811 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			811 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { MathNode, GLSLNodeParser, NodeBuilder, UniformNode, vectorComponents } from '../../../nodes/Nodes.js'; | ||
|  | 
 | ||
|  | import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js'; | ||
|  | import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js'; | ||
|  | 
 | ||
|  | import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js'; | ||
|  | 
 | ||
|  | import { RedFormat, RGFormat, IntType, DataTexture, RGBFormat, RGBAFormat, FloatType } from 'three'; | ||
|  | 
 | ||
|  | const glslMethods = { | ||
|  | 	[ MathNode.ATAN2 ]: 'atan', | ||
|  | 	textureDimensions: 'textureSize', | ||
|  | 	equals: 'equal' | ||
|  | }; | ||
|  | 
 | ||
|  | const precisionLib = { | ||
|  | 	low: 'lowp', | ||
|  | 	medium: 'mediump', | ||
|  | 	high: 'highp' | ||
|  | }; | ||
|  | 
 | ||
|  | const supports = { | ||
|  | 	instance: true, | ||
|  | 	swizzleAssign: true | ||
|  | }; | ||
|  | 
 | ||
|  | const defaultPrecisions = `
 | ||
|  | precision highp float; | ||
|  | precision highp int; | ||
|  | precision mediump sampler2DArray; | ||
|  | precision lowp sampler2DShadow; | ||
|  | `;
 | ||
|  | 
 | ||
|  | class GLSLNodeBuilder extends NodeBuilder { | ||
|  | 
 | ||
|  | 	constructor( object, renderer, scene = null ) { | ||
|  | 
 | ||
|  | 		super( object, renderer, new GLSLNodeParser(), scene ); | ||
|  | 
 | ||
|  | 		this.uniformGroups = {}; | ||
|  | 		this.transforms = []; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getMethod( method ) { | ||
|  | 
 | ||
|  | 		return glslMethods[ method ] || method; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getPropertyName( node, shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( node.isOutputStructVar ) return ''; | ||
|  | 
 | ||
|  | 		return super.getPropertyName( node, shaderStage ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	buildFunctionCode( shaderNode ) { | ||
|  | 
 | ||
|  | 		const layout = shaderNode.layout; | ||
|  | 		const flowData = this.flowShaderNode( shaderNode ); | ||
|  | 
 | ||
|  | 		const parameters = []; | ||
|  | 
 | ||
|  | 		for ( const input of layout.inputs ) { | ||
|  | 
 | ||
|  | 			parameters.push( this.getType( input.type ) + ' ' + input.name ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
 | ||
|  | 
 | ||
|  | 	${ flowData.vars } | ||
|  | 
 | ||
|  | ${ flowData.code } | ||
|  | 	return ${ flowData.result }; | ||
|  | 
 | ||
|  | }`;
 | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		return code; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	setupPBO( storageBufferNode ) { | ||
|  | 
 | ||
|  | 		const attribute = storageBufferNode.value; | ||
|  | 
 | ||
|  | 		if ( attribute.pbo === undefined ) { | ||
|  | 
 | ||
|  | 			const originalArray = attribute.array; | ||
|  | 			const numElements = attribute.count * attribute.itemSize; | ||
|  | 
 | ||
|  | 			const { itemSize } = attribute; | ||
|  | 			let format = RedFormat; | ||
|  | 
 | ||
|  | 			if ( itemSize === 2 ) { | ||
|  | 
 | ||
|  | 				format = RGFormat; | ||
|  | 
 | ||
|  | 			} else if ( itemSize === 3 ) { | ||
|  | 
 | ||
|  | 				format = RGBFormat; | ||
|  | 
 | ||
|  | 			} else if ( itemSize === 4 ) { | ||
|  | 
 | ||
|  | 				format = RGBAFormat; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) ); | ||
|  | 			let height = Math.ceil( ( numElements / itemSize ) / width ); | ||
|  | 			if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
 | ||
|  | 
 | ||
|  | 			const newSize = width * height * itemSize; | ||
|  | 
 | ||
|  | 			const newArray = new Float32Array( newSize ); | ||
|  | 
 | ||
|  | 			newArray.set( originalArray, 0 ); | ||
|  | 
 | ||
|  | 			attribute.array = newArray; | ||
|  | 
 | ||
|  | 			const pboTexture = new DataTexture( attribute.array, width, height, format, FloatType ); | ||
|  | 			pboTexture.needsUpdate = true; | ||
|  | 			pboTexture.isPBOTexture = true; | ||
|  | 
 | ||
|  | 			const pbo = new UniformNode( pboTexture ); | ||
|  | 			pbo.setPrecision( 'high' ); | ||
|  | 
 | ||
|  | 			attribute.pboNode = pbo; | ||
|  | 			attribute.pbo = pbo.value; | ||
|  | 
 | ||
|  | 			this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generatePBO( storageArrayElementNode ) { | ||
|  | 
 | ||
|  | 		const { node, indexNode } = storageArrayElementNode; | ||
