal */ _this._renderStateDataMap = {};
4248
4302
  /** @internal */ _this._shaderProgramPools = [];
4303
+ /** @internal */ _this._path = "";
4304
+ _this._platformMacros = [];
4249
4305
  _this._shaderPassId = ShaderPass._shaderPassCounter++;
4250
- if (typeof fragmentSourceOrTags === "string") {
4306
+ _this._type = ShaderType.Canonical;
4307
+ if (typeof fragmentEntryOrTags === "string") {
4251
4308
  _this._name = nameOrVertexSource;
4252
- _this._vertexSource = vertexSourceOrFragmentSource;
4253
- _this._fragmentSource = fragmentSourceOrTags;
4254
- tags = tags != null ? tags : {
4309
+ _this._shaderLabSource = vertexSourceOrFragmentSourceOrCode;
4310
+ _this._vertexEntry = fragmentSourceOrTagsOrVertexEntry;
4311
+ _this._fragmentEntry = fragmentEntryOrTags;
4312
+ tags = _extends({
4313
+ pipelineStage: exports.PipelineStage.Forward
4314
+ }, tags);
4315
+ _this._type = ShaderType.ShaderLab;
4316
+ } else if (typeof fragmentSourceOrTagsOrVertexEntry === "string") {
4317
+ _this._name = nameOrVertexSource;
4318
+ _this._vertexSource = vertexSourceOrFragmentSourceOrCode;
4319
+ _this._fragmentSource = fragmentSourceOrTagsOrVertexEntry;
4320
+ tags = fragmentEntryOrTags != null ? fragmentEntryOrTags : {
4255
4321
  pipelineStage: exports.PipelineStage.Forward
4256
4322
  };
4257
4323
  } else {
4258
4324
  _this._name = "Default";
4259
4325
  _this._vertexSource = nameOrVertexSource;
4260
- _this._fragmentSource = vertexSourceOrFragmentSource;
4261
- tags = fragmentSourceOrTags != null ? fragmentSourceOrTags : {
4326
+ _this._fragmentSource = vertexSourceOrFragmentSourceOrCode;
4327
+ tags = fragmentSourceOrTagsOrVertexEntry != null ? fragmentSourceOrTagsOrVertexEntry : {
4262
4328
  pipelineStage: exports.PipelineStage.Forward
4263
4329
  };
4264
4330
  }
@@ -4276,9 +4342,52 @@ var ShaderFactory = /*#__PURE__*/ function() {
4276
4342
  if (shaderProgram) {
4277
4343
  return shaderProgram;
4278
4344
  }
4345
+ if (this._type === ShaderType.Canonical) {
4346
+ shaderProgram = this._getCanonicalShaderProgram(engine, macroCollection);
4347
+ } else {
4348
+ shaderProgram = this._compileShaderProgram(engine, macroCollection, this._vertexEntry, this._fragmentEntry);
4349
+ }
4350
+ shaderProgramPool.cache(shaderProgram);
4351
+ return shaderProgram;
4352
+ };
4353
+ /**
4354
+ * @internal
4355
+ */ _proto._destroy = function _destroy() {
4356
+ var shaderProgramPools = this._shaderProgramPools;
4357
+ for(var i = 0, n = shaderProgramPools.length; i < n; i++){
4358
+ shaderProgramPools[i]._destroy();
4359
+ }
4360
+ shaderProgramPools.length = 0;
4361
+ };
4362
+ /**
4363
+ * Shader Lab compilation
4364
+ */ _proto._compileShaderProgram = function _compileShaderProgram(engine, macroCollection, vertexEntry, fragmentEntry) {
4365
+ var _this = this, path = _this._path, platformMacros = _this._platformMacros;
4279
4366
  var isWebGL2 = engine._hardwareRenderer.isWebGL2;
4280
- var macroNameList = [];
4281
- ShaderMacro._getNamesByMacros(macroCollection, macroNameList);
4367
+ var macros = new Array();
4368
+ ShaderMacro._getMacrosElements(macroCollection, macros);
4369
+ platformMacros.length = 0;
4370
+ if (engine._hardwareRenderer.canIUse(exports.GLCapabilityType.shaderTextureLod)) {
4371
+ platformMacros.push("HAS_TEX_LOD");
4372
+ }
4373
+ if (engine._hardwareRenderer.canIUse(exports.GLCapabilityType.standardDerivatives)) {
