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@openhps/core

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Open Hybrid Positioning System - Core component

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports.default = void 0; var _NodeUniform = _interopRequireDefault(require("./NodeUniform.js")); var _NodeAttribute = _interopRequireDefault(require("./NodeAttribute.js")); var _NodeVarying = _interopRequireDefault(require("./NodeVarying.js")); var _NodeVar = _interopRequireDefault(require("./NodeVar.js")); var _NodeCode = _interopRequireDefault(require("./NodeCode.js")); var _NodeCache = _interopRequireDefault(require("./NodeCache.js")); var _ParameterNode = _interopRequireDefault(require("./ParameterNode.js")); var _StructType = _interopRequireDefault(require("./StructType.js")); var _FunctionNode = _interopRequireDefault(require("../code/FunctionNode.js")); var _NodeMaterial = _interopRequireDefault(require("../../materials/nodes/NodeMaterial.js")); var _NodeUtils = require("./NodeUtils.js"); var _constants = require("./constants.js"); var _NodeUniform2 = require("../../renderers/common/nodes/NodeUniform.js"); var _StackNode = require("./StackNode.js"); var _TSLBase = require("../tsl/TSLBase.js"); var _CubeRenderTarget = _interopRequireDefault(require("../../renderers/common/CubeRenderTarget.js")); var _ChainMap = _interopRequireDefault(require("../../renderers/common/ChainMap.js")); var _BindGroup = _interopRequireDefault(require("../../renderers/common/BindGroup.js")); var _constants2 = require("../../constants.js"); var _RenderTarget = require("../../core/RenderTarget.js"); var _Color = require("../../math/Color.js"); var _Vector = require("../../math/Vector2.js"); var _Vector2 = require("../../math/Vector3.js"); var _Vector3 = require("../../math/Vector4.js"); var _BufferAttribute = require("../../core/BufferAttribute.js"); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } const rendererCache = new WeakMap(); const typeFromArray = new Map([[Int8Array, 'int'], [Int16Array, 'int'], [Int32Array, 'int'], [Uint8Array, 'uint'], [Uint16Array, 'uint'], [Uint32Array, 'uint'], [Float32Array, 'float']]); const toFloat = value => { if (/e/g.test(value)) { return String(value).replace(/\+/g, ''); } else { value = Number(value); return value + (value % 1 ? '' : '.0'); } }; /** * Base class for builders which generate a shader program based * on a 3D object and its node material definition. */ class NodeBuilder { /** * Constructs a new node builder. * * @param {Object3D} object - The 3D object. * @param {Renderer} renderer - The current renderer. * @param {NodeParser} parser - A reference to a node parser. */ constructor(object, renderer, parser) { /** * The 3D object. * * @type {Object3D} */ this.object = object; /** * The material of the 3D object. * * @type {?Material} */ this.material = object && object.material || null; /** * The geometry of the 3D object. * * @type {?BufferGeometry} */ this.geometry = object && object.geometry || null; /** * The current renderer. * * @type {Renderer} */ this.renderer = renderer; /** * A reference to a node parser. * * @type {NodeParser} */ this.parser = parser; /** * The scene the 3D object belongs to. * * @type {?Scene} * @default null */ this.scene = null; /** * The camera the 3D object is rendered with. * * @type {?Camera} * @default null */ this.camera = null; /** * A list of all nodes the builder is processing * for this 3D object. * * @type {Array<Node>} */ this.nodes = []; /** * A list of all sequential nodes. * * @type {Array<Node>} */ this.sequentialNodes = []; /** * A list of all nodes which {@link Node#update} method should be executed. * * @type {Array<Node>} */ this.updateNodes = []; /** * A list of all nodes which {@link Node#updateBefore} method should be executed. * * @type {Array<Node>} */ this.updateBeforeNodes = []; /** * A list of all nodes which {@link Node#updateAfter} method should be executed. * * @type {Array<Node>} */ this.updateAfterNodes = []; /** * A dictionary that assigns each node to a unique hash. * * @type {Object<number,Node>} */ this.hashNodes = {}; /** * A reference to a node material observer. * * @type {?NodeMaterialObserver} * @default null */ this.observer = null; /** * A reference to the current lights node. * * @type {?LightsNode} * @default null */ this.lightsNode = null; /** * A reference to the current environment node. * * @type {?Node} * @default null */ this.environmentNode = null; /** * A reference to the current fog node. * * @type {?FogNode} * @default null */ this.fogNode = null; /** * The current clipping context. * * @type {?ClippingContext} */ this.clippingContext = null; /** * The generated vertex shader. * * @type {?string} */ this.vertexShader = null; /** * The generated fragment shader. * * @type {?string} */ this.fragmentShader = null; /** * The generated compute shader. * * @type {?string} */ this.computeShader = null; /** * Nodes used in the primary flow of code generation. * * @type {Object<string,Array<Node>>} */ this.flowNodes = { vertex: [], fragment: [], compute: [] }; /** * Nodes code from `.flowNodes`. * * @type {Object<string,string>} */ this.flowCode = { vertex: '', fragment: '', compute: '' }; /** * This dictionary holds the node uniforms of the builder. * The uniforms are maintained in an array for each shader stage. * * @type {Object} */ this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 }; /** * This dictionary holds the output structs of the