|  | 		const attribute = node.value; | ||
|  | 
 | ||
|  | 		if ( this.renderer.backend.has( attribute ) ) { | ||
|  | 
 | ||
|  | 			const attributeData = this.renderer.backend.get( attribute ); | ||
|  | 			attributeData.pbo = attribute.pbo; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label ); | ||
|  | 		const textureName = this.getPropertyName( nodeUniform ); | ||
|  | 
 | ||
|  | 		indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y
 | ||
|  | 		const indexSnippet = indexNode.build( this, 'uint' ); | ||
|  | 
 | ||
|  | 		const elementNodeData = this.getDataFromNode( storageArrayElementNode ); | ||
|  | 
 | ||
|  | 		let propertyName = elementNodeData.propertyName; | ||
|  | 
 | ||
|  | 		if ( propertyName === undefined ) { | ||
|  | 
 | ||
|  | 			// property element
 | ||
|  | 
 | ||
|  | 			const nodeVar = this.getVarFromNode( storageArrayElementNode ); | ||
|  | 
 | ||
|  | 			propertyName = this.getPropertyName( nodeVar ); | ||
|  | 
 | ||
|  | 			// property size
 | ||
|  | 
 | ||
|  | 			const bufferNodeData = this.getDataFromNode( node ); | ||
|  | 
 | ||
|  | 			let propertySizeName = bufferNodeData.propertySizeName; | ||
|  | 
 | ||
|  | 			if ( propertySizeName === undefined ) { | ||
|  | 
 | ||
|  | 				propertySizeName = propertyName + 'Size'; | ||
|  | 
 | ||
|  | 				this.getVarFromNode( node, propertySizeName, 'uint' ); | ||
|  | 
 | ||
|  | 				this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` ); | ||
|  | 
 | ||
|  | 				bufferNodeData.propertySizeName = propertySizeName; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			const { itemSize } = attribute; | ||
|  | 
 | ||
|  | 			const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize ); | ||
|  | 			const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`; | ||
|  | 
 | ||
|  | 			const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' ); | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			this.addLineFlowCode( `${ propertyName } = ${ snippet + channel }` ); | ||
|  | 
 | ||
|  | 			elementNodeData.propertyName = propertyName; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return propertyName; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) { | ||
|  | 
 | ||
|  | 		if ( depthSnippet ) { | ||
|  | 
 | ||
|  | 			return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) { | ||
|  | 
 | ||
|  | 		if ( texture.isDepthTexture ) { | ||
|  | 
 | ||
|  | 			return `texture( ${ textureProperty }, ${ uvSnippet } ).x`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`; | ||
|  | 
 | ||
|  | 			return `texture( ${ textureProperty }, ${ uvSnippet } )`; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) { | ||
|  | 
 | ||
|  | 		return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) { | ||
|  | 
 | ||
|  | 		return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVars( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 
 | ||
|  | 		const vars = this.vars[ shaderStage ]; | ||
|  | 
 | ||
|  | 		if ( vars !== undefined ) { | ||
|  | 
 | ||
|  | 			for ( const variable of vars ) { | ||
|  | 
 | ||
|  | 				if ( variable.isOutputStructVar ) continue; | ||
|  | 
 | ||
|  | 				snippets.push( `${ this.getVar( variable.type, variable.name ) };` ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( '\n\t' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getUniforms( shaderStage ) { | ||
|  | 
 | ||
|  | 		const uniforms = this.uniforms[ shaderStage ]; | ||
|  | 
 | ||
|  | 		const bindingSnippets = []; | ||
|  | 		const uniformGroups = {}; | ||
|  | 
 | ||
|  | 		for ( const uniform of uniforms ) { | ||
|  | 
 | ||
|  | 			let snippet = null; | ||
|  | 			let group = false; | ||
|  | 
 | ||
|  | 			if ( uniform.type === 'texture' ) { | ||
|  | 
 | ||
|  | 				const texture = uniform.node.value; | ||
|  | 
 | ||
|  | 				if ( texture.compareFunction ) { | ||
|  | 
 | ||
|  | 					snippet = `sampler2DShadow ${ uniform.name };`; | ||
|  | 
 | ||
|  | 				} else if ( texture.isDataArrayTexture === true ) { | ||
|  | 
 | ||
|  | 					snippet = `sampler2DArray ${ uniform.name };`; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					snippet = `sampler2D ${ uniform.name };`; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else if ( uniform.type === 'cubeTexture' ) { | ||
|  | 
 | ||
