1096 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1096 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { NoColorSpace, FloatType } from 'three'; | ||
|  | 
 | ||
|  | import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js'; | ||
|  | 
 | ||
|  | import NodeSampler from '../../common/nodes/NodeSampler.js'; | ||
|  | import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js'; | ||
|  | 
 | ||
|  | import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js'; | ||
|  | import NodeStorageBuffer from '../../common/nodes/NodeStorageBuffer.js'; | ||
|  | 
 | ||
|  | import { NodeBuilder, CodeNode } from '../../../nodes/Nodes.js'; | ||
|  | 
 | ||
|  | import { getFormat } from '../utils/WebGPUTextureUtils.js'; | ||
|  | 
 | ||
|  | import WGSLNodeParser from './WGSLNodeParser.js'; | ||
|  | 
 | ||
|  | // GPUShaderStage is not defined in browsers not supporting WebGPU
 | ||
|  | const GPUShaderStage = self.GPUShaderStage; | ||
|  | 
 | ||
|  | const gpuShaderStageLib = { | ||
|  | 	'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1, | ||
|  | 	'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2, | ||
|  | 	'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4 | ||
|  | }; | ||
|  | 
 | ||
|  | const supports = { | ||
|  | 	instance: true, | ||
|  | 	storageBuffer: true | ||
|  | }; | ||
|  | 
 | ||
|  | const wgslFnOpLib = { | ||
|  | 	'^^': 'threejs_xor' | ||
|  | }; | ||
|  | 
 | ||
|  | const wgslTypeLib = { | ||
|  | 	float: 'f32', | ||
|  | 	int: 'i32', | ||
|  | 	uint: 'u32', | ||
|  | 	bool: 'bool', | ||
|  | 	color: 'vec3<f32>', | ||
|  | 
 | ||
|  | 	vec2: 'vec2<f32>', | ||
|  | 	ivec2: 'vec2<i32>', | ||
|  | 	uvec2: 'vec2<u32>', | ||
|  | 	bvec2: 'vec2<bool>', | ||
|  | 
 | ||
|  | 	vec3: 'vec3<f32>', | ||
|  | 	ivec3: 'vec3<i32>', | ||
|  | 	uvec3: 'vec3<u32>', | ||
|  | 	bvec3: 'vec3<bool>', | ||
|  | 
 | ||
|  | 	vec4: 'vec4<f32>', | ||
|  | 	ivec4: 'vec4<i32>', | ||
|  | 	uvec4: 'vec4<u32>', | ||
|  | 	bvec4: 'vec4<bool>', | ||
|  | 
 | ||
|  | 	mat2: 'mat2x2<f32>', | ||
|  | 	imat2: 'mat2x2<i32>', | ||
|  | 	umat2: 'mat2x2<u32>', | ||
|  | 	bmat2: 'mat2x2<bool>', | ||
|  | 
 | ||
|  | 	mat3: 'mat3x3<f32>', | ||
|  | 	imat3: 'mat3x3<i32>', | ||
|  | 	umat3: 'mat3x3<u32>', | ||
|  | 	bmat3: 'mat3x3<bool>', | ||
|  | 
 | ||
|  | 	mat4: 'mat4x4<f32>', | ||
|  | 	imat4: 'mat4x4<i32>', | ||
|  | 	umat4: 'mat4x4<u32>', | ||
|  | 	bmat4: 'mat4x4<bool>' | ||
|  | }; | ||
|  | 
 | ||
|  | const wgslMethods = { | ||
|  | 	dFdx: 'dpdx', | ||
|  | 	dFdy: '- dpdy', | ||
|  | 	mod_float: 'threejs_mod_float', | ||
|  | 	mod_vec2: 'threejs_mod_vec2', | ||
|  | 	mod_vec3: 'threejs_mod_vec3', | ||
|  | 	mod_vec4: 'threejs_mod_vec4', | ||
|  | 	equals_bool: 'threejs_equals_bool', | ||
|  | 	equals_bvec2: 'threejs_equals_bvec2', | ||
|  | 	equals_bvec3: 'threejs_equals_bvec3', | ||
|  | 	equals_bvec4: 'threejs_equals_bvec4', | ||
|  | 	lessThanEqual: 'threejs_lessThanEqual', | ||
|  | 	greaterThan: 'threejs_greaterThan', | ||
|  | 	inversesqrt: 'inverseSqrt', | ||
|  | 	bitcast: 'bitcast<f32>' | ||
|  | }; | ||
|  | 
 | ||
|  | const wgslPolyfill = { | ||
|  | 	threejs_xor: new CodeNode( `
 | ||
|  | fn threejs_xor( a : bool, b : bool ) -> bool { | ||
|  | 
 | ||
|  | 	return ( a || b ) && !( a && b ); | ||
|  | 
 | ||
|  | } | ||
|  | ` ),
 | ||
|  | 	lessThanEqual: new CodeNode( `
 | ||
|  | fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> { | ||
|  | 
 | ||
|  | 	return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z ); | ||
|  | 
 | ||
|  | } | ||
|  | ` ),
 | ||
|  | 	greaterThan: new CodeNode( `
 | ||
|  | fn threejs_greaterThan( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> { | ||
|  | 
 | ||
|  | 	return vec3<bool>( a.x > b.x, a.y > b.y, a.z > b.z ); | ||
|  | 
 | ||
|  | } | ||
|  | ` ),
 | ||
|  | 	mod_float: new CodeNode( 'fn threejs_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ), | ||
|  | 	mod_vec2: new CodeNode( 'fn threejs_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ), | ||
