@@ -27,9 +27,7 @@ export class BaseCamera extends Sprite3D {
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*/
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static cameraUniformMap : CommandUniformMap ;
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- static caemraUBOUnifromMap : CommandUniformMap ;
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-
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- static UBONAME_CAMERA = "CameraUniformBlock" ;
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+ static cameraBlockName : string = "BaseCamera" ;
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/**Camera Uniform PropertyID */
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/**@internal */
@@ -92,7 +90,7 @@ export class BaseCamera extends Sprite3D {
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BaseCamera . SHADERDEFINE_DEPTHNORMALS = Shader3D . getDefineByName ( "DEPTHNORMALSMAP" ) ;
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BaseCamera . SHADERDEFINE_ORTHOGRAPHIC = Shader3D . getDefineByName ( "CAMERAORTHOGRAPHIC" ) ;
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BaseCamera . SHADERDEFINE_FXAA = Shader3D . getDefineByName ( "FXAA" ) ;
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- let camerauniformMap = BaseCamera . cameraUniformMap = LayaGL . renderDeviceFactory . createGlobalUniformMap ( "BaseCamera" ) ;
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+
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BaseCamera . CAMERAPOS = Shader3D . propertyNameToID ( "u_CameraPos" ) ;
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BaseCamera . VIEWMATRIX = Shader3D . propertyNameToID ( "u_View" ) ;
@@ -107,30 +105,16 @@ export class BaseCamera extends Sprite3D {
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BaseCamera . OPAQUETEXTURE = Shader3D . propertyNameToID ( "u_CameraOpaqueTexture" ) ;
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BaseCamera . OPAQUETEXTUREPARAMS = Shader3D . propertyNameToID ( "u_OpaqueTextureParams" ) ;
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BaseCamera . DEPTHZBUFFERPARAMS = Shader3D . propertyNameToID ( "u_ZBufferParams" ) ;
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-
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- if ( Config . _uniformBlock ) {
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- BaseCamera . CAMERAUNIFORMBLOCK = Shader3D . propertyNameToID ( BaseCamera . UBONAME_CAMERA ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . CAMERAUNIFORMBLOCK , BaseCamera . UBONAME_CAMERA , ShaderDataType . None ) ;
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- let ubomap = BaseCamera . caemraUBOUnifromMap = LayaGL . renderDeviceFactory . createGlobalUniformMap ( BaseCamera . UBONAME_CAMERA ) ;
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- ubomap . addShaderUniform ( BaseCamera . VIEWMATRIX , "u_View" , ShaderDataType . Matrix4x4 ) ;
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- ubomap . addShaderUniform ( BaseCamera . PROJECTMATRIX , "u_Projection" , ShaderDataType . Matrix4x4 ) ;
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- ubomap . addShaderUniform ( BaseCamera . VIEWPROJECTMATRIX , "u_ViewProjection" , ShaderDataType . Matrix4x4 ) ;
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- ubomap . addShaderUniform ( BaseCamera . PROJECTION_PARAMS , "u_ProjectionParams" , ShaderDataType . Vector4 ) ;
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- ubomap . addShaderUniform ( BaseCamera . VIEWPORT , "u_Viewport" , ShaderDataType . Vector4 ) ;
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- ubomap . addShaderUniform ( BaseCamera . CAMERADIRECTION , "u_CameraDirection" , ShaderDataType . Vector3 ) ;
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- ubomap . addShaderUniform ( BaseCamera . CAMERAUP , "u_CameraUp" , ShaderDataType . Vector3 ) ;
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- ubomap . addShaderUniform ( BaseCamera . CAMERAPOS , "u_CameraPos" , ShaderDataType . Vector3 ) ;
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-
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- } else {
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- camerauniformMap . addShaderUniform ( BaseCamera . CAMERAPOS , "u_CameraPos" , ShaderDataType . Vector3 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . VIEWMATRIX , "u_View" , ShaderDataType . Matrix4x4 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . PROJECTMATRIX , "u_Projection" , ShaderDataType . Matrix4x4 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . VIEWPROJECTMATRIX , "u_ViewProjection" , ShaderDataType . Matrix4x4 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . CAMERADIRECTION , "u_CameraDirection" , ShaderDataType . Vector3 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . CAMERAUP , "u_CameraUp" , ShaderDataType . Vector3 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . VIEWPORT , "u_Viewport" , ShaderDataType . Vector4 ) ;
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- camerauniformMap . addShaderUniform ( BaseCamera . PROJECTION_PARAMS , "u_ProjectionParams" , ShaderDataType . Vector4 ) ;
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- }
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+ //add property to camerauniformMap
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+ let camerauniformMap = BaseCamera . cameraUniformMap = LayaGL . renderDeviceFactory . createGlobalUniformMap ( BaseCamera . cameraBlockName ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . CAMERAPOS , "u_CameraPos" , ShaderDataType . Vector3 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . VIEWMATRIX , "u_View" , ShaderDataType . Matrix4x4 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . PROJECTMATRIX , "u_Projection" , ShaderDataType . Matrix4x4 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . VIEWPROJECTMATRIX , "u_ViewProjection" , ShaderDataType . Matrix4x4 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . CAMERADIRECTION , "u_CameraDirection" , ShaderDataType . Vector3 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . CAMERAUP , "u_CameraUp" , ShaderDataType . Vector3 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . VIEWPORT , "u_Viewport" , ShaderDataType . Vector4 ) ;
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+ camerauniformMap . addShaderUniform ( BaseCamera . PROJECTION_PARAMS , "u_ProjectionParams" , ShaderDataType . Vector4 ) ;
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camerauniformMap . addShaderUniform ( BaseCamera . DEPTHTEXTURE , "u_CameraDepthTexture" , ShaderDataType . Texture2D ) ;
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camerauniformMap . addShaderUniform ( BaseCamera . DEPTHNORMALSTEXTURE , "u_CameraDepthNormalsTexture" , ShaderDataType . Texture2D ) ;
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camerauniformMap . addShaderUniform ( BaseCamera . OPAQUETEXTURE , "u_CameraOpaqueTexture" , ShaderDataType . Texture2D ) ;
@@ -388,9 +372,6 @@ export class BaseCamera extends Sprite3D {
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this . useOcclusionCulling = true ;
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this . _renderEngine = LayaGL . renderEngine ;
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this . _orthographic = false ;
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- if ( Config . _uniformBlock ) {
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- this . _shaderValues . createUniformBuffer ( BaseCamera . UBONAME_CAMERA , BaseCamera . caemraUBOUnifromMap ) ;
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- }
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this . _skyRenderElement = new SkyRenderElement ( ) ;
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}
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