添加关照、全局等高线、修改图层问题
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								static/sdk/three/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
									
									
									
									
									
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								static/sdk/three/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
									
									
									
									
									
										Normal file
									
								
							| @ -0,0 +1,810 @@ | ||||
| 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; | ||||
		Reference in New Issue
	
	Block a user