builder. * The structs are maintained in an array for each shader stage. * * @type {Object} */ this.structs = { vertex: [], fragment: [], compute: [], index: 0 }; /** * This dictionary holds the bindings for each shader stage. * * @type {Object} */ this.bindings = { vertex: {}, fragment: {}, compute: {} }; /** * This dictionary maintains the binding indices per bind group. * * @type {Object} */ this.bindingsIndexes = {}; /** * Reference to the array of bind groups. * * @type {?Array<BindGroup>} */ this.bindGroups = null; /** * This array holds the node attributes of this builder * created via {@link AttributeNode}. * * @type {Array<NodeAttribute>} */ this.attributes = []; /** * This array holds the node attributes of this builder * created via {@link BufferAttributeNode}. * * @type {Array<NodeAttribute>} */ this.bufferAttributes = []; /** * This array holds the node varyings of this builder. * * @type {Array<NodeVarying>} */ this.varyings = []; /** * This dictionary holds the (native) node codes of this builder. * The codes are maintained in an array for each shader stage. * * @type {Object<string,Array<NodeCode>>} */ this.codes = {}; /** * This dictionary holds the node variables of this builder. * The variables are maintained in an array for each shader stage. * This dictionary is also used to count the number of variables * according to their type (const, vars). * * @type {Object<string,Array<NodeVar>|number>} */ this.vars = {}; /** * This dictionary holds the declarations for each shader stage. * * @type {Object} */ this.declarations = {}; /** * Current code flow. * All code generated in this stack will be stored in `.flow`. * * @type {{code: string}} */ this.flow = { code: '' }; /** * A chain of nodes. * Used to check recursive calls in node-graph. * * @type {Array<Node>} */ this.chaining = []; /** * The current stack. * This reflects the current process in the code block hierarchy, * it is useful to know if the current process is inside a conditional for example. * * @type {StackNode} */ this.stack = (0, _StackNode.stack)(); /** * List of stack nodes. * The current stack hierarchy is stored in an array. * * @type {Array<StackNode>} */ this.stacks = []; /** * A tab value. Used for shader string generation. * * @type {string} * @default '\t' */ this.tab = '\t'; /** * Reference to the current function node. * * @type {?FunctionNode} * @default null */ this.currentFunctionNode = null; /** * The builder's context. * * @type {Object} */ this.context = { material: this.material }; /** * The builder's cache. * * @type {NodeCache} */ this.cache = new _NodeCache.default(); /** * Since the {@link NodeBuilder#cache} might be temporarily * overwritten by other caches, this member retains the reference * to the builder's own cache. * * @type {NodeCache} * @default this.cache */ this.globalCache = this.cache; this.flowsData = new WeakMap(); /** * The current shader stage. * * @type {?('vertex'|'fragment'|'compute'|'any')} */ this.shaderStage = null; /** * The current build stage. * * @type {?('setup'|'analyze'|'generate')} */ this.buildStage = null; } /** * Returns the bind groups of the current renderer. * * @return {ChainMap} The cache. */ getBindGroupsCache() { let bindGroupsCache = rendererCache.get(this.renderer); if (bindGroupsCache === undefined) { bindGroupsCache = new _ChainMap.default(); rendererCache.set(this.renderer, bindGroupsCache); } return bindGroupsCache; } /** * Factory method for creating an instance of {@link RenderTarget} with the given * dimensions and options. * * @param {number} width - The width of the render target. * @param {number} height - The height of the render target. * @param {Object} options - The options of the render target. * @return {RenderTarget} The render target. */ createRenderTarget(width, height, options) { return new _RenderTarget.RenderTarget(width, height, options); } /** * Factory method for creating an instance of {@link CubeRenderTarget} with the given * dimensions and options. * * @param {number} size - The size of the cube render target. * @param {Object} options - The options of the cube render target. * @return {CubeRenderTarget} The cube render target. */ createCubeRenderTarget(size, options) { return new _CubeRenderTarget.default(size, options); } /** * Whether the given node is included in the internal array of nodes or not. * * @param {Node} node - The node to test. * @return {boolean} Whether the given node is included in the internal array of nodes or not. */ includes(node) { return this.nodes.includes(node); } /** * Returns the output struct name which is required by * {@link OutputStructNode}. * * @abstract * @return {string} The name of the output struct. */ getOutputStructName() {} /** * Returns a bind group for the given group name and binding. * * @private * @param {string} groupName - The group name. * @param {Array<NodeUniformsGroup>} bindings - List of bindings. * @return {BindGroup} The bind group */ _getBindGroup(groupName, bindings) { const bindGroupsCache = this.getBindGroupsCache(); // const bindingsArray = []; let sharedGroup = true; for (const binding of bindings) { bindingsArray.push(binding); sharedGroup = sharedGroup && binding.groupNode.shared !