Files
Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/lighting/background-lighting.js
2025-01-04 00:34:03 +01:00

92 lines
2.5 KiB
JavaScript

/**
* The default coloration shader used by standard rendering and animations.
* A fragment shader which creates a solid light source.
*/
class AdaptiveBackgroundShader extends AdaptiveLightingShader {
/**
* Memory allocations for the Adaptive Background Shader
* @type {string}
*/
static SHADER_HEADER = `
${this.FRAGMENT_UNIFORMS}
${this.VERTEX_FRAGMENT_VARYINGS}
${this.FRAGMENT_FUNCTIONS}
${this.CONSTANTS}
${this.SWITCH_COLOR}
`;
/** @inheritdoc */
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
void main() {
${this.FRAGMENT_BEGIN}
${this.ADJUSTMENTS}
${this.BACKGROUND_TECHNIQUES}
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
/** @override */
static defaultUniforms = {
technique: 1,
contrast: 0,
shadows: 0,
saturation: 0,
intensity: 5,
attenuation: 0.5,
exposure: 0,
ratio: 0.5,
color: [1, 1, 1],
colorBackground: [1, 1, 1],
screenDimensions: [1, 1],
time: 0,
useSampler: true,
primaryTexture: null,
depthTexture: null,
darknessLevelTexture: null,
depthElevation: 1,
ambientBrightest: [1, 1, 1],
ambientDarkness: [0, 0, 0],
ambientDaylight: [1, 1, 1],
weights: [0, 0, 0, 0],
dimLevelCorrection: 1,
brightLevelCorrection: 2,
computeIllumination: false,
globalLight: false,
globalLightThresholds: [0, 0]
};
static {
const initial = foundry.data.LightData.cleanData();
this.defaultUniforms.technique = initial.coloration;
this.defaultUniforms.contrast = initial.contrast;
this.defaultUniforms.shadows = initial.shadows;
this.defaultUniforms.saturation = initial.saturation;
this.defaultUniforms.intensity = initial.animation.intensity;
this.defaultUniforms.attenuation = initial.attenuation;
}
/**
* Flag whether the background shader is currently required.
* Check vision modes requirements first, then
* if key uniforms are at their default values, we don't need to render the background container.
* @type {boolean}
*/
get isRequired() {
const vs = canvas.visibility.lightingVisibility;
// Checking if a vision mode is forcing the rendering
if ( vs.background === VisionMode.LIGHTING_VISIBILITY.REQUIRED ) return true;
// Checking if disabled
if ( vs.background === VisionMode.LIGHTING_VISIBILITY.DISABLED ) return false;
// Then checking keys
const keys = ["contrast", "saturation", "shadows", "exposure", "technique"];
return keys.some(k => this.uniforms[k] !== this.constructor.defaultUniforms[k]);
}
}