@galacean/engine-shaderlab 1.6.4 → 1.6.6

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@@ -8365,12 +8365,19 @@ SourceLexer._symbolLexemeTable = {
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  for(var i = 0, n = shaderSource.subShaders.length; i < n; i++){
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  var subShader = shaderSource.subShaders[i];
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  var curSubShaderGlobalStatements = shaderPendingContents.concat(subShader.pendingContents);
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- var constMap = _extends({}, shaderRenderStates.constantMap, subShader.renderStates.constantMap);
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- var variableMap = _extends({}, shaderRenderStates.variableMap, subShader.renderStates.variableMap);
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+ var globalSubShaderStates = {
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+ constantMap: _extends({}, shaderRenderStates.constantMap),
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+ variableMap: _extends({}, shaderRenderStates.variableMap)
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+ };
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+ this._mergeRenderStates(globalSubShaderStates, subShader.renderStates);
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  for(var j = 0, m = subShader.passes.length; j < m; j++){
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  var pass = subShader.passes[j];
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- Object.assign(pass.renderStates.constantMap, constMap);
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- Object.assign(pass.renderStates.variableMap, variableMap);
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+ var globalPassRenderStates = {
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+ constantMap: _extends({}, globalSubShaderStates.constantMap),
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+ variableMap: _extends({}, globalSubShaderStates.variableMap)
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+ };
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+ this._mergeRenderStates(globalPassRenderStates, pass.renderStates);
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+ pass.renderStates = globalPassRenderStates;
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  if (pass.isUsePass) continue;
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  var passGlobalStatements = curSubShaderGlobalStatements.concat(pass.pendingContents);
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  pass.contents = passGlobalStatements.map(function(item) {
@@ -8422,7 +8429,7 @@ SourceLexer._symbolLexemeTable = {
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  }
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  }
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  };
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- ShaderSourceParser._parseRenderStateDeclarationOrAssignment = function _parseRenderStateDeclarationOrAssignment(renderStates, stateToken) {
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+ ShaderSourceParser._parseRenderStateDeclarationOrAssignment = function _parseRenderStateDeclarationOrAssignment(outRenderStates, stateToken) {
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  var lexer = this._lexer;
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  var token = lexer.scanToken();
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  if (token.type === ETokenType.ID) {
@@ -8432,20 +8439,38 @@ SourceLexer._symbolLexemeTable = {
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  var symbol = new ShaderSourceSymbol(token.lexeme, stateToken.type, renderState);
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  this._symbolTableStack.insert(symbol);
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  } else if (token.lexeme === "=") {
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- // Assignment
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- var variable = lexer.scanToken();
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- lexer.scanLexeme(";");
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- var lookupSymbol = this._lookupSymbol;
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- lookupSymbol.set(variable.lexeme, stateToken.type);
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- var sm = this._symbolTableStack.lookup(lookupSymbol);
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- if (!(sm == null ? void 0 : sm.value)) {
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- this._createCompileError('Invalid "' + stateToken.lexeme + '" variable: ' + variable.lexeme, variable.location);
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- return;
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+ // Check if it's direct assignment syntax sugar or variable assignment
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+ var nextToken = lexer.scanToken();
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+ var renderState1;
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+ if (nextToken.lexeme === "{") {
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+ // Syntax: DepthState = { ... }
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+ renderState1 = this._parseRenderStateProperties(stateToken.lexeme);
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+ } else {
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+ // Syntax: DepthState = customDepthState;
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+ lexer.scanLexeme(";");
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+ var lookupSymbol = this._lookupSymbol;
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+ lookupSymbol.set(nextToken.lexeme, stateToken.type);
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+ var sm = this._symbolTableStack.lookup(lookupSymbol);
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+ if (!(sm == null ? void 0 : sm.value)) {
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+ this._createCompileError('Invalid "' + stateToken.lexeme + '" variable: ' + nextToken.lexeme, nextToken.location);
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+ return;
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+ }
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+ renderState1 = sm.value;
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  }
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- var renderState1 = sm.value;
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- Object.assign(renderStates.constantMap, renderState1.constantMap);
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- Object.assign(renderStates.variableMap, renderState1.variableMap);
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- return;
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+ this._mergeRenderStates(outRenderStates, renderState1);
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+ }
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+ };
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+ ShaderSourceParser._mergeRenderStates = function _mergeRenderStates(outTarget, source) {
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+ // For each key in the source, remove it from the opposite map in target to ensure proper override
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+ var targetConstantMap = outTarget.constantMap, targetVariableMap = outTarget.variableMap;
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+ var sourceConstantMap = source.constantMap, sourceVariableMap = source.variableMap;
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+ for(var key in sourceConstantMap){
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+ delete targetVariableMap[key];
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+ targetConstantMap[key] = sourceConstantMap[key];
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+ }
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+ for(var key1 in sourceVariableMap){
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+ delete targetConstantMap[key1];
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+ targetVariableMap[key1] = sourceVariableMap[key1];
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  }
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  };
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  ShaderSourceParser._parseVariableDeclaration = function _parseVariableDeclaration() {
@@ -8817,7 +8842,7 @@ ShaderLab._shaderPositionPool = ShaderLabUtils.createObjectPool(ShaderPosition);
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  ShaderLab._shaderRangePool = ShaderLabUtils.createObjectPool(ShaderRange);
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  //@ts-ignore
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- var version = "1.6.4";
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+ var version = "1.6.6";
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  var mode = "Release";
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  mode = "Verbose";
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  console.log("Galacean Engine ShaderLab Version: " + version + " | Mode: " + mode);