|  | 	mod_vec3: new CodeNode( 'fn threejs_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ), | ||
|  | 	mod_vec4: new CodeNode( 'fn threejs_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ), | ||
|  | 	equals_bool: new CodeNode( 'fn threejs_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ), | ||
|  | 	equals_bvec2: new CodeNode( 'fn threejs_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ), | ||
|  | 	equals_bvec3: new CodeNode( 'fn threejs_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ), | ||
|  | 	equals_bvec4: new CodeNode( 'fn threejs_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ), | ||
|  | 	repeatWrapping: new CodeNode( `
 | ||
|  | fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> { | ||
|  | 
 | ||
|  | 	let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) ); | ||
|  | 
 | ||
|  | 	return ( ( uvScaled % dimension ) + dimension ) % dimension; | ||
|  | 
 | ||
|  | } | ||
|  | ` )
 | ||
|  | }; | ||
|  | 
 | ||
|  | class WGSLNodeBuilder extends NodeBuilder { | ||
|  | 
 | ||
|  | 	constructor( object, renderer, scene = null ) { | ||
|  | 
 | ||
|  | 		super( object, renderer, new WGSLNodeParser(), scene ); | ||
|  | 
 | ||
|  | 		this.uniformGroups = {}; | ||
|  | 
 | ||
|  | 		this.builtins = {}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	needsColorSpaceToLinear( texture ) { | ||
|  | 
 | ||
|  | 		return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			if ( depthSnippet ) { | ||
|  | 
 | ||
|  | 				return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return this.generateTextureLod( texture, textureProperty, uvSnippet ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) { | ||
|  | 
 | ||
|  | 			return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) { | ||
|  | 
 | ||
|  | 		this._include( 'repeatWrapping' ); | ||
|  | 
 | ||
|  | 		const dimension = `textureDimensions( ${ textureProperty }, 0 )`; | ||
|  | 
 | ||
|  | 		return `textureLoad( ${ textureProperty }, threejs_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) { | ||
|  | 
 | ||
|  | 		if ( depthSnippet ) { | ||
|  | 
 | ||
|  | 			return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) { | ||
|  | 
 | ||
|  | 		return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isUnfilterable( texture ) { | ||
|  | 
 | ||
|  | 		return this.getComponentTypeFromTexture( texture ) !== 'float' || ( texture.isDataTexture === true && texture.type === FloatType ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		let snippet = null; | ||
|  | 
 | ||
|  | 		if ( texture.isVideoTexture === true ) { | ||
|  | 
 | ||
|  | 			snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); | ||
|  | 
 | ||
|  | 		} else if ( this.isUnfilterable( texture ) ) { | ||
|  | 
 | ||
|  | 			snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippet; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			// TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
 | ||
|  | 			return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet },  ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`; | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		let snippet = null; | ||
|  | 
 | ||
|  | 		if ( texture.isVideoTexture === true ) { | ||
|  | 
 | ||
|  | 			snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippet; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getPropertyName( node, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		if ( node.isNodeVarying === true && node.needsInterpolation === true ) { | ||
|  | 
 | ||
|  | 			if ( shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 				return `varyings.${ node.name }`; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} else if ( node.isNodeUniform === true ) { | ||
|  | 
 | ||
|  | 			const name = node.name; | ||
|  | 			const type = node.type; | ||
|  | 
 | ||
|  | 			if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) { | ||
|  | 
 | ||
|  | 				return name; | ||
|  | 
 | ||
|  | 			} else if ( type === 'buffer' || type === 'storageBuffer' ) { | ||
|  | 
 | ||