4374
+ platformMacros.push("HAS_DERIVATIVES");
4375
+ }
4376
+ if (isWebGL2) {
4377
+ platformMacros.push("GRAPHICS_API_WEBGL2");
4378
+ } else {
4379
+ platformMacros.push("GRAPHICS_API_WEBGL1");
4380
+ }
4381
+ var start = engineMiniprogramAdapter.performance.now();
4382
+ var _Shader__shaderLab__parseShaderPass = Shader._shaderLab._parseShaderPass(this._shaderLabSource, vertexEntry, fragmentEntry, macros, isWebGL2 ? exports.ShaderPlatformTarget.GLES300 : exports.ShaderPlatformTarget.GLES100, platformMacros, new engineMiniprogramAdapter.URL(path, ShaderPass._shaderRootPath).href), vertex = _Shader__shaderLab__parseShaderPass.vertex, fragment = _Shader__shaderLab__parseShaderPass.fragment;
4383
+ Logger.info("[ShaderLab compilation] cost time: " + (engineMiniprogramAdapter.performance.now() - start) + "ms");
4384
+ return new ShaderProgram(engine, vertex, fragment);
4385
+ };
4386
+ // TODO: remove it after migrate all shader to `ShaderLab`.
4387
+ _proto._getCanonicalShaderProgram = function _getCanonicalShaderProgram(engine, macroCollection) {
4388
+ var isWebGL2 = engine._hardwareRenderer.isWebGL2;
4389
+ var macroNameList = new Array();
4390
+ ShaderMacro._getMacrosElements(macroCollection, macroNameList);
4282
4391
  var macroNameStr = ShaderFactory.parseCustomMacros(macroNameList);
4283
4392
  var versionStr = isWebGL2 ? "#version 300 es" : "#version 100";
4284
4393
  var graphicAPI = isWebGL2 ? "#define GRAPHICS_API_WEBGL2" : "#define GRAPHICS_API_WEBGL1";
@@ -4295,24 +4404,17 @@ var ShaderFactory = /*#__PURE__*/ function() {
4295
4404
  vertexSource = ShaderFactory.convertTo300(vertexSource);
4296
4405
  fragmentSource = ShaderFactory.convertTo300(fragmentSource, true);
4297
4406
  }
4298
- shaderProgram = new ShaderProgram(engine, vertexSource, fragmentSource);
4299
- shaderProgramPool.cache(shaderProgram);
4407
+ var shaderProgram = new ShaderProgram(engine, vertexSource, fragmentSource);
4300
4408
  return shaderProgram;
4301
4409
  };
4302
- /**
4303
- * @internal
4304
- */ _proto._destroy = function _destroy() {
4305
- var shaderProgramPools = this._shaderProgramPools;
4306
- for(var i = 0, n = shaderProgramPools.length; i < n; i++){
4307
- shaderProgramPools[i]._destroy();
4308
- }
4309
- shaderProgramPools.length = 0;
4310
- };
4311
4410
  return ShaderPass;
4312
4411
  }(ShaderPart);
4313
4412
  (function() {
4314
4413
  ShaderPass._shaderPassCounter = 0;
4315
4414
  })();
4415
+ (function() {
4416
+ /** @internal */ ShaderPass._shaderRootPath = "shaders://root/";
4417
+ })();
4316
4418
 
4317
4419
  /**
4318
4420
  * Sub shader.
@@ -4949,6 +5051,18 @@ __decorate([
4949
5051
  }
4950
5052
  var _proto = Shader.prototype;
4951
5053
  /**
5054
+ * @internal
5055
+ * path should follow the specifications of [URL.origin](https://developer.mozilla.org/en-US/docs/Web/API/URL/origin), like: `shaders://root/`
5056
+ */ _proto._registerPath = function _registerPath(path) {
5057
+ for(var _iterator = _create_for_of_iterator_helper_loose(this._subShaders), _step; !(_step = _iterator()).done;){
5058
+ var subShader = _step.value;
5059
+ for(var _iterator1 = _create_for_of_iterator_helper_loose(subShader.passes), _step1; !(_step1 = _iterator1()).done;){
5060
+ var shaderPass = _step1.value;
5061
+ shaderPass._path = path;
5062
+ }
5063
+ }
5064
+ };
5065
+ /**
4952
5066
  * Compile shader variant by macro name list.
