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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.textureStore = exports.storageTexture = exports.default = void 0; var _TextureNode = _interopRequireDefault(require("./TextureNode.js")); var _TSLBase = require("../tsl/TSLBase.js"); var _constants = require("../core/constants.js"); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } /** * This special version of a texture node can be used to * write data into a storage texture with a compute shader. * * ```js * const storageTexture = new THREE.StorageTexture( width, height ); * * const computeTexture = Fn( ( { storageTexture } ) => { * * const posX = instanceIndex.mod( width ); * const posY = instanceIndex.div( width ); * const indexUV = uvec2( posX, posY ); * * // generate RGB values * * const r = 1; * const g = 1; * const b = 1; * * textureStore( storageTexture, indexUV, vec4( r, g, b, 1 ) ).toWriteOnly(); * * } ); * * const computeNode = computeTexture( { storageTexture } ).compute( width * height ); * renderer.computeAsync( computeNode ); * ``` * * This node can only be used with a WebGPU backend. * * @augments TextureNode */ class StorageTextureNode extends _TextureNode.default { static get type() { return 'StorageTextureNode'; } /** * Constructs a new storage texture node. * * @param {StorageTexture} value - The storage texture. * @param {Node<vec2|vec3>} uvNode - The uv node. * @param {?Node} [storeNode=null] - The value node that should be stored in the texture. */ constructor(value, uvNode, storeNode = null) { super(value, uvNode); /** * The value node that should be stored in the texture. * * @type {?Node} * @default null */ this.storeNode = storeNode; /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isStorageTextureNode = true; /** * The access type of the texture node. * * @type {string} * @default 'writeOnly' */ this.access = _constants.NodeAccess.WRITE_ONLY; } /** * Overwrites the default implementation to return a fixed value `'storageTexture'`. * * @param {NodeBuilder} builder - The current node builder. * @return {string} The input type. */ getInputType( /*builder*/ ) { return 'storageTexture'; } setup(builder) { super.setup(builder); const properties = builder.getNodeProperties(this); properties.storeNode = this.storeNode; } /** * Defines the node access. * * @param {string} value - The node access. * @return {StorageTextureNode} A reference to this node. */ setAccess(value) { this.access = value; return this; } /** * Generates the code snippet of the storage node. If no `storeNode` * is defined, the texture node is generated as normal texture. * * @param {NodeBuilder} builder - The current node builder. * @param {string} output - The current output. * @return {string} The generated code snippet. */ generate(builder, output) { let snippet; if (this.storeNode !== null) { snippet = this.generateStore(builder); } else { snippet = super.generate(builder, output); } return snippet; } /** * Convenience method for configuring a read/write node access. * * @return {StorageTextureNode} A reference to this node. */ toReadWrite() { return this.setAccess(_constants.NodeAccess.READ_WRITE); } /** * Convenience method for configuring a read-only node access. * * @return {StorageTextureNode} A reference to this node. */ toReadOnly() { return this.setAccess(_constants.NodeAccess.READ_ONLY); } /** * Convenience method for configuring a write-only node access. * * @return {StorageTextureNode} A reference to this node. */ toWriteOnly() { return this.setAccess(_constants.NodeAccess.WRITE_ONLY); } /** * Generates the code snippet of the storage texture node. * * @param {NodeBuilder} builder - The current node builder. */ generateStore(builder) { const properties = builder.getNodeProperties(this); const { uvNode, storeNode } = properties; const textureProperty = super.generate(builder, 'property'); const uvSnippet = uvNode.build(builder, 'uvec2'); const storeSnippet = storeNode.build(builder, 'vec4'); const snippet = builder.generateTextureStore(builder, textureProperty, uvSnippet, storeSnippet); builder.addLineFlowCode(snippet, this); } } var _default = exports.default = StorageTextureNode; /** * TSL function for creating a storage texture node. * * @tsl * @function * @param {StorageTexture} value - The storage texture. * @param {?Node<vec2|vec3>} uvNode - The uv node. * @param {?Node} [storeNode=null] - The value node that should be stored in the texture. * @returns {StorageTextureNode} */ const storageTexture = exports.storageTexture = /*@__PURE__*/(0, _TSLBase.nodeProxy)(StorageTextureNode).setParameterLength(1, 3); /** * TODO: Explain difference to `storageTexture()`. * * @tsl * @function * @param {StorageTexture} value - The storage texture. * @param {Node<vec2|vec3>} uvNode - The uv node. * @param {?Node} [storeNode=null] - The value node that should be stored in the texture. * @returns {StorageTextureNode} */ const textureStore = (value, uvNode, storeNode) => { const node = storageTexture(value, uvNode, storeNode); if (storeNode !== null) node.append(); return node; }; exports.textureStore = textureStore;