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:
*
* - modifies the shader to include the lighting stage
*
* @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;