== true; } // let bindGroup; if (sharedGroup) { bindGroup = bindGroupsCache.get(bindingsArray); if (bindGroup === undefined) { bindGroup = new _BindGroup.default(groupName, bindingsArray, this.bindingsIndexes[groupName].group, bindingsArray); bindGroupsCache.set(bindingsArray, bindGroup); } } else { bindGroup = new _BindGroup.default(groupName, bindingsArray, this.bindingsIndexes[groupName].group, bindingsArray); } return bindGroup; } /** * Returns an array of node uniform groups for the given group name and shader stage. * * @param {string} groupName - The group name. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. * @return {Array<NodeUniformsGroup>} The array of node uniform groups. */ getBindGroupArray(groupName, shaderStage) { const bindings = this.bindings[shaderStage]; let bindGroup = bindings[groupName]; if (bindGroup === undefined) { if (this.bindingsIndexes[groupName] === undefined) { this.bindingsIndexes[groupName] = { binding: 0, group: Object.keys(this.bindingsIndexes).length }; } bindings[groupName] = bindGroup = []; } return bindGroup; } /** * Returns a list bindings of all shader stages separated by groups. * * @return {Array<BindGroup>} The list of bindings. */ getBindings() { let bindingsGroups = this.bindGroups; if (bindingsGroups === null) { const groups = {}; const bindings = this.bindings; for (const shaderStage of _constants.shaderStages) { for (const groupName in bindings[shaderStage]) { const uniforms = bindings[shaderStage][groupName]; const groupUniforms = groups[groupName] || (groups[groupName] = []); groupUniforms.push(...uniforms); } } bindingsGroups = []; for (const groupName in groups) { const group = groups[groupName]; const bindingsGroup = this._getBindGroup(groupName, group); bindingsGroups.push(bindingsGroup); } this.bindGroups = bindingsGroups; } return bindingsGroups; } /** * Sorts the bind groups and updates {@link NodeBuilder#bindingsIndexes}. */ sortBindingGroups() { const bindingsGroups = this.getBindings(); bindingsGroups.sort((a, b) => a.bindings[0].groupNode.order - b.bindings[0].groupNode.order); for (let i = 0; i < bindingsGroups.length; i++) { const bindingGroup = bindingsGroups[i]; this.bindingsIndexes[bindingGroup.name].group = i; bindingGroup.index = i; } } /** * The builder maintains each node in a hash-based dictionary. * This method sets the given node (value) with the given hash (key) into this dictionary. * * @param {Node} node - The node to add. * @param {number} hash - The hash of the node. */ setHashNode(node, hash) { this.hashNodes[hash] = node; } /** * Adds a node to this builder. * * @param {Node} node - The node to add. */ addNode(node) { if (this.nodes.includes(node) === false) { this.nodes.push(node); this.setHashNode(node, node.getHash(this)); } } /** * It is used to add Nodes that will be used as FRAME and RENDER events, * and need to follow a certain sequence in the calls to work correctly. * This function should be called after 'setup()' in the 'build()' process to ensure that the child nodes are processed first. * * @param {Node} node - The node to add. */ addSequentialNode(node) { if (this.sequentialNodes.includes(node) === false) { this.sequentialNodes.push(node); } } /** * Checks the update types of nodes */ buildUpdateNodes() { for (const node of this.nodes) { const updateType = node.getUpdateType(); if (updateType !== _constants.NodeUpdateType.NONE) { this.updateNodes.push(node.getSelf()); } } for (const node of this.sequentialNodes) { const updateBeforeType = node.getUpdateBeforeType(); const updateAfterType = node.getUpdateAfterType(); if (updateBeforeType !== _constants.NodeUpdateType.NONE) { this.updateBeforeNodes.push(node.getSelf()); } if (updateAfterType !== _constants.NodeUpdateType.NONE) { this.updateAfterNodes.push(node.getSelf()); } } } /** * A reference the current node which is the * last node in the chain of nodes. * * @type {Node} */ get currentNode() { return this.chaining[this.chaining.length - 1]; } /** * Whether the given texture is filtered or not. * * @param {Texture} texture - The texture to check. * @return {boolean} Whether the given texture is filtered or not. */ isFilteredTexture(texture) { return texture.magFilter === _constants2.LinearFilter || texture.magFilter === _constants2.LinearMipmapNearestFilter || texture.magFilter === _constants2.NearestMipmapLinearFilter || texture.magFilter === _constants2.LinearMipmapLinearFilter || texture.minFilter === _constants2.LinearFilter || texture.minFilter === _constants2.LinearMipmapNearestFilter || texture.minFilter === _constants2.NearestMipmapLinearFilter || texture.minFilter === _constants2.LinearMipmapLinearFilter; } /** * Adds the given node to the internal node chain. * This is used to check recursive calls in node-graph. * * @param {Node} node - The node to add. */ addChain(node) { /* if ( this.chaining.indexOf( node ) !== - 1 ) { console.warn( 'Recursive node: ', node ); } */ this.chaining.push(node); } /** * Removes the given node from the internal node chain. * * @param {Node} node - The node to remove. */ removeChain(node) { const lastChain = this.chaining.pop(); if (lastChain !