|  | 				return `NodeBuffer_${ node.id }.${name}`; | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				return node.groupNode.name + '.' + name; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return super.getPropertyName( node ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getUniformGroupCount( shaderStage ) { | ||
|  | 
 | ||
|  | 		return Object.keys( this.uniforms[ shaderStage ] ).length; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFunctionOperator( op ) { | ||
|  | 
 | ||
|  | 		const fnOp = wgslFnOpLib[ op ]; | ||
|  | 
 | ||
|  | 		if ( fnOp !== undefined ) { | ||
|  | 
 | ||
|  | 			this._include( fnOp ); | ||
|  | 
 | ||
|  | 			return fnOp; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return null; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getUniformFromNode( node, type, shaderStage, name = null ) { | ||
|  | 
 | ||
|  | 		const uniformNode = super.getUniformFromNode( node, type, shaderStage, name ); | ||
|  | 		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); | ||
|  | 
 | ||
|  | 		if ( nodeData.uniformGPU === undefined ) { | ||
|  | 
 | ||
|  | 			let uniformGPU; | ||
|  | 
 | ||
|  | 			const bindings = this.bindings[ shaderStage ]; | ||
|  | 
 | ||
|  | 			if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) { | ||
|  | 
 | ||
|  | 				let texture = null; | ||
|  | 
 | ||
|  | 				if ( type === 'texture' || type === 'storageTexture' ) { | ||
|  | 
 | ||
|  | 					texture = new NodeSampledTexture( uniformNode.name, uniformNode.node ); | ||
|  | 
 | ||
|  | 				} else if ( type === 'cubeTexture' ) { | ||
|  | 
 | ||
|  | 					texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				texture.store = node.isStoreTextureNode === true; | ||
|  | 				texture.setVisibility( gpuShaderStageLib[ shaderStage ] ); | ||
|  | 
 | ||
|  | 				if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) { | ||
|  | 
 | ||
|  | 					const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node ); | ||
|  | 					sampler.setVisibility( gpuShaderStageLib[ shaderStage ] ); | ||
|  | 
 | ||
|  | 					bindings.push( sampler, texture ); | ||
|  | 
 | ||
|  | 					uniformGPU = [ sampler, texture ]; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					bindings.push( texture ); | ||
|  | 
 | ||
|  | 					uniformGPU = [ texture ]; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} else if ( type === 'buffer' || type === 'storageBuffer' ) { | ||
|  | 
 | ||
|  | 				const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer; | ||
|  | 				const buffer = new bufferClass( node ); | ||
|  | 				buffer.setVisibility( gpuShaderStageLib[ shaderStage ] ); | ||
|  | 
 | ||
|  | 				bindings.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( groupName, group ); | ||
|  | 					uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] ); | ||
|  | 
 | ||
|  | 					uniformsStage[ groupName ] = uniformsGroup; | ||
|  | 
 | ||
|  | 					bindings.push( uniformsGroup ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				uniformGPU = this.getNodeUniform( uniformNode, type ); | ||
|  | 
 | ||
|  | 				uniformsGroup.addUniform( uniformGPU ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			nodeData.uniformGPU = uniformGPU; | ||
|  | 
 | ||
|  | 			if ( shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 				this.bindingsOffset[ 'fragment' ] = bindings.length; | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return uniformNode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isReference( type ) { | ||
|  | 
 | ||
|  | 		return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube' || type === 'texture_depth_2d' || type === 'texture_storage_2d'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getBuiltin( name, property, type, shaderStage = this.shaderStage ) { | ||
|  | 
 | ||
|  | 		const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() ); | ||
|  | 
 | ||
|  | 		if ( map.has( name ) === false ) { | ||
|  | 
 | ||
|  | 			map.set( name, { | ||
|  | 				name, | ||
|  | 				property, | ||
|  | 				type | ||
