import ShaderDestination from "../../Renderer/ShaderDestination.js";
|
import LightingStageFS from "../../Shaders/ModelExperimental/LightingStageFS.js";
|
import LightingModel from "./LightingModel.js";
|
|
/**
|
* The lighting pipeline stage is responsible for taking a material and rendering
|
* it with a lighting model such as physically based rendering (PBR) or unlit
|
* shading
|
*
|
* @namespace LightingPipelineStage
|
*
|
* @private
|
*/
|
var LightingPipelineStage = {};
|
LightingPipelineStage.name = "LightingPipelineStage"; // Helps with debugging
|
|
/**
|
* Process a primitive. This modifies the following parts of the render
|
* resources:
|
* <ul>
|
* <li>modifies the shader to include the lighting stage</li>
|
* </ul>
|
* @param {PrimitiveRenderResources} renderResources The render resources for the primitive
|
* @param {ModelComponents.Primitive} primitive The primitive to be rendered
|
*
|
* @private
|
*/
|
LightingPipelineStage.process = function (renderResources, primitive) {
|
var lightingOptions = renderResources.lightingOptions;
|
var shaderBuilder = renderResources.shaderBuilder;
|
|
// The lighting model is always set by the material. However, custom shaders
|
// can override this.
|
var lightingModel = lightingOptions.lightingModel;
|
|
if (lightingModel === LightingModel.PBR) {
|
shaderBuilder.addDefine(
|
"LIGHTING_PBR",
|
undefined,
|
ShaderDestination.FRAGMENT
|
);
|
} else {
|
shaderBuilder.addDefine(
|
"LIGHTING_UNLIT",
|
undefined,
|
ShaderDestination.FRAGMENT
|
);
|
}
|
|
shaderBuilder.addFragmentLines([LightingStageFS]);
|
};
|
|
export default LightingPipelineStage;
|