== node) { throw new Error('NodeBuilder: Invalid node chaining!'); } } /** * Returns the native shader method name for a given generic name. E.g. * the method name `textureDimensions` matches the WGSL name but must be * resolved to `textureSize` in GLSL. * * @abstract * @param {string} method - The method name to resolve. * @return {string} The resolved method name. */ getMethod(method) { return method; } /** * Returns a node for the given hash, see {@link NodeBuilder#setHashNode}. * * @param {number} hash - The hash of the node. * @return {Node} The found node. */ getNodeFromHash(hash) { return this.hashNodes[hash]; } /** * Adds the Node to a target flow so that it can generate code in the 'generate' process. * * @param {('vertex'|'fragment'|'compute')} shaderStage - The shader stage. * @param {Node} node - The node to add. * @return {Node} The node. */ addFlow(shaderStage, node) { this.flowNodes[shaderStage].push(node); return node; } /** * Sets builder's context. * * @param {Object} context - The context to set. */ setContext(context) { this.context = context; } /** * Returns the builder's current context. * * @return {Object} The builder's current context. */ getContext() { return this.context; } /** * Gets a context used in shader construction that can be shared across different materials. * This is necessary since the renderer cache can reuse shaders generated in one material and use them in another. * * @return {Object} The builder's current context without material. */ getSharedContext() { const context = { ...this.context }; delete context.material; return this.context; } /** * Sets builder's cache. * * @param {NodeCache} cache - The cache to set. */ setCache(cache) { this.cache = cache; } /** * Returns the builder's current cache. * * @return {NodeCache} The builder's current cache. */ getCache() { return this.cache; } /** * Returns a cache for the given node. * * @param {Node} node - The node. * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not. * @return {NodeCache} The cache. */ getCacheFromNode(node, parent = true) { const data = this.getDataFromNode(node); if (data.cache === undefined) data.cache = new _NodeCache.default(parent ? this.getCache() : null); return data.cache; } /** * Whether the requested feature is available or not. * * @abstract * @param {string} name - The requested feature. * @return {boolean} Whether the requested feature is supported or not. */ isAvailable( /*name*/ ) { return false; } /** * Returns the vertexIndex input variable as a native shader string. * * @abstract * @return {string} The instanceIndex shader string. */ getVertexIndex() { console.warn('Abstract function.'); } /** * Returns the instanceIndex input variable as a native shader string. * * @abstract * @return {string} The instanceIndex shader string. */ getInstanceIndex() { console.warn('Abstract function.'); } /** * Returns the drawIndex input variable as a native shader string. * Only relevant for WebGL and its `WEBGL_multi_draw` extension. * * @abstract * @return {?string} The drawIndex shader string. */ getDrawIndex() { console.warn('Abstract function.'); } /** * Returns the frontFacing input variable as a native shader string. * * @abstract * @return {string} The frontFacing shader string. */ getFrontFacing() { console.warn('Abstract function.'); } /** * Returns the fragCoord input variable as a native shader string. * * @abstract * @return {string} The fragCoord shader string. */ getFragCoord() { console.warn('Abstract function.'); } /** * Whether to flip texture data along its vertical axis or not. WebGL needs * this method evaluate to `true`, WebGPU to `false`. * * @abstract * @return {boolean} Whether to flip texture data along its vertical axis or not. */ isFlipY() { return false; } /** * Calling this method increases the usage count for the given node by one. * * @param {Node} node - The node to increase the usage count for. * @return {number} The updated usage count. */ increaseUsage(node) { const nodeData = this.getDataFromNode(node); nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1; return nodeData.usageCount; } /** * Generates a texture sample shader string for the given texture data. * * @abstract * @param {Texture} texture - The texture. * @param {string} textureProperty - The texture property name. * @param {string} uvSnippet - Snippet defining the texture coordinates. * @return {string} The generated shader string. */ generateTexture( /* texture, textureProperty, uvSnippet */ ) { console.warn('Abstract function.'); } /** * Generates a texture LOD shader string for the given texture data. * * @abstract * @param {Texture} texture - The texture. * @param {string} textureProperty - The texture property name. * @param {string} uvSnippet - Snippet defining the texture coordinates. * @param {?string} depthSnippet - Snippet defining the 0-based texture array index to sample. * @param {string} levelSnippet - Snippet defining the mip level. * @return {string} The generated shader string. */ generateTextureLod( /* texture, textureProperty, uvSnippet, depthSnippet, levelSnippet */ ) { console.warn('Abstract function.'); } /** * Generates the array declaration string. * * @param {string} type - The type. * @param {?number} [count] - The count. * @return {string} The generated value as a shader string. */ generateArrayDeclaration(type, count) { return this.getType(type) + '[ ' + count + ' ]'; } /** * Generates the array shader string for the given type and value. * * @param {string} type - The type. * @param {?number} [count] - The count. * @param {?Array<Node>} [values=null] - The default values. * @return {string} The generated value as a shader string. */ generateArray(type, count, values = null) { let snippet = this.generateArrayDeclaration(type, count) + '( '; for (let i = 0; i < count; i++) { const value = values ? values[i] : null; if (value !