|  | 			} ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return property; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVertexIndex() { | ||
|  | 
 | ||
|  | 		if ( this.shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 			return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return 'vertexIndex'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	buildFunctionCode( shaderNode ) { | ||
|  | 
 | ||
|  | 		const layout = shaderNode.layout; | ||
|  | 		const flowData = this.flowShaderNode( shaderNode ); | ||
|  | 
 | ||
|  | 		const parameters = []; | ||
|  | 
 | ||
|  | 		for ( const input of layout.inputs ) { | ||
|  | 
 | ||
|  | 			parameters.push( input.name + ' : ' + this.getType( input.type ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		const code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
 | ||
|  | ${ flowData.vars } | ||
|  | ${ flowData.code } | ||
|  | 	return ${ flowData.result }; | ||
|  | 
 | ||
|  | }`;
 | ||
|  | 
 | ||
|  | 		//
 | ||
|  | 
 | ||
|  | 		return code; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getInstanceIndex() { | ||
|  | 
 | ||
|  | 		if ( this.shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 			return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return 'instanceIndex'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFrontFacing() { | ||
|  | 
 | ||
|  | 		return this.getBuiltin( 'front_facing', 'isFront', 'bool' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFragCoord() { | ||
|  | 
 | ||
|  | 		return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xyz'; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getFragDepth() { | ||
|  | 
 | ||
|  | 		return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isFlipY() { | ||
|  | 
 | ||
|  | 		return false; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getBuiltins( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const builtins = this.builtins[ shaderStage ]; | ||
|  | 
 | ||
|  | 		if ( builtins !== undefined ) { | ||
|  | 
 | ||
|  | 			for ( const { name, property, type } of builtins.values() ) { | ||
|  | 
 | ||
|  | 				snippets.push( `@builtin( ${name} ) ${property} : ${type}` ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( ',\n\t' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getAttributes( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'compute' ) { | ||
|  | 
 | ||
|  | 			this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'vertex' || shaderStage === 'compute' ) { | ||
|  | 
 | ||
|  | 			const builtins = this.getBuiltins( 'attribute' ); | ||
|  | 
 | ||
|  | 			if ( builtins ) snippets.push( builtins ); | ||
|  | 
 | ||
|  | 			const attributes = this.getAttributesArray(); | ||
|  | 
 | ||
|  | 			for ( let index = 0, length = attributes.length; index < length; index ++ ) { | ||
|  | 
 | ||
|  | 				const attribute = attributes[ index ]; | ||
|  | 				const name = attribute.name; | ||
|  | 				const type = this.getType( attribute.type ); | ||
|  | 
 | ||
|  | 				snippets.push( `@location( ${index} ) ${ name } : ${ type }` ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( ',\n\t' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getStructMembers( struct ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const members = struct.getMemberTypes(); | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < members.length; i ++ ) { | ||
|  | 
 | ||
|  | 			const member = members[ i ]; | ||
|  | 			snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( ',\n' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getStructs( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const structs = this.structs[ shaderStage ]; | ||
|  | 
 | ||
|  | 		for ( let index = 0, length = structs.length; index < length; index ++ ) { | ||
|  | 
 | ||
|  | 			const struct = structs[ index ]; | ||
|  | 			const name = struct.name; | ||
|  | 
 | ||
|  | 			let snippet = `\struct ${ name } {\n`; | ||
|  | 			snippet += this.getStructMembers( struct ); | ||
|  | 			snippet += '\n}'; | ||
|  | 
 | ||
