@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
230 lines (215 loc) • 9.92 kB
JavaScript
import { Debug } from '../../core/debug.js';
import { SEMANTIC_POSITION, SEMANTIC_NORMAL, SEMANTIC_TANGENT, SEMANTIC_TEXCOORD0, SEMANTIC_TEXCOORD1, SEMANTIC_TEXCOORD2, SEMANTIC_TEXCOORD3, SEMANTIC_TEXCOORD4, SEMANTIC_TEXCOORD5, SEMANTIC_TEXCOORD6, SEMANTIC_TEXCOORD7, SEMANTIC_COLOR, SEMANTIC_BLENDINDICES, SEMANTIC_BLENDWEIGHT } from './constants.js';
import gles2PS from './shader-chunks/frag/gles2.js';
import gles2VS from './shader-chunks/vert/gles2.js';
import gles3PS from './shader-chunks/frag/gles3.js';
import gles3VS from './shader-chunks/vert/gles3.js';
import webgpuPS from './shader-chunks/frag/webgpu.js';
import webgpuVS from './shader-chunks/vert/webgpu.js';
import sharedFS from './shader-chunks/frag/shared.js';
const _attrib2Semantic = {
vertex_position: SEMANTIC_POSITION,
vertex_normal: SEMANTIC_NORMAL,
vertex_tangent: SEMANTIC_TANGENT,
vertex_texCoord0: SEMANTIC_TEXCOORD0,
vertex_texCoord1: SEMANTIC_TEXCOORD1,
vertex_texCoord2: SEMANTIC_TEXCOORD2,
vertex_texCoord3: SEMANTIC_TEXCOORD3,
vertex_texCoord4: SEMANTIC_TEXCOORD4,
vertex_texCoord5: SEMANTIC_TEXCOORD5,
vertex_texCoord6: SEMANTIC_TEXCOORD6,
vertex_texCoord7: SEMANTIC_TEXCOORD7,
vertex_color: SEMANTIC_COLOR,
vertex_boneIndices: SEMANTIC_BLENDINDICES,
vertex_boneWeights: SEMANTIC_BLENDWEIGHT
};
/**
* A class providing utility functions for shader creation.
*
* @ignore
*/
class ShaderUtils {
/**
* Creates a shader definition.
*
* @param {import('./graphics-device.js').GraphicsDevice} device - The graphics device.
* @param {object} options - Object for passing optional arguments.
* @param {string} [options.name] - A name of the shader.
* @param {object} [options.attributes] - Attributes. Will be extracted from the vertexCode if
* not provided.
* @param {string} options.vertexCode - The vertex shader code.
* @param {string} [options.vertexExtensions] - The vertex shader extensions code.
* @param {string} [options.fragmentCode] - The fragment shader code.
* @param {string} [options.fragmentExtensions] - The fragment shader extensions code.
* @param {string} [options.fragmentPreamble] - The preamble string for the fragment shader.
* @param {boolean} [options.useTransformFeedback] - Whether to use transform feedback. Defaults
* to false.
* @param {Map<string, string>} [options.vertexIncludes] - A map containing key-value pairs of
* include names and their content. These are used for resolving #include directives in the
* vertex shader source.
* @param {Map<string, string>} [options.vertexDefines] - A map containing key-value pairs of
* define names and their values. These are used for resolving #ifdef style of directives in the
* vertex code.
* @param {Map<string, string>} [options.fragmentIncludes] - A map containing key-value pairs
* of include names and their content. These are used for resolving #include directives in the
* fragment shader source.
* @param {Map<string, string>} [options.fragmentDefines] - A map containing key-value pairs of
* define names and their values. These are used for resolving #ifdef style of directives in the
* fragment code.
* @param {string | string[]} [options.fragmentOutputTypes] - Fragment shader output types,
* which default to vec4. Passing a string will set the output type for all color attachments.
* Passing an array will set the output type for each color attachment.
* @returns {object} Returns the created shader definition.
