@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
348 lines (347 loc) • 13.3 kB
JavaScript
;
import {
BaseJsShaderAssembler,
INSERT_DEFINE_AFTER,
INSERT_BODY_AFTER,
INSERT_MEMBERS_AFTER,
INSERT_CONSTRUCTOR_AFTER
} from "../_Base";
import { JsShaderConfig } from "../../configs/ShaderConfig";
import { VariableConfig } from "../../configs/VariableConfig";
import { JsFunctionName } from "../../../../utils/shaders/ShaderName";
import { JsConnectionPointType, JsConnectionPoint } from "../../../../utils/io/connections/Js";
import { Euler, Matrix4, Quaternion, Vector3 } from "three";
import { Poly } from "../../../../../Poly";
import { PrettierController } from "../../../../../../core/code/PrettierController";
import { ObjectBuilderAssemblerConstant, ObjectVariable } from "./ObjectBuilderAssemblerCommon";
import { AttributeJsNodeInput } from "../../../Attribute";
const TEMPLATE = `
${INSERT_DEFINE_AFTER}
${INSERT_MEMBERS_AFTER}
${INSERT_CONSTRUCTOR_AFTER}
const CustomObjectBuilderEvaluator = function(){
${INSERT_BODY_AFTER}
`;
const CLOSE_CLASS_DEFINITION = `};
return CustomObjectBuilderEvaluator;`;
export class JsAssemblerObjectBuilder extends BaseJsShaderAssembler {
// private _function: Function | undefined;
// private _uniforms: IUniforms | undefined;
// private _functionsByName: Map<string, Function> = new Map();
makeFunctionNodeDirtyOnChange() {
return true;
}
templateShader() {
return {
main: TEMPLATE
};
}
spareParamsOptions(options) {
const _options = {
spare: true,
// computeOnDirty: true, // not needed if cook option is not set
// cook: false, // for SDFBuilder, the node needs to recook
// important for texture nodes
// that compute after being found by the nodepath param
dependentOnFoundNode: true
};
return _options;
}
functionData() {
const _buildFunctionBody = () => {
const bodyLines = this._shaders_by_name.get(JsFunctionName.MAIN) || TEMPLATE;
const functionBodyElements = [
bodyLines,
// triggerableFunctionLines.join('\n'),
// triggerFunctionLines.join('\n'),
CLOSE_CLASS_DEFINITION
];
const functionBody2 = PrettierController.formatJs(functionBodyElements.join("\n"));
return functionBody2;
};
const functionBody = _buildFunctionBody();
if (!functionBody) {
return;
}
const variableNames = [];
const functionNames = [];
const variablesByName = {};
const functionsByName = {};
this.traverseRegisteredVariables((variable, varName) => {
variableNames.push(varName);
variablesByName[varName] = variable;
});
this.traverseRegisteredFunctions((namedFunction) => {
functionNames.push(namedFunction.type());
functionsByName[namedFunction.type()] = namedFunction.func.bind(namedFunction);
});
const paramConfigs = this.param_configs();
return {
functionBody,
variableNames,
variablesByName,
functionNames,
functionsByName,
paramConfigs: [...paramConfigs]
};
}
// uniforms() {
// return this._uniforms;
// }
// evalFunction(position: Vector3) {
// if (this._function) {
// return this._function(position);
// }
// }
defaultObjectVariable() {
return ObjectBuilderAssemblerConstant.OBJECT_3D;
}
defaultObject3DMaterialVariable() {
return ObjectBuilderAssemblerConstant.MATERIAL;
}
defaultPrimitiveGraph() {
return ObjectBuilderAssemblerConstant.PRIMITIVE_GRAPH;
}
updateFunction() {
super.updateFunction();
this._lines = /* @__PURE__ */ new Map();
this._shaders_by_name = /* @__PURE__ */ new Map();
const shaderNames = this.shaderNames();
if (this._root_nodes.length > 0) {
this.buildCodeFromNodes(this._root_nodes);
this._buildLines();
}
for (const shaderName of shaderNames) {
const lines = this._lines.get(shaderName);
if (lines) {
this._shaders_by_name.set(shaderName, lines.join("\n"));
}
}
}
//
//
// CHILDREN NODES PARAMS
//
//
add_output_inputs(outputNode) {
outputNode.io.inputs.setNamedInputConnectionPoints([
new JsConnectionPoint(ObjectVariable.POSITION, JsConnectionPointType.VECTOR3),
new JsConnectionPoint(ObjectVariable.ROTATION, JsConnectionPointType.EULER),
new JsConnectionPoint(ObjectVariable.QUATERNION, JsConnectionPointType.QUATERNION),
new JsConnectionPoint(ObjectVariable.SCALE, JsConnectionPointType.VECTOR3),
new JsConnectionPoint(ObjectVariable.MATRIX, JsConnectionPointType.MATRIX4),
new JsConnectionPoint(ObjectVariable.VISIBLE, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.MATRIX_AUTO_UPDATE, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.CAST_SHADOW, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.RECEIVE_SHADOW, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.FRUSTUM_CULLED, JsConnectionPointType.BOOLEAN)