|  | 			snippets.push( snippet ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return snippets.join( '\n\n' ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVar( type, name ) { | ||
|  | 
 | ||
|  | 		return `var ${ name } : ${ this.getType( type ) }`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVars( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 		const vars = this.vars[ shaderStage ]; | ||
|  | 
 | ||
|  | 		if ( vars !== undefined ) { | ||
|  | 
 | ||
|  | 			for ( const variable of vars ) { | ||
|  | 
 | ||
|  | 				snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return `\n${ snippets.join( '\n' ) }\n`; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getVaryings( shaderStage ) { | ||
|  | 
 | ||
|  | 		const snippets = []; | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 			this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 			const varyings = this.varyings; | ||
|  | 			const vars = this.vars[ shaderStage ]; | ||
|  | 
 | ||
|  | 			for ( let index = 0; index < varyings.length; index ++ ) { | ||
|  | 
 | ||
|  | 				const varying = varyings[ index ]; | ||
|  | 
 | ||
|  | 				if ( varying.needsInterpolation ) { | ||
|  | 
 | ||
|  | 					let attributesSnippet = `@location( ${index} )`; | ||
|  | 
 | ||
|  | 					if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) { | ||
|  | 
 | ||
|  | 						attributesSnippet += ' @interpolate( flat )'; | ||
|  | 
 | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 					snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` ); | ||
|  | 
 | ||
|  | 				} else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) { | ||
|  | 
 | ||
|  | 					vars.push( varying ); | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const builtins = this.getBuiltins( shaderStage ); | ||
|  | 
 | ||
|  | 		if ( builtins ) snippets.push( builtins ); | ||
|  | 
 | ||
|  | 		const code = snippets.join( ',\n\t' ); | ||
|  | 
 | ||
|  | 		return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getUniforms( shaderStage ) { | ||
|  | 
 | ||
|  | 		const uniforms = this.uniforms[ shaderStage ]; | ||
|  | 
 | ||
|  | 		const bindingSnippets = []; | ||
|  | 		const bufferSnippets = []; | ||
|  | 		const structSnippets = []; | ||
|  | 		const uniformGroups = {}; | ||
|  | 
 | ||
|  | 		let index = this.bindingsOffset[ shaderStage ]; | ||
|  | 
 | ||
|  | 		for ( const uniform of uniforms ) { | ||
|  | 
 | ||
|  | 			if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' ) { | ||
|  | 
 | ||
|  | 				const texture = uniform.node.value; | ||
|  | 
 | ||
|  | 				if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStoreTextureNode !== true ) { | ||
|  | 
 | ||
|  | 					if ( texture.isDepthTexture === true && texture.compareFunction !== null ) { | ||
|  | 
 | ||
|  | 						bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler_comparison;` ); | ||
|  | 
 | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler;` ); | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				let textureType; | ||
|  | 
 | ||
|  | 				if ( texture.isCubeTexture === true ) { | ||
|  | 
 | ||
|  | 					textureType = 'texture_cube<f32>'; | ||
|  | 
 | ||
|  | 				} else if ( texture.isDataArrayTexture === true ) { | ||
|  | 
 | ||
|  | 					textureType = 'texture_2d_array<f32>'; | ||
|  | 
 | ||
|  | 				} else if ( texture.isDepthTexture === true ) { | ||
|  | 
 | ||
|  | 					textureType = 'texture_depth_2d'; | ||
|  | 
 | ||
|  | 				} else if ( texture.isVideoTexture === true ) { | ||
|  | 
 | ||
|  | 					textureType = 'texture_external'; | ||
|  | 
 | ||
|  | 				} else if ( uniform.node.isStoreTextureNode === true ) { | ||
|  | 
 | ||
|  | 					const format = getFormat( texture ); | ||
|  | 
 | ||
|  | 					textureType = `texture_storage_2d<${ format }, write>`; | ||
|  | 
 | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 ); | ||
|  | 
 | ||
|  | 					textureType = `texture_2d<${ componentPrefix }32>`; | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 				bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name} : ${textureType};` ); | ||
|  | 