|  | 				snippet = `samplerCube ${ uniform.name };`; | ||
|  | 
 | ||
|  | 			} else if ( uniform.type === 'buffer' ) { | ||
|  | 
 | ||
|  | 				const bufferNode = uniform.node; | ||
|  | 				const bufferType = this.getType( bufferNode.bufferType ); | ||
|  | 				const bufferCount = bufferNode.bufferCount; | ||
|  | 
 | ||
|  | 				const bufferCountSnippet = bufferCount > 0 ? bufferCount : ''; | ||
|  | 				snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				const vectorType = this.getVectorType( uniform.type ); | ||
|  | 
 | ||
|  | 				snippet = `${vectorType} ${uniform.name};`; | ||
|  | 
 | ||
|  | 				group = true; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const precision = uniform.node.precision; | ||
|  | 
 | ||
|  | 			if ( precision !== null ) { | ||
|  | 
 | ||
|  | 				snippet = precisionLib[ precision ] + ' ' + snippet; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if ( group ) { | ||
|  | 
 | ||
|  | 				snippet = '\t' + snippet; | ||
|  | 
 | ||
|  | 				const groupName = uniform.groupNode.name; | ||
|  | 				const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] ); | ||
|  | 
 | ||
|  | 				groupSnippets.push( snippet ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				snippet = 'uniform ' + snippet; | ||
|  | 
 | ||
|  | 				bindingSnippets.push( snippet ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		let output = ''; | ||
|  | 
 | ||
|  | 		for ( const name in uniformGroups ) { | ||
|  | 
 | ||
|  | 			const groupSnippets = uniformGroups[ name ]; | ||
|  | 
 | ||
|  | 			output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n'; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		output += bindingSnippets.join( '\n' ); | ||
|  | 
 | ||
|  | 		return output; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getTypeFromAttribute( attribute ) { | ||
|  | 
 | ||
|  | 		let nodeType = super.getTypeFromAttribute( attribute ); | ||
|  | 
 | ||
|  | 		if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) { | ||
|  | 
 | ||
|  | 			let dataAttribute = attribute; | ||
|  | 
 | ||
|  | 			if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data; | ||
|  | 
 | ||
|  | 			const array = dataAttribute.array; | ||
|  | 
 | ||
|  | 			if ( ( array instanceof Uint32Array || array instanceof Int32Array || array instanceof Uint16Array || array instanceof Int16Array ) === false ) { | ||
|  | 
 | ||
|  | 				nodeType = nodeType.slice( 1 ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return nodeType; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getAttributes( shaderStage ) { | ||
|  | 
 | ||
|  | 		let snippet = ''; | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { | ||
|  | 
 | ||
|  | 			const attributes = this.getAttributesArray(); | ||
|  | 
 | ||
|  | 			let location = 0; | ||
|  | 
 | ||
|  | 			for ( const attribute of attributes ) { | ||
|  | 
 | ||
|  | 				snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippet; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getStructMembers( struct ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const members = struct.getMemberTypes(); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < members.length; i ++ ) { | ||
|  | 
 | ||
|  | 			const member = members[ i ]; | ||
|  | 			snippets.push( `layout( location = ${i} ) out ${ member} m${i};` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( '\n' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getStructs( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const structs = this.structs[ shaderStage ]; | ||
|  | 
 | ||
|  | 		if ( structs.length === 0 ) { | ||
|  | 
 | ||
|  | 			return 'layout( location = 0 ) out vec4 fragColor;\n'; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( let index = 0, length = structs.length; index < length; index ++ ) { | ||
|  | 
 | ||
|  | 			const struct = structs[ index ]; | ||
|  | 
 | ||
|  | 			let snippet = '\n'; | ||
|  | 			snippet += this.getStructMembers( struct ); | ||
|  | 			snippet += '\n'; | ||
|  | 
 | ||
|  | 			snippets.push( snippet ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( '\n\n' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVaryings( shaderStage ) { | ||
|  | 
 | ||
|  | 		let snippet = ''; | ||
|  | 
 | ||
|  | 		const varyings = this.varyings; | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { | ||
|  | 
 | ||