*/
static createDefinition(device, options) {
var _options$name, _options$attributes;
Debug.assert(options);
Debug.assert(!options.vertexDefines || options.vertexDefines instanceof Map);
Debug.assert(!options.vertexIncludes || options.vertexIncludes instanceof Map);
Debug.assert(!options.fragmentDefines || options.fragmentDefines instanceof Map);
Debug.assert(!options.fragmentIncludes || options.fragmentIncludes instanceof Map);
const getDefines = (gpu, gl2, gl1, isVertex, options) => {
const deviceIntro = device.isWebGPU ? gpu : device.isWebGL2 ? gl2 : ShaderUtils.gl1Extensions(device, options) + gl1;
// a define per supported color attachment, which strips out unsupported output definitions in the deviceIntro
let attachmentsDefine = '';
// Define the fragment shader output type, vec4 by default
if (!isVertex) {
var _options$fragmentOutp;
// Normalize fragmentOutputTypes to an array
let fragmentOutputTypes = (_options$fragmentOutp = options.fragmentOutputTypes) != null ? _options$fragmentOutp : 'vec4';
if (!Array.isArray(fragmentOutputTypes)) {
fragmentOutputTypes = [fragmentOutputTypes];
}
for (let i = 0; i < device.maxColorAttachments; i++) {
var _fragmentOutputTypes$;
attachmentsDefine += `#define COLOR_ATTACHMENT_${i}\n`;
const outType = (_fragmentOutputTypes$ = fragmentOutputTypes[i]) != null ? _fragmentOutputTypes$ : 'vec4';
attachmentsDefine += `#define outType_${i} ${outType}\n`;
}
}
return attachmentsDefine + deviceIntro;
};
const name = (_options$name = options.name) != null ? _options$name : 'Untitled';
// vertex code
const vertCode = ShaderUtils.versionCode(device) + getDefines(webgpuVS, gles3VS, gles2VS, true, options) + ShaderUtils.getDefinesCode(options.vertexDefines) + sharedFS + ShaderUtils.getShaderNameCode(name) + options.vertexCode;
// fragment code
const fragCode = `${(options.fragmentPreamble || '') + ShaderUtils.versionCode(device) + getDefines(webgpuPS, gles3PS, gles2PS, false, options) + ShaderUtils.getDefinesCode(options.fragmentDefines) + ShaderUtils.precisionCode(device)}\n${sharedFS}${ShaderUtils.getShaderNameCode(name)}${options.fragmentCode || ShaderUtils.dummyFragmentCode()}`;
// attributes
const attribs = (_options$attributes = options.attributes) != null ? _options$attributes : ShaderUtils.collectAttributes(options.vertexCode);
return {
name: name,
attributes: attribs,
vshader: vertCode,
vincludes: options.vertexIncludes,
fincludes: options.fragmentIncludes,
fshader: fragCode,
useTransformFeedback: options.useTransformFeedback
};
}
/**
* @param {Map<string, string>} [defines] - A map containing key-value pairs.
* @returns {string} The shader code for the defines.
* @private
*/
static getDefinesCode(defines) {
let code = '';
defines == null || defines.forEach((value, key) => {
code += `#define ${key} ${value}\n`;
});
return code;
}
// SpectorJS integration
static getShaderNameCode(name) {
return `#define SHADER_NAME ${name}\n`;
}
static gl1Extensions(device, options, isVertex) {
let code;
if (isVertex) {
code = options.vertexExtensions ? `${options.vertexExtensions}\n` : '';
} else {
code = options.fragmentExtensions ? `${options.fragmentExtensions}\n` : '';
// extensions used by default
if (device.extStandardDerivatives) {
code += '#extension GL_OES_standard_derivatives : enable\n';
}
if (device.extTextureLod) {
code += '#extension GL_EXT_shader_texture_lod : enable\n';
code += '#define SUPPORTS_TEXLOD\n';
}
if (device.extDrawBuffers) {
code += '#extension GL_EXT_draw_buffers : require\n';
code += '#define SUPPORTS_MRT\n';
}
}
return code;
}
static dummyFragmentCode() {
return 'void main(void) {gl_FragColor = vec4(0.0);}';
}
static versionCode(device) {
if (device.isWebGPU) {
return '#version 450\n';
}
return device.isWebGL2 ? '#version 300 es\n' : '';
}
static precisionCode(device, forcePrecision) {
let code = '';
if (forcePrecision && forcePrecision !== 'highp' && forcePrecision !== 'mediump' && forcePrecision !== 'lowp') {
forcePrecision = null;
}
if (forcePrecision) {
if (forcePrecision === 'highp' && device.maxPrecision !== 'highp') {
forcePrecision = 'mediump';
}
if (forcePrecision === 'mediump' && device.maxPrecision === 'lowp') {
forcePrecision = 'lowp';
}
}
const precision = forcePrecision ? forcePrecision : device.precision;
if (!device.isWebGPU) {
code = `precision ${precision} float;\nprecision ${precision} int;`;
if (device.isWebGL2) {
code += `precision ${precision} sampler2DShadow;\n`;
}
} else {
// WebGPU
code = `precision ${precision} float;\nprecision ${precision} int;\n`;
}
return code;
}
/**
* Extract the attributes specified in a vertex shader.
*
* @param {string} vsCode - The vertex shader code.
* @returns {Object<string, string>} The attribute name to semantic map.
* @ignore
*/
static collectAttributes(vsCode) {
const attribs = {};
let attrs = 0;
let found = vsCode.indexOf('attribute');
while (found >= 0) {
if (found > 0 && vsCode[found - 1] === '/') break;
const endOfLine = vsCode.indexOf(';', found);
const startOfAttribName = vsCode.lastIndexOf(' ', endOfLine);
const attribName = vsCode.substring(startOfAttribName + 1, endOfLine);
// if the attribute already exists in the semantic map
if (attribs[attribName]) {
Debug.warn(`Attribute [${attribName}] already exists when extracting the attributes from the vertex shader, ignoring.`, {
vsCode
});
} else {
const semantic = _attrib2Semantic[attribName];
if (semantic !== undefined) {
attribs[attribName] = semantic;
} else {
attribs[attribName] = `ATTR${attrs}`;
attrs++;
}
}
found = vsCode.indexOf('attribute', found + 1);
}
return attribs;
}
}
export { ShaderUtils };