添加关照、全局等高线、修改图层问题
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										810
									
								
								dist/electron/static/sdk/three/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										810
									
								
								dist/electron/static/sdk/three/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1,810 @@
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import { MathNode, GLSLNodeParser, NodeBuilder, UniformNode, vectorComponents } from '../../../nodes/Nodes.js';
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import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
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import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
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import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
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import { RedFormat, RGFormat, IntType, DataTexture, RGBFormat, RGBAFormat, FloatType } from 'three';
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const glslMethods = {
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	[ MathNode.ATAN2 ]: 'atan',
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	textureDimensions: 'textureSize',
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	equals: 'equal'
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};
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const precisionLib = {
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	low: 'lowp',
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	medium: 'mediump',
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	high: 'highp'
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};
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const supports = {
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	instance: true,
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	swizzleAssign: true
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};
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const defaultPrecisions = `
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precision highp float;
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precision highp int;
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precision mediump sampler2DArray;
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precision lowp sampler2DShadow;
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`;
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class GLSLNodeBuilder extends NodeBuilder {
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	constructor( object, renderer, scene = null ) {
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		super( object, renderer, new GLSLNodeParser(), scene );
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		this.uniformGroups = {};
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		this.transforms = [];
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	}
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	getMethod( method ) {
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		return glslMethods[ method ] || method;
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	}
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	getPropertyName( node, shaderStage ) {
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		if ( node.isOutputStructVar ) return '';
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		return super.getPropertyName( node, shaderStage );
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	}
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	buildFunctionCode( shaderNode ) {
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		const layout = shaderNode.layout;
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		const flowData = this.flowShaderNode( shaderNode );
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		const parameters = [];
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		for ( const input of layout.inputs ) {
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			parameters.push( this.getType( input.type ) + ' ' + input.name );
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		}
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		//
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		const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
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	${ flowData.vars }
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${ flowData.code }
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	return ${ flowData.result };
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}`;
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		//
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		return code;
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	}
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	setupPBO( storageBufferNode ) {
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		const attribute = storageBufferNode.value;
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		if ( attribute.pbo === undefined ) {
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			const originalArray = attribute.array;
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			const numElements = attribute.count * attribute.itemSize;
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			const { itemSize } = attribute;
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			let format = RedFormat;
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			if ( itemSize === 2 ) {
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				format = RGFormat;
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			} else if ( itemSize === 3 ) {
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				format = RGBFormat;
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			} else if ( itemSize === 4 ) {
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				format = RGBAFormat;
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			}
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			const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
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			let height = Math.ceil( ( numElements / itemSize ) / width );
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			if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
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			const newSize = width * height * itemSize;
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			const newArray = new Float32Array( newSize );
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			newArray.set( originalArray, 0 );
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			attribute.array = newArray;
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			const pboTexture = new DataTexture( attribute.array, width, height, format, FloatType );
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			pboTexture.needsUpdate = true;
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			pboTexture.isPBOTexture = true;
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			const pbo = new UniformNode( pboTexture );
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			pbo.setPrecision( 'high' );
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			attribute.pboNode = pbo;
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			attribute.pbo = pbo.value;
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			this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
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		}
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	}
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	generatePBO( storageArrayElementNode ) {
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		const { node, indexNode } = storageArrayElementNode;
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		const attribute = node.value;
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		if ( this.renderer.backend.has( attribute ) ) {
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			const attributeData = this.renderer.backend.get( attribute );
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			attributeData.pbo = attribute.pbo;
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		}
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		const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
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		const textureName = this.getPropertyName( nodeUniform );
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		indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y
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		const indexSnippet = indexNode.build( this, 'uint' );
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		const elementNodeData = this.getDataFromNode( storageArrayElementNode );
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		let propertyName = elementNodeData.propertyName;
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		if ( propertyName === undefined ) {
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			// property element
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			const nodeVar = this.getVarFromNode( storageArrayElementNode );
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			propertyName = this.getPropertyName( nodeVar );
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			// property size
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			const bufferNodeData = this.getDataFromNode( node );
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			let propertySizeName = bufferNodeData.propertySizeName;
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			if ( propertySizeName === undefined ) {
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				propertySizeName = propertyName + 'Size';
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				this.getVarFromNode( node, propertySizeName, 'uint' );
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				this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
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				bufferNodeData.propertySizeName = propertySizeName;
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			}
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			//
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			const { itemSize } = attribute;
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			const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
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			const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
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			const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
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			//
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			this.addLineFlowCode( `${ propertyName } = ${ snippet + channel }` );
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			elementNodeData.propertyName = propertyName;
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		}
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		return propertyName;
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	}
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	generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
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		if ( depthSnippet ) {
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			return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
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		} else {
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			return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
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		}
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	}
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	generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
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		if ( texture.isDepthTexture ) {
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			return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
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		} else {
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			if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
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			return `texture( ${ textureProperty }, ${ uvSnippet } )`;
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		}
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	}
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	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
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		return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
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	}
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	generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
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		return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
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	}
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	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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		if ( shaderStage === 'fragment' ) {
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			return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
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		} else {
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			console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
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		}
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	}
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	getVars( shaderStage ) {
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		const snippets = [];
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		const vars = this.vars[ shaderStage ];
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		if ( vars !== undefined ) {
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			for ( const variable of vars ) {
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				if ( variable.isOutputStructVar ) continue;
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				snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
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			}
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		}
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		return snippets.join( '\n\t' );
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	}
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	getUniforms( shaderStage ) {
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		const uniforms = this.uniforms[ shaderStage ];
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		const bindingSnippets = [];
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		const uniformGroups = {};
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		for ( const uniform of uniforms ) {
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			let snippet = null;
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			let group = false;
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			if ( uniform.type === 'texture' ) {
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				const texture = uniform.node.value;
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				if ( texture.compareFunction ) {
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					snippet = `sampler2DShadow ${ uniform.name };`;
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				} else if ( texture.isDataArrayTexture === true ) {
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					snippet = `sampler2DArray ${ uniform.name };`;
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				} else {
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					snippet = `sampler2D ${ uniform.name };`;
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				}
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			} else if ( uniform.type === 'cubeTexture' ) {
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				snippet = `samplerCube ${ uniform.name };`;
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			} else if ( uniform.type === 'buffer' ) {
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				const bufferNode = uniform.node;
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				const bufferType = this.getType( bufferNode.bufferType );
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				const bufferCount = bufferNode.bufferCount;
 | 
			
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				const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
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				snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
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 | 
			
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			} else {
 | 
			
		||||
 | 
			
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				const vectorType = this.getVectorType( uniform.type );
 | 
			
		||||
 | 
			
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				snippet = `${vectorType} ${uniform.name};`;
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		||||
 | 
			
		||||
				group = true;
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		||||
 | 
			
		||||
			}
 | 
			
		||||
 | 
			
		||||
			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;
 | 
			
		||||
		Reference in New Issue
	
	Block a user