|  | 			for ( const varying of varyings ) { | ||
|  | 
 | ||
|  | 				if ( shaderStage === 'compute' ) varying.needsInterpolation = true; | ||
|  | 				const type = varying.type; | ||
|  | 				const flat = type === 'int' || type === 'uint' ? 'flat ' : ''; | ||
|  | 
 | ||
|  | 				snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			for ( const varying of varyings ) { | ||
|  | 
 | ||
|  | 				if ( varying.needsInterpolation ) { | ||
|  | 
 | ||
|  | 					const type = varying.type; | ||
|  | 					const flat = type === 'int' || type === 'uint' ? 'flat ' : ''; | ||
|  | 
 | ||
|  | 					snippet += `${flat}in ${type} ${varying.name};\n`; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippet; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVertexIndex() { | ||
|  | 
 | ||
|  | 		return 'uint( gl_VertexID )'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getInstanceIndex() { | ||
|  | 
 | ||
|  | 		return 'uint( gl_InstanceID )'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFrontFacing() { | ||
|  | 
 | ||
|  | 		return 'gl_FrontFacing'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFragCoord() { | ||
|  | 
 | ||
|  | 		return 'gl_FragCoord'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFragDepth() { | ||
|  | 
 | ||
|  | 		return 'gl_FragDepth'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isAvailable( name ) { | ||
|  | 
 | ||
|  | 		return supports[ name ] === true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isFlipY() { | ||
|  | 
 | ||
|  | 		return true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	registerTransform( varyingName, attributeNode ) { | ||
|  | 
 | ||
|  | 		this.transforms.push( { varyingName, attributeNode } ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getTransforms( /* shaderStage  */ ) { | ||
|  | 
 | ||
|  | 		const transforms = this.transforms; | ||
|  | 
 | ||
|  | 		let snippet = ''; | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < transforms.length; i ++ ) { | ||
|  | 
 | ||
|  | 			const transform = transforms[ i ]; | ||
|  | 
 | ||
|  | 			const attributeName = this.getPropertyName( transform.attributeNode ); | ||
|  | 
 | ||
|  | 			snippet += `${ transform.varyingName } = ${ attributeName };\n\t`; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippet; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getGLSLUniformStruct( name, vars ) { | ||
|  | 
 | ||
|  | 		return `
 | ||
|  | layout( std140 ) uniform ${name} { | ||
|  | ${vars} | ||
|  | };`;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getGLSLVertexCode( shaderData ) { | ||
|  | 
 | ||
|  | 		return `#version 300 es
 | ||
|  | 
 | ||
|  | ${ this.getSignature() } | ||
|  | 
 | ||
|  | // precision
 | ||
|  | ${ defaultPrecisions } | ||
|  | 
 | ||
|  | // uniforms
 | ||
|  | ${shaderData.uniforms} | ||
|  | 
 | ||
|  | // varyings
 | ||
|  | ${shaderData.varyings} | ||
|  | 
 | ||
|  | // attributes
 | ||
|  | ${shaderData.attributes} | ||
|  | 
 | ||
|  | // codes
 | ||
|  | ${shaderData.codes} | ||
|  | 
 | ||
|  | void main() { | ||
|  | 
 | ||
|  | 	// vars
 | ||
|  | 	${shaderData.vars} | ||
|  | 
 | ||
|  | 	// transforms
 | ||
|  | 	${shaderData.transforms} | ||
|  | 
 | ||
|  | 	// flow
 | ||
|  | 	${shaderData.flow} | ||
|  | 
 | ||
|  | 	gl_PointSize = 1.0; | ||
|  | 
 | ||
|  | } | ||
|  | `;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getGLSLFragmentCode( shaderData ) { | ||
|  | 
 | ||
|  | 		return `#version 300 es
 | ||
|  | 
 | ||
|  | ${ this.getSignature() } | ||
|  | 
 | ||
|  | // precision
 | ||
|  | ${ defaultPrecisions } | ||
|  | 
 | ||
|  | // uniforms
 | ||
|  | ${shaderData.uniforms} | ||
|  | 
 | ||
|  | // varyings
 | ||
|  | ${shaderData.varyings} | ||
|  | 
 | ||
|  | // codes
 | ||
|  | ${shaderData.codes} | ||
|  | 
 | ||
|  | ${shaderData.structs} | ||
|  | 
 | ||
|  | void main() { | ||
|  | 
 | ||
|  | 	// vars
 | ||
|  | 	${shaderData.vars} | ||
|  | 
 | ||
|  | 	// flow
 | ||
|  | 	${shaderData.flow} | ||
|  | 
 | ||
|  | } | ||
|  | `;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	buildCode() { | ||
|  | 
 | ||
|  | 		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; | ||
|  | 
 | ||
|  | 		for ( const shaderStage in shadersData ) { | ||
|  | 
 | ||
|  | 			let flow = '// code\n\n'; | ||
|  | 			flow += this.flowCode[ shaderStage ]; | ||
|  | 
 | ||