4953
5067
  *
4954
5068
  * @remarks
@@ -5011,45 +5125,44 @@ __decorate([
5011
5125
  if (!Shader._shaderLab) {
5012
5126
  throw "ShaderLab has not been set up yet.";
5013
5127
  }
5014
- var shaderInfo = Shader._shaderLab.parseShader(nameOrShaderSource);
5015
- if (shaderMap[shaderInfo.name]) {
5016
- console.error('Shader named "' + shaderInfo.name + '" already exists.');
5128
+ var shaderContent = Shader._shaderLab._parseShaderContent(nameOrShaderSource);
5129
+ if (shaderMap[shaderContent.name]) {
5130
+ console.error('Shader named "' + shaderContent.name + '" already exists.');
5017
5131
  return;
5018
5132
  }
5019
- var subShaderList = shaderInfo.subShaders.map(function(subShaderInfo) {
5020
- var passList = subShaderInfo.passes.map(function(passInfo) {
5021
- if (typeof passInfo === "string") {
5133
+ var subShaderList = shaderContent.subShaders.map(function(subShaderContent) {
5134
+ var passList = subShaderContent.passes.map(function(passInfo) {
5135
+ if (passInfo.isUsePass) {
5022
5136
  var _Shader_find_subShaders_find, _Shader_find;
5023
5137
  // Use pass reference
5024
- var paths = passInfo.split("/");
5138
+ var paths = passInfo.name.split("/");
5025
5139
  return (_Shader_find = Shader.find(paths[0])) == null ? void 0 : (_Shader_find_subShaders_find = _Shader_find.subShaders.find(function(subShader) {
5026
5140
  return subShader.name === paths[1];
5027
5141
  })) == null ? void 0 : _Shader_find_subShaders_find.passes.find(function(pass) {
5028
5142
  return pass.name === paths[2];
5029
5143
  });
5030
5144
  }
5031
- var shaderPass = new ShaderPass(passInfo.name, passInfo.vertexSource, passInfo.fragmentSource, passInfo.tags);
5145
+ var shaderPassContent = new ShaderPass(passInfo.name, passInfo.contents, passInfo.vertexEntry, passInfo.fragmentEntry, passInfo.tags);
5032
5146
  var renderStates = passInfo.renderStates;
5033
5147
  var renderState = new RenderState();
5034
- shaderPass._renderState = renderState;
5148
+ shaderPassContent._renderState = renderState;
5035
5149
  // Parse const render state
5036
- var constRenderStateInfo = renderStates[0];
5037
- for(var k in constRenderStateInfo){
5038
- Shader._applyConstRenderStates(renderState, parseInt(k), constRenderStateInfo[k]);
5150
+ var constantMap = renderStates.constantMap, variableMap = renderStates.variableMap;
5151
+ for(var k in constantMap){
5152
+ Shader._applyConstRenderStates(renderState, parseInt(k), constantMap[k]);
5039
5153
  }
5040
5154
  // Parse variable render state
5041
- var variableRenderStateInfo = renderStates[1];
5042
5155
  var renderStateDataMap = {};
5043
- for(var k1 in variableRenderStateInfo){
5044
- renderStateDataMap[k1] = ShaderProperty.getByName(variableRenderStateInfo[k1]);
5156
+ for(var k1 in variableMap){
5157
+ renderStateDataMap[k1] = ShaderProperty.getByName(variableMap[k1]);
5045
5158
  }
5046
- shaderPass._renderStateDataMap = renderStateDataMap;
5047
- return shaderPass;
5159
+ shaderPassContent._renderStateDataMap = renderStateDataMap;
5160
+ return shaderPassContent;
5048
5161
  });
5049
- return new SubShader(shaderInfo.name, passList, subShaderInfo.tags);
5162
+ return new SubShader(subShaderContent.name, passList, subShaderContent.tags);
5050
5163
  });
5051
- shader = new Shader(shaderInfo.name, subShaderList);
5052
- shaderMap[shaderInfo.name] = shader;
5164
+ shader = new Shader(shaderContent.name, subShaderList);
5165
+ shaderMap[shaderContent.name] = shader;
5053
5166
  return shader;
5054
5167
  } else {
5055
5168
  if (shaderMap[nameOrShaderSource]) {
@@ -8139,6 +8252,14 @@ var /**
8139
8252
  MSAASamples[MSAASamples[/** Multi-sample anti-aliasing with 8 samples. */ "EightX"] = 8] = "EightX";
8140
8253
  })(exports.MSAASamples || (exports.MSAASamples = {}));
8141
8254
 
8255
+ /**
8256
+ * The strategy to use when a shader replacement fails.