== null) { snippet += value.build(this, type); } else { snippet += this.generateConst(type); } if (i < count - 1) snippet += ', '; } snippet += ' )'; return snippet; } /** * Generates the struct shader string. * * @param {string} type - The type. * @param {Array<Object>} [membersLayout] - The count. * @param {?Array<Node>} [values=null] - The default values. * @return {string} The generated value as a shader string. */ generateStruct(type, membersLayout, values = null) { const snippets = []; for (const member of membersLayout) { const { name, type } = member; if (values && values[name] && values[name].isNode) { snippets.push(values[name].build(this, type)); } else { snippets.push(this.generateConst(type)); } } return type + '( ' + snippets.join(', ') + ' )'; } /** * Generates the shader string for the given type and value. * * @param {string} type - The type. * @param {?any} [value=null] - The value. * @return {string} The generated value as a shader string. */ generateConst(type, value = null) { if (value === null) { if (type === 'float' || type === 'int' || type === 'uint') value = 0;else if (type === 'bool') value = false;else if (type === 'color') value = new _Color.Color();else if (type === 'vec2') value = new _Vector.Vector2();else if (type === 'vec3') value = new _Vector2.Vector3();else if (type === 'vec4') value = new _Vector3.Vector4(); } if (type === 'float') return toFloat(value); if (type === 'int') return `${Math.round(value)}`; if (type === 'uint') return value >= 0 ? `${Math.round(value)}u` : '0u'; if (type === 'bool') return value ? 'true' : 'false'; if (type === 'color') return `${this.getType('vec3')}( ${toFloat(value.r)}, ${toFloat(value.g)}, ${toFloat(value.b)} )`; const typeLength = this.getTypeLength(type); const componentType = this.getComponentType(type); const generateConst = value => this.generateConst(componentType, value); if (typeLength === 2) { return `${this.getType(type)}( ${generateConst(value.x)}, ${generateConst(value.y)} )`; } else if (typeLength === 3) { return `${this.getType(type)}( ${generateConst(value.x)}, ${generateConst(value.y)}, ${generateConst(value.z)} )`; } else if (typeLength === 4 && type !== 'mat2') { return `${this.getType(type)}( ${generateConst(value.x)}, ${generateConst(value.y)}, ${generateConst(value.z)}, ${generateConst(value.w)} )`; } else if (typeLength >= 4 && value && (value.isMatrix2 || value.isMatrix3 || value.isMatrix4)) { return `${this.getType(type)}( ${value.elements.map(generateConst).join(', ')} )`; } else if (typeLength > 4) { return `${this.getType(type)}()`; } throw new Error(`NodeBuilder: Type '${type}' not found in generate constant attempt.`); } /** * It might be necessary to convert certain data types to different ones * so this method can be used to hide the conversion. * * @param {string} type - The type. * @return {string} The updated type. */ getType(type) { if (type === 'color') return 'vec3'; return type; } /** * Whether the given attribute name is defined in the geometry or not. * * @param {string} name - The attribute name. * @return {boolean} Whether the given attribute name is defined in the geometry. */ hasGeometryAttribute(name) { return this.geometry && this.geometry.getAttribute(name) !== undefined; } /** * Returns a node attribute for the given name and type. * * @param {string} name - The attribute's name. * @param {string} type - The attribute's type. * @return {NodeAttribute} The node attribute. */ getAttribute(name, type) { const attributes = this.attributes; // find attribute for (const attribute of attributes) { if (attribute.name === name) { return attribute; } } // create a new if no exist const attribute = new _NodeAttribute.default(name, type); this.registerDeclaration(attribute); attributes.push(attribute); return attribute; } /** * Returns for the given node and shader stage the property name for the shader. * * @param {Node} node - The node. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. * @return {string} The property name. */ getPropertyName(node /*, shaderStage*/) { return node.name; } /** * Whether the given type is a vector type or not. * * @param {string} type - The type to check. * @return {boolean} Whether the given type is a vector type or not. */ isVector(type) { return /vec\d/.test(type); } /** * Whether the given type is a matrix type or not. * * @param {string} type - The type to check. * @return {boolean} Whether the given type is a matrix type or not. */ isMatrix(type) { return /mat\d/.test(type); } /** * Whether the given type is a reference type or not. * * @param {string} type - The type to check. * @return {boolean} Whether the given type is a reference type or not. */ isReference(type) { return type === 'void' || type === 'property' || type === 'sampler' || type === 'samplerComparison' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D'; } /** * Checks if the given texture requires a manual conversion to the working color space. * * @abstract * @param {Texture} texture - The texture to check. * @return {boolean} Whether the given texture requires a conversion to working color space or not. */ needsToWorkingColorSpace( /*texture*/ ) { return false; } /** * Returns the component type of a given texture. * * @param {Texture} texture - The texture. * @return {string} The component type. */ getComponentTypeFromTexture(texture) { const type = texture.type; if (texture.isDataTexture) { if (type === _constants2.IntType) return 'int'; if (type === _constants2.UnsignedIntType) return 'uint'; } return 'float'; } /** * Returns the element type for a given type. * * @param {string} type - The type. * @return {string} The element type. */ getElementType(type) { if (type === 'mat2') return 'vec2'; if (type === 'mat3') return 'vec3'; if (type === 'mat4') return 'vec4'; return this.getComponentType(type); } /** * Returns the component type for a given type. * * @param {string} type - The type. * @return {string} The component type. */ getComponentType(type) { type = this.getVectorType(type); if (type === 'float' || type === 'bool' || type === 'int' || type === 'uint') return type; const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec(type); if (componentType === null) return null; if (componentType[1] === 'b') return 'bool'; if (componentType[1] === 'i') return 'int'; if (componentType[1] === 'u') return 'uint'; return 'float'; } /** * Returns the vector type for a given type. * * @param {string} type - The type. * @return {string} The vector type. */ getVectorType(type) { if (type === 'color') return 'vec3'; if (type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D') return 'vec4'; return type; } /** * Returns the data type for the given the length and component type. * * @param {number} length - The length. * @param {string} [componentType='float'] - The component type. * @return {string} The type. */ getTypeFromLength(length, componentType = 'float') { if (length === 1) return componentType; let baseType = (0, _NodeUtils.getTypeFromLength)(length); const prefix = componentType === 'float' ? '' : componentType[0]; // fix edge case for mat2x2 being same size as vec4 if (/mat2/.test(componentType) === true) { baseType = baseType.replace('vec', 'mat'); } return prefix + baseType; } /** * Returns the type for a given typed array. * * @param {TypedArray} array - The typed array. * @return {string} The type. */ getTypeFromArray(array) { return typeFromArray.get(array.constructor); } /** * Returns the type is an integer type. * * @param {string} type - The type. * @return {boolean} Whether the type is an integer type or not. */ isInteger(type) { return /int|uint|(i|u)vec/.test(type); } /** * Returns the type for a given buffer attribute. * * @param {BufferAttribute} attribute - The buffer attribute. * @return {string} The type. */ getTypeFromAttribute(attribute) { let dataAttribute = attribute; if (attribute.isInterleavedBufferAttribute) dataAttribute = attribute.data; const array = dataAttribute.array; const itemSize = attribute.itemSize; const normalized = attribute.normalized; let arrayType; if (!(attribute instanceof _BufferAttribute.Float16BufferAttribute) && normalized !== true) { arrayType = this.getTypeFromArray(array); } return this.getTypeFromLength(itemSize, arrayType); } /** * Returns the length for the given data type. * * @param {string} type - The data type. * @return {number} The length. */ getTypeLength(type) { const vecType = this.getVectorType(type); const vecNum = /vec([2-4])/.exec(vecType); if (vecNum !== null) return Number(vecNum[1]); if (vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint') return 1; if (/mat2/.test(type) === true) return 4; if (/mat3/.test(type) === true) return 9; if (/mat4/.test(type) === true) return 16; return 0; } /** * Returns the vector type for a given matrix type. * * @param {string} type - The matrix type. * @return {string} The vector type. */ getVectorFromMatrix(type) { return type.replace('mat', 'vec'); } /** * For a given type this method changes the component type to the * given value. E.g. `vec4` should be changed to the new component type * `uint` which results in `uvec4`. * * @param {string} type - The type. * @param {string} newComponentType - The new component type. * @return {string} The new type. */ changeComponentType(type, newComponentType) { return this.getTypeFromLength(this.getTypeLength(type), newComponentType); } /** * Returns the integer type pendant for the given type. * * @param {string} type - The type. * @return {string} The integer type. */ getIntegerType(type) { const componentType = this.getComponentType(type); if (componentType === 'int' || componentType === 'uint') return type; return this.changeComponentType(type, 'int'); } /** * Adds a stack node to the internal stack. * * @return {StackNode} The added stack node. */ addStack() { this.stack = (0, _StackNode.stack)(this.stack); this.stacks.push((0, _TSLBase.getCurrentStack)() || this.stack); (0, _TSLBase.setCurrentStack)(this.stack); return this.stack; } /** * Removes the last stack node from the internal stack. * * @return {StackNode} The removed stack node. */ removeStack() { const lastStack = this.stack; this.stack = lastStack.parent; (0, _TSLBase.setCurrentStack)(this.stacks.pop()); return lastStack; } /** * The builder maintains (cached) data for each node during the building process. This method * can be used to get these data for a specific shader stage and cache. * * @param {Node} node - The node to get the data for. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. * @param {?NodeCache} cache - An optional cache. * @return {Object} The node data. */ getDataFromNode(node, shaderStage = this.shaderStage, cache = null) { cache = cache === null ? node.isGlobal(this) ? this.globalCache : this.cache : cache; let nodeData = cache.getData(node); if (nodeData === undefined) { nodeData = {}; cache.setData(node, nodeData); } if (nodeData[shaderStage] === undefined) nodeData[shaderStage] = {}; return nodeData[shaderStage]; } /** * Returns the properties for the given node and shader stage. * * @param {Node} node - The node to get the properties for. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage='any'] - The shader stage. * @return {Object} The node properties. */ getNodeProperties(node, shaderStage = 'any') { const nodeData = this.getDataFromNode(node, shaderStage); return nodeData.properties || (nodeData.properties = { outputNode: null }); } /** * Returns an instance of {@link NodeAttribute} for the given buffer attribute node. * * @param {BufferAttributeNode} node - The buffer attribute node. * @param {string} type - The node type. * @return {NodeAttribute} The node attribute. */ getBufferAttributeFromNode(node, type) { const nodeData = this.getDataFromNode(node); let bufferAttribute = nodeData.bufferAttribute; if (bufferAttribute === undefined) { const index = this.uniforms.index++; bufferAttribute = new _NodeAttribute.default('nodeAttribute' + index, type, node); this.bufferAttributes.push(bufferAttribute); nodeData.bufferAttribute = bufferAttribute; } return bufferAttribute; } /** * Returns an instance of {@link StructType} for the given output struct node. * * @param {OutputStructNode} node - The output struct node. * @param {Array<Object>} membersLayout - The output struct types. * @param {?string} [name=null] - The name of the struct. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. * @return {StructType} The struct type attribute. */ getStructTypeFromNode(node, membersLayout, name = null, shaderStage = this.shaderStage) { const nodeData = this.getDataFromNode(node, shaderStage, this.globalCache); let structType = nodeData.structType; if (structType === undefined) { const index = this.structs.index++; if (name === null) name = 'StructType' + index; structType = new _StructType.default(name, membersLayout); this.structs[shaderStage].push(structType); nodeData.structType = structType; } return structType; } /** * Returns an instance of {@link StructType} for the given output struct node. * * @param {OutputStructNode} node - The output struct node. * @param {Array<Object>} membersLayout - The output struct types. * @return {StructType} The struct type attribute. */ getOutputStructTypeFromNode(node, membersLayout) { const structType = this.getStructTypeFromNode(node, membersLayout, 'OutputType', 'fragment'); structType.output = true; return structType; } /** * Returns an instance of {@link NodeUniform} for the given uniform node. * * @param {UniformNode} node - The uniform node. * @param {string} type - The uniform type. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. * @param {?string} name - The name of the uniform. * @return {NodeUniform} The node uniform. */ getUniformFromNode(node, type, shaderStage = this.shaderStage, name = null) { const nodeData = this.getDataFromNode(node, shaderStage, this.globalCache); let nodeUniform = nodeData.uniform; if (nodeUniform === undefined) { const index = this.uniforms.index++; nodeUniform = new _NodeUniform.default(name || 'nodeUniform' + index, type, node); this.uniforms[shaderStage].push(nodeUniform); this.registerDeclaration(nodeUniform); nodeData.uniform = nodeUniform; } return nodeUniform; } /** * Returns the array length. * * @param {Node} node - The node. * @return {?number} The array length. */ getArrayCount(node) { let count = null; if (node.isArrayNode) count = node.count;else if (node.isVarNode && node.node.isArrayNode) count = node.node.count; return count; } /** * Returns an instance of {@link NodeVar} for the given variable node. * * @param {VarNode} node - The variable node. * @param {?string} name - The variable's name. * @param {string} [type=node.getNodeType( this )] - The variable's type. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. * @param {boolean} [readOnly=false] - Whether the variable is read-only or not. * * @return {NodeVar} The node variable. */ getVarFromNode(node, name = null, type = node.getNodeType(this), shaderStage = this.shaderStage, readOnly = false) { const nodeData = this.getDataFromNode(node, shaderStage); let nodeVar = nodeData.variable; if (nodeVar === undefined) { const idNS = readOnly ? '_const' : '_var'; const vars = this.vars[shaderStage] || (this.vars[shaderStage] = []); const id = this.vars[idNS] || (this.vars[idNS] = 0); if (name === null) { name = (readOnly ? 'nodeConst' : 'nodeVar') + id; this.vars[idNS]++; } // const count = this.getArrayCount(node); nodeVar = new _NodeVar.default(name, type, readOnly, count); if (!readOnly) { vars.push(nodeVar); } this.registerDeclaration(nodeVar); nodeData.variable = nodeVar; } return nodeVar; } /** * Returns whether a Node or its flow is deterministic, useful for use in `const`. * * @param {Node} node - The varying node. * @return {boolean} Returns true if deterministic. */ isDeterministic(node) { if (node.isMathNode) { return this.isDeterministic(node.aNode) && (node.bNode ? this.isDeterministic(node.bNode) : true) && (node.cNode ? this.isDeterministic(node.cNode) : true); } else if (node.isOperatorNode) { return this.isDeterministic(node.aNode) && (node.bNode ? this.isDeterministic(node.bNode) : true); } else if (node.isArrayNode) { if (node.values !