 | ||
|  | 			} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) { | ||
|  | 
 | ||
|  | 				const bufferNode = uniform.node; | ||
|  | 				const bufferType = this.getType( bufferNode.bufferType ); | ||
|  | 				const bufferCount = bufferNode.bufferCount; | ||
|  | 
 | ||
|  | 				const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : ''; | ||
|  | 				const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`; | ||
|  | 				const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform'; | ||
|  | 
 | ||
|  | 				bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) ); | ||
|  | 
 | ||
|  | 			} else { | ||
|  | 
 | ||
|  | 				const vectorType = this.getType( this.getVectorType( uniform.type ) ); | ||
|  | 				const groupName = uniform.groupNode.name; | ||
|  | 
 | ||
|  | 				const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = { | ||
|  | 					index: index ++, | ||
|  | 					snippets: [] | ||
|  | 				} ); | ||
|  | 
 | ||
|  | 				group.snippets.push( `\t${ uniform.name } : ${ vectorType }` ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		for ( const name in uniformGroups ) { | ||
|  | 
 | ||
|  | 			const group = uniformGroups[ name ]; | ||
|  | 
 | ||
|  | 			structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		let code = bindingSnippets.join( '\n' ); | ||
|  | 		code += bufferSnippets.join( '\n' ); | ||
|  | 		code += structSnippets.join( '\n' ); | ||
|  | 
 | ||
|  | 		return code; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	buildCode() { | ||
|  | 
 | ||
|  | 		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; | ||
|  | 
 | ||
|  | 		for ( const shaderStage in shadersData ) { | ||
|  | 
 | ||
|  | 			const stageData = shadersData[ shaderStage ]; | ||
|  | 			stageData.uniforms = this.getUniforms( shaderStage ); | ||
|  | 			stageData.attributes = this.getAttributes( shaderStage ); | ||
|  | 			stageData.varyings = this.getVaryings( shaderStage ); | ||
|  | 			stageData.structs = this.getStructs( shaderStage ); | ||
|  | 			stageData.vars = this.getVars( shaderStage ); | ||
|  | 			stageData.codes = this.getCodes( shaderStage ); | ||
|  | 
 | ||
|  | 			//
 | ||
|  | 
 | ||
|  | 			let flow = '// code\n\n'; | ||
|  | 			flow += this.flowCode[ shaderStage ]; | ||
|  | 
 | ||
|  | 			const flowNodes = this.flowNodes[ shaderStage ]; | ||
|  | 			const mainNode = flowNodes[ flowNodes.length - 1 ]; | ||
|  | 
 | ||
|  | 			const outputNode = mainNode.outputNode; | ||
|  | 			const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true ); | ||
|  | 
 | ||
|  | 			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\n\t'; | ||
|  | 
 | ||
|  | 					if ( shaderStage === 'vertex' ) { | ||
|  | 
 | ||
|  | 						flow += `varyings.Vertex = ${ flowSlotData.result };`; | ||
|  | 
 | ||
|  | 					} else if ( shaderStage === 'fragment' ) { | ||
|  | 
 | ||
|  | 						if ( isOutputStruct ) { | ||
|  | 
 | ||
|  | 							stageData.returnType = outputNode.nodeType; | ||
|  | 
 | ||
|  | 							flow += `return ${ flowSlotData.result };`; | ||
|  | 
 | ||
|  | 						} else { | ||
|  | 
 | ||
|  | 							let structSnippet = '\t@location(0) color: vec4<f32>'; | ||
|  | 
 | ||
|  | 							const builtins = this.getBuiltins( 'output' ); | ||
|  | 
 | ||
|  | 							if ( builtins ) structSnippet += ',\n\t' + builtins; | ||
|  | 
 | ||
|  | 							stageData.returnType = 'OutputStruct'; | ||
|  | 							stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet ); | ||
|  | 							stageData.structs += '\nvar<private> output : OutputStruct;\n\n'; | ||
|  | 
 | ||
|  | 							flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`; | ||
|  | 
 | ||
|  | 						} | ||
|  | 
 | ||
|  | 					} | ||
|  | 
 | ||
|  | 				} | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 			stageData.flow = flow; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( this.material !== null ) { | ||
|  | 
 | ||
|  | 			this.vertexShader = this._getWGSLVertexCode( shadersData.vertex ); | ||
|  | 			this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment ); | ||