8257
+ */ exports.ReplacementFailureStrategy = void 0;
8258
+ (function(ReplacementFailureStrategy) {
8259
+ ReplacementFailureStrategy[ReplacementFailureStrategy[/** Keep the original shader. */ "KeepOriginalShader"] = 0] = "KeepOriginalShader";
8260
+ ReplacementFailureStrategy[ReplacementFailureStrategy[/** Do not render. */ "DoNotRender"] = 1] = "DoNotRender";
8261
+ })(exports.ReplacementFailureStrategy || (exports.ReplacementFailureStrategy = {}));
8262
+
8142
8263
  var _Camera;
8143
8264
  var MathTemp = function MathTemp() {
8144
8265
  };
@@ -8188,6 +8309,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component1) {
8188
8309
  /** @internal */ _this._virtualCamera = new VirtualCamera();
8189
8310
  /** @internal */ _this._replacementShader = null;
8190
8311
  /** @internal */ _this._replacementSubShaderTag = null;
8312
+ /** @internal */ _this._replacementFailureStrategy = null;
8191
8313
  /** @internal */ _this._cameraIndex = -1;
8192
8314
  _this._priority = 0;
8193
8315
  _this._shaderData = new ShaderData(ShaderDataGroup.Camera);
@@ -8367,6 +8489,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component1) {
8367
8489
  context.virtualCamera = virtualCamera;
8368
8490
  context.replacementShader = this._replacementShader;
8369
8491
  context.replacementTag = this._replacementSubShaderTag;
8492
+ context.replacementFailureStrategy = this._replacementFailureStrategy;
8370
8493
  // compute cull frustum.
8371
8494
  if (this.enableFrustumCulling && this._frustumChangeFlag.flag) {
8372
8495
  this._frustum.calculateFromMatrix(virtualCamera.viewProjectionMatrix);
@@ -8386,15 +8509,18 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component1) {
8386
8509
  this._renderPipeline.render(context, cubeFace, mipLevel, clearMask);
8387
8510
  this._engine._renderCount++;
8388
8511
  };
8389
- _proto.setReplacementShader = function setReplacementShader(shader, replacementTag) {
8512
+ _proto.setReplacementShader = function setReplacementShader(shader, replacementTag, failureStrategy) {
8513
+ if (failureStrategy === void 0) failureStrategy = exports.ReplacementFailureStrategy.KeepOriginalShader;
8390
8514
  this._replacementShader = shader;
8391
8515
  this._replacementSubShaderTag = typeof replacementTag === "string" ? ShaderTagKey.getByName(replacementTag) : replacementTag;
8516
+ this._replacementFailureStrategy = failureStrategy;
8392
8517
  };
8393
8518
  /**
8394
8519
  * Reset and clear the replacement shader.