== null) { for (const n of node.values) { if (!this.isDeterministic(n)) { return false; } } } return true; } else if (node.isConstNode) { return true; } return false; } /** * Returns an instance of {@link NodeVarying} for the given varying node. * * @param {(VaryingNode|PropertyNode)} node - The varying node. * @param {?string} name - The varying's name. * @param {string} [type=node.getNodeType( this )] - The varying's type. * @return {NodeVar} The node varying. */ getVaryingFromNode(node, name = null, type = node.getNodeType(this)) { const nodeData = this.getDataFromNode(node, 'any'); let nodeVarying = nodeData.varying; if (nodeVarying === undefined) { const varyings = this.varyings; const index = varyings.length; if (name === null) name = 'nodeVarying' + index; nodeVarying = new _NodeVarying.default(name, type); varyings.push(nodeVarying); this.registerDeclaration(nodeVarying); nodeData.varying = nodeVarying; } return nodeVarying; } /** * Registers a node declaration in the current shader stage. * * @param {Object} node - The node to be registered. */ registerDeclaration(node) { const shaderStage = this.shaderStage; const declarations = this.declarations[shaderStage] || (this.declarations[shaderStage] = {}); const property = this.getPropertyName(node); let index = 1; let name = property; // Automatically renames the property if the name is already in use. while (declarations[name] !== undefined) { name = property + '_' + index++; } declarations[name] = node; if (index > 1) { node.name = name; console.warn(`THREE.TSL: Declaration name '${property}' of '${node.type}' already in use. Renamed to '${name}'.`); } } /** * Returns an instance of {@link NodeCode} for the given code node. * * @param {CodeNode} node - The code node. * @param {string} type - The node type. * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. * @return {NodeCode} The node code. */ getCodeFromNode(node, type, shaderStage = this.shaderStage) { const nodeData = this.getDataFromNode(node); let nodeCode = nodeData.code; if (nodeCode === undefined) { const codes = this.codes[shaderStage] || (this.codes[shaderStage] = []); const index = codes.length; nodeCode = new _NodeCode.default('nodeCode' + index, type); codes.push(nodeCode); nodeData.code = nodeCode; } return nodeCode; } /** * Adds a code flow based on the code-block hierarchy. * This is used so that code-blocks like If,Else create their variables locally if the Node * is only used inside one of these conditionals in the current shader stage. * * @param {Node} node - The node to add. * @param {Node} nodeBlock - Node-based code-block. Usually 'ConditionalNode'. */ addFlowCodeHierarchy(node, nodeBlock) { const { flowCodes, flowCodeBlock } = this.getDataFromNode(node); let needsFlowCode = true; let nodeBlockHierarchy = nodeBlock; while (nodeBlockHierarchy) { if (flowCodeBlock.get(nodeBlockHierarchy) === true) { needsFlowCode = false; break; } nodeBlockHierarchy = this.getDataFromNode(nodeBlockHierarchy).parentNodeBlock; } if (needsFlowCode) { for (const flowCode of flowCodes) { this.addLineFlowCode(flowCode); } } } /** * Add a inline-code to the current flow code-block. * * @param {Node} node - The node to add. * @param {string} code - The code to add. * @param {Node} nodeBlock - Current ConditionalNode */ addLineFlowCodeBlock(node, code, nodeBlock) { const nodeData = this.getDataFromNode(node); const flowCodes = nodeData.flowCodes || (nodeData.flowCodes = []); const codeBlock = nodeData.flowCodeBlock || (nodeData.flowCodeBlock = new WeakMap()); flowCodes.push(code); codeBlock.set(nodeBlock, true); } /** * Add a inline-code to the current flow. * * @param {string} code - The code to add. * @param {?Node} [node= null] - Optional Node, can help the system understand if the Node is part of a code-block. * @return {NodeBuilder} A reference to this node builder. */ addLineFlowCode(code, node = null) { if (code === '') return this; if (node !== null && this.context.nodeBlock) { this.addLineFlowCodeBlock(node, code, this.context.nodeBlock); } code = this.tab + code; if (!/;\s*$/.test(code)) { code = code + ';\n'; } this.flow.code += code; return this; } /** * Adds a code to the current code flow. * * @param {string} code - Shader code. * @return {NodeBuilder} A reference to this node builder. */ addFlowCode(code) { this.flow.code += code; return this; } /** * Add tab in the code that will be generated so that other snippets respect the current tabulation. * Typically used in codes with If,Else. * * @return {NodeBuilder} A reference to this node builder. */ addFlowTab() { this.tab += '\t'; return this; } /** * Removes a tab. * * @return {NodeBuilder} A reference to this node builder. */ removeFlowTab() { this.tab = this.tab.slice(0, -1); return this; } /** * Gets the current flow data based on a Node. * * @param {Node} node - Node that the flow was started. * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. * @return {Object} The flow data. */ getFlowData(node /*, shaderStage*/) { return this.flowsData.get(node); } /** * Executes the node flow based on a root node to generate the final shader code. * * @param {Node} node - The node to execute. * @return {Object} The code flow. */ flowNode(node) { const output = node.getNodeType(this); const flowData = this.flowChildNode(node, output); this.flowsData.set(node, flowData); return flowData; } /** * Includes a node in the current function node. * * @param {Node} node - The node to include. * @returns {void} */ addInclude(node) { if (this.currentFunctionNode !== null) { this.currentFunctionNode.includes.push(node); } } /** * Returns the native shader operator name for a given generic name. * It is a similar type of method like {@link NodeBuilder#getMethod}. * * @param {ShaderNodeInternal} shaderNode - The shader node to build the function node with. * @return {FunctionNode} The build function node. */ buildFunctionNode(shaderNode) { const fn = new _FunctionNod