|  | 			const flowNodes = this.flowNodes[ shaderStage ]; | ||
|  | 			const mainNode = flowNodes[ flowNodes.length - 1 ]; | ||
|  | 
 | ||
|  | 			for ( const node of flowNodes ) { | ||
|  | 
 | ||
|  | 				const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); | ||
|  | 				const slotName = node.name; | ||
|  | 
 | ||
|  | 				if ( slotName ) { | ||
|  | 
 | ||
|  | 					if ( flow.length > 0 ) flow += '\n'; | ||
|  | 
 | ||
|  | 					flow += `\t// flow -> ${ slotName }\n\t`; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				flow += `${ flowSlotData.code }\n\t`; | ||
|  | 
 | ||
|  | 				if ( node === mainNode && shaderStage !== 'compute' ) { | ||
|  | 
 | ||
|  | 					flow += '// result\n\t'; | ||
|  | 
 | ||
|  | 					if ( shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 						flow += 'gl_Position = '; | ||
|  | 						flow += `${ flowSlotData.result };`; | ||
|  | 
 | ||
|  | 					} else if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 						if ( ! node.outputNode.isOutputStructNode ) { | ||
|  | 
 | ||
|  | 							flow += 'fragColor = '; | ||
|  | 							flow += `${ flowSlotData.result };`; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			const stageData = shadersData[ shaderStage ]; | ||
|  | 
 | ||
|  | 			stageData.uniforms = this.getUniforms( shaderStage ); | ||
|  | 			stageData.attributes = this.getAttributes( shaderStage ); | ||
|  | 			stageData.varyings = this.getVaryings( shaderStage ); | ||
|  | 			stageData.vars = this.getVars( shaderStage ); | ||
|  | 			stageData.structs = this.getStructs( shaderStage ); | ||
|  | 			stageData.codes = this.getCodes( shaderStage ); | ||
|  | 			stageData.transforms = this.getTransforms( shaderStage ); | ||
|  | 			stageData.flow = flow; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.material !== null ) { | ||
|  | 
 | ||
|  | 			this.vertexShader = this._getGLSLVertexCode( shadersData.vertex ); | ||
|  | 			this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			this.computeShader = this._getGLSLVertexCode( shadersData.compute ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getUniformFromNode( node, type, shaderStage, name = null ) { | ||
|  | 
 | ||
|  | 		const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); | ||
|  | 		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); | ||
|  | 
 | ||
|  | 		let uniformGPU = nodeData.uniformGPU; | ||
|  | 
 | ||
|  | 		if ( uniformGPU === undefined ) { | ||
|  | 
 | ||
|  | 			if ( type === 'texture' ) { | ||
|  | 
 | ||
|  | 				uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node ); | ||
|  | 
 | ||
|  | 				this.bindings[ shaderStage ].push( uniformGPU ); | ||
|  | 
 | ||
|  | 			} else if ( type === 'cubeTexture' ) { | ||
|  | 
 | ||
|  | 				uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node ); | ||
|  | 
 | ||
|  | 				this.bindings[ shaderStage ].push( uniformGPU ); | ||
|  | 
 | ||
|  | 			} else if ( type === 'buffer' ) { | ||
|  | 
 | ||
|  | 				node.name = `NodeBuffer_${ node.id }`; | ||
|  | 				uniformNode.name = `buffer${ node.id }`; | ||
|  | 
 | ||
|  | 				const buffer = new NodeUniformBuffer( node ); | ||
|  | 				buffer.name = node.name; | ||
|  | 
 | ||
|  | 				this.bindings[ shaderStage ].push( buffer ); | ||
|  | 
 | ||
|  | 				uniformGPU = buffer; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				const group = node.groupNode; | ||
|  | 				const groupName = group.name; | ||
|  | 
 | ||
|  | 				const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} ); | ||
|  | 
 | ||
|  | 				let uniformsGroup = uniformsStage[ groupName ]; | ||
|  | 
 | ||
|  | 				if ( uniformsGroup === undefined ) { | ||
|  | 
 | ||
|  | 					uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group ); | ||
|  | 					//uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
 | ||
|  | 
 | ||
|  | 					uniformsStage[ groupName ] = uniformsGroup; | ||
|  | 
 | ||
|  | 					this.bindings[ shaderStage ].push( uniformsGroup ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				uniformGPU = this.getNodeUniform( uniformNode, type ); | ||
|  | 
 | ||
|  | 				uniformsGroup.addUniform( uniformGPU ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			nodeData.uniformGPU = uniformGPU; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return uniformNode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export default GLSLNodeBuilder; |