|  | 
 | ||
|  | 		} else { | ||
|  | 
 | ||
|  | 			this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getMethod( method, output = null ) { | ||
|  | 
 | ||
|  | 		let wgslMethod; | ||
|  | 
 | ||
|  | 		if ( output !== null ) { | ||
|  | 
 | ||
|  | 			wgslMethod = this._getWGSLMethod( method + '_' + output ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if ( wgslMethod === undefined ) { | ||
|  | 
 | ||
|  | 			wgslMethod = this._getWGSLMethod( method ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return wgslMethod || method; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	getType( type ) { | ||
|  | 
 | ||
|  | 		return wgslTypeLib[ type ] || type; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	isAvailable( name ) { | ||
|  | 
 | ||
|  | 		return supports[ name ] === true; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLMethod( method ) { | ||
|  | 
 | ||
|  | 		if ( wgslPolyfill[ method ] !== undefined ) { | ||
|  | 
 | ||
|  | 			this._include( method ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return wgslMethods[ method ]; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_include( name ) { | ||
|  | 
 | ||
|  | 		const codeNode = wgslPolyfill[ name ]; | ||
|  | 		codeNode.build( this ); | ||
|  | 
 | ||
|  | 		if ( this.currentFunctionNode !== null ) { | ||
|  | 
 | ||
|  | 			this.currentFunctionNode.includes.push( codeNode ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return codeNode; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLVertexCode( shaderData ) { | ||
|  | 
 | ||
|  | 		return `${ this.getSignature() }
 | ||
|  | 
 | ||
|  | // uniforms
 | ||
|  | ${shaderData.uniforms} | ||
|  | 
 | ||
|  | // varyings
 | ||
|  | ${shaderData.varyings} | ||
|  | var<private> varyings : VaryingsStruct; | ||
|  | 
 | ||
|  | // codes
 | ||
|  | ${shaderData.codes} | ||
|  | 
 | ||
|  | @vertex | ||
|  | fn main( ${shaderData.attributes} ) -> VaryingsStruct { | ||
|  | 
 | ||
|  | 	// vars
 | ||
|  | 	${shaderData.vars} | ||
|  | 
 | ||
|  | 	// flow
 | ||
|  | 	${shaderData.flow} | ||
|  | 
 | ||
|  | 	return varyings; | ||
|  | 
 | ||
|  | } | ||
|  | `;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLFragmentCode( shaderData ) { | ||
|  | 
 | ||
|  | 		return `${ this.getSignature() }
 | ||
|  | 
 | ||
|  | // uniforms
 | ||
|  | ${shaderData.uniforms} | ||
|  | 
 | ||
|  | // structs
 | ||
|  | ${shaderData.structs} | ||
|  | 
 | ||
|  | // codes
 | ||
|  | ${shaderData.codes} | ||
|  | 
 | ||
|  | @fragment | ||
|  | fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} { | ||
|  | 
 | ||
|  | 	// vars
 | ||
|  | 	${shaderData.vars} | ||
|  | 
 | ||
|  | 	// flow
 | ||
|  | 	${shaderData.flow} | ||
|  | 
 | ||
|  | } | ||
|  | `;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLComputeCode( shaderData, workgroupSize ) { | ||
|  | 
 | ||
|  | 		return `${ this.getSignature() }
 | ||
|  | // system
 | ||
|  | var<private> instanceIndex : u32; | ||
|  | 
 | ||
|  | // uniforms
 | ||
|  | ${shaderData.uniforms} | ||
|  | 
 | ||
|  | // codes
 | ||
|  | ${shaderData.codes} | ||
|  | 
 | ||
|  | @compute @workgroup_size( ${workgroupSize} ) | ||
|  | fn main( ${shaderData.attributes} ) { | ||
|  | 
 | ||
|  | 	// system
 | ||
|  | 	instanceIndex = id.x; | ||
|  | 
 | ||
|  | 	// vars
 | ||
|  | 	${shaderData.vars} | ||
|  | 
 | ||
|  | 	// flow
 | ||
|  | 	${shaderData.flow} | ||
|  | 
 | ||
|  | } | ||
|  | `;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLStruct( name, vars ) { | ||
|  | 
 | ||
|  | 		return `
 | ||
|  | struct ${name} { | ||
|  | ${vars} | ||
|  | };`;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) { | ||
|  | 
 | ||
|  | 		const structName = name + 'Struct'; | ||
|  | 		const structSnippet = this._getWGSLStruct( structName, vars ); | ||
|  | 
 | ||
|  | 		return `${structSnippet}
 | ||
|  | @binding( ${binding} ) @group( ${group} ) | ||
|  | var<${access}> ${name} : ${structName};`;
 | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export default WGSLNodeBuilder; |