8395
8520
  */ _proto.resetReplacementShader = function resetReplacementShader() {
8396
8521
  this._replacementShader = null;
8397
8522
  this._replacementSubShaderTag = null;
8523
+ this._replacementFailureStrategy = null;
8398
8524
  };
8399
8525
  /**
8400
8526
  * @inheritdoc
@@ -8508,7 +8634,7 @@ exports.Camera = (_Camera = /*#__PURE__*/ function(Component1) {
8508
8634
  this._checkMainCanvasAntialiasWaste();
8509
8635
  };
8510
8636
  _proto._checkMainCanvasAntialiasWaste = function _checkMainCanvasAntialiasWaste() {
8511
- if (this.independentCanvasEnabled && miniprogram.Vector4.equals(this._viewport, PipelineUtils.defaultViewport)) {
8637
+ if (this._phasedActiveInScene && this.independentCanvasEnabled && miniprogram.Vector4.equals(this._viewport, PipelineUtils.defaultViewport)) {
8512
8638
  Logger.warn("Camera use independent canvas and viewport cover the whole screen, it is recommended to disable antialias, depth and stencil to save memory when create engine.");
8513
8639
  }
8514
8640
  };
@@ -10202,6 +10328,7 @@ var /**
10202
10328
  break;
10203
10329
  }
10204
10330
  }
10331
+ context.replacementFailureStrategy === exports.ReplacementFailureStrategy.KeepOriginalShader && this.pushRenderElementByType(renderElement, subRenderElement, materialSubShader.passes, renderStates);
10205
10332
  } else {
10206
10333
  this.pushRenderElementByType(renderElement, subRenderElement, replacementSubShaders[0].passes, renderStates);
10207
10334
  }
@@ -23346,7 +23473,7 @@ ShaderPool.init();
23346
23473
  */ _proto._initialize = function _initialize(configuration) {
23347
23474
  var _this = this;
23348
23475
  var shaderLab = configuration.shaderLab, physics = configuration.physics;
23349
- if (shaderLab) {
23476
+ if (shaderLab && !Shader._shaderLab) {
23350
23477
  Shader._shaderLab = shaderLab;
23351
23478
  }
23352
23479
  var initializePromises = new Array();
@@ -24353,9 +24480,9 @@ ShaderPool.init();
24353
24480
  /** Shadow bias.*/ _this.shadowBias = 1;
24354
24481
  /** Shadow mapping normal-based bias. */ _this.shadowNormalBias = 1;
24355
24482
  /** Near plane value to use for shadow frustums. */ _this.shadowNearPlane = 0.1;
24356
- /** Shadow intensity, the larger the value, the clearer and darker the shadow. */ _this.shadowStrength = 1.0;
24357
24483
  /** @internal */ _this._lightIndex = -1;
24358
24484
  /** @internal */ _this._lightColor = new miniprogram.Color();
24485
+ _this._shadowStrength = 1.0;
24359
24486
  _this._color = new miniprogram.Color(1, 1, 1, 1);
24360
24487
  return _this;
24361
24488
  }
@@ -24371,6 +24498,15 @@ ShaderPool.init();
24371
24498
  return this._lightColor;
24372
24499
  };
24373
24500
  _create_class(Light, [
24501
+ {
24502
+ key: "shadowStrength",
24503
+ get: /** Shadow intensity, the larger the value, the clearer and darker the shadow, range [0,1]. */ function get() {
24504
+ return this._shadowStrength;
24505
+ },
24506
+ set: function set(value) {
24507
+ this._shadowStrength = miniprogram.MathUtil.clamp(value, 0, 1);
24508
+ }
24509
+ },
24374
24510
  {
24375
24511
  key: "color",
24376
24512
  get: /**
@@ -25086,7 +25222,7 @@ var BloomEffect = /*#__PURE__*/ function() {
25086
25222
  return this._scatter;
25087
25223
  },
25088
25224
  set: function set(value) {
25089
- value = Math.min(Math.max(0, value), 1);
25225
+ value = miniprogram.MathUtil.clamp(value, 0, 1);
25090
25226
  if (value !== this._scatter) {
25091
25227
  this._scatter = value;
25092
25228
  var params = this._bloomMaterial.shaderData.getVector4(BloomEffect._bloomParams);
@@ -25285,6 +25421,9 @@ var TonemappingEffect = /*#__PURE__*/ function() {
25285
25421
  */ var _PostProcessManager = /*#__PURE__*/ function() {
25286
25422
  function _PostProcessManager(scene) {
25287
25423
  this.scene = scene;
25424
+ this./**
25425
+ * Whether the post process manager is active.
25426
+ */ isActive = true;
25288
25427
  var uberShader = Shader.find(_PostProcessManager.UBER_SHADER_NAME);
25289
25428
  var uberMaterial = new Material(scene.engine, uberShader);
25290
25429
  var depthState = uberMaterial.renderState.depthState;
@@ -25318,7 +25457,7 @@ var TonemappingEffect = /*#__PURE__*/ function() {
25318
25457
  get: /**
25319
25458
  * Whether has active post process effect.
25320
25459
  */ function get() {
25321
- return this._bloomEffect.enabled || this._tonemappingEffect.enabled;
25460
+ return this.isActive && (this._bloomEffect.enabled || this._tonemappingEffect.enabled);
25322
25461
  }
25323
25462
  }
25324
25463
  ]);