]);
}
add_globals_outputs(globals_node) {
globals_node.io.outputs.setNamedOutputConnectionPoints([
new JsConnectionPoint(ObjectVariable.OBJECT_3D, JsConnectionPointType.OBJECT_3D),
new JsConnectionPoint(ObjectVariable.POSITION, JsConnectionPointType.VECTOR3),
new JsConnectionPoint(ObjectVariable.ROTATION, JsConnectionPointType.EULER),
new JsConnectionPoint(ObjectVariable.QUATERNION, JsConnectionPointType.QUATERNION),
new JsConnectionPoint(ObjectVariable.SCALE, JsConnectionPointType.VECTOR3),
new JsConnectionPoint(ObjectVariable.MATRIX, JsConnectionPointType.MATRIX4),
new JsConnectionPoint(ObjectVariable.VISIBLE, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.MATRIX_AUTO_UPDATE, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.CAST_SHADOW, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.RECEIVE_SHADOW, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.FRUSTUM_CULLED, JsConnectionPointType.BOOLEAN),
new JsConnectionPoint(ObjectVariable.OBJ_NUM, JsConnectionPointType.INT)
]);
}
//
//
// CONFIGS
//
//
create_shader_configs() {
return [
new JsShaderConfig(
JsFunctionName.MAIN,
[
ObjectVariable.POSITION,
ObjectVariable.ROTATION,
ObjectVariable.QUATERNION,
ObjectVariable.SCALE,
ObjectVariable.MATRIX,
ObjectVariable.VISIBLE,
// attribute
AttributeJsNodeInput.EXPORT
],
[]
)
];
}
create_variable_configs() {
return [
new VariableConfig(ObjectVariable.POSITION, {
prefix: "return "
})
// new VariableConfig('alpha', {
// prefix: 'diffuseColor.a = ',
// default: '1.0',
// }),
];
}
//
//
// TEMPLATE HOOKS
//
//
// protected override insertDefineAfter(shader_name: ShaderName) {
// return '// INSERT DEFINE';
// }
// protected override insertBodyAfter(shader_name: ShaderName) {
// return '// INSERT BODY';
// }
// protected override linesToRemove(shader_name: ShaderName) {
// return ['// INSERT DEFINE', '// INSERT BODY'];
// }
// private _handle_gl_FragCoord(body_lines: string[], shaderName: ShaderName, var_name: string) {
// if (shaderName == ShaderName.FRAGMENT) {
// body_lines.push(`vec4 ${var_name} = gl_FragCoord`);
// }
// }
// private _handle_resolution(bodyLines: string[], shaderName: ShaderName, var_name: string) {
// if (shaderName == ShaderName.FRAGMENT) {
// bodyLines.push(`vec2 ${var_name} = resolution`);
// }
// }
// private _handleUV(bodyLines: string[], shaderName: ShaderName, var_name: string) {
// if (shaderName == ShaderName.FRAGMENT) {
// bodyLines.push(
// `vec2 ${var_name} = vec2(gl_FragCoord.x / (resolution.x-1.), gl_FragCoord.y / (resolution.y-1.))`
// );
// }
// }
setNodeLinesOutput(outputNode, linesController) {
const inputNames = this.inputNamesForShaderName(outputNode, linesController.currentShaderName());
const bodyLines = [];
if (inputNames) {
for (const inputName of inputNames) {
const input = outputNode.io.inputs.named_input(inputName);
if (input) {
const varName = outputNode.variableForInput(linesController, inputName);
switch (inputName) {
case ObjectVariable.POSITION:
case ObjectVariable.ROTATION:
case ObjectVariable.QUATERNION:
case ObjectVariable.SCALE: {
bodyLines.push(`${ObjectBuilderAssemblerConstant.OBJECT_3D}.${inputName}.copy(${varName})`);
break;
}
case ObjectVariable.MATRIX: {
bodyLines.push(`${ObjectBuilderAssemblerConstant.OBJECT_3D}.${inputName}.copy(${varName})`);
bodyLines.push(`${ObjectBuilderAssemblerConstant.OBJECT_3D}.${inputName}.decompose(
${ObjectBuilderAssemblerConstant.OBJECT_3D}.position,
${ObjectBuilderAssemblerConstant.OBJECT_3D}.quaternion,
${ObjectBuilderAssemblerConstant.OBJECT_3D}.scale
)`);
break;
}
case ObjectVariable.VISIBLE:
case ObjectVariable.MATRIX_AUTO_UPDATE:
case ObjectVariable.CAST_SHADOW:
case ObjectVariable.RECEIVE_SHADOW:
case ObjectVariable.FRUSTUM_CULLED: {
bodyLines.push(`${ObjectBuilderAssemblerConstant.OBJECT_3D}.${inputName} = ${varName}`);
break;
}
}
}
}
}
linesController._addBodyLines(outputNode, bodyLines);
}
setNodeLinesGlobals(globalsNode, linesController) {
const shaderName = linesController.currentShaderName();
const shaderConfig = this.shader_config(shaderName);
if (!shaderConfig) {
return;
}
const bodyLines = [];
const usedOutputNames = globalsNode.io.outputs.used_output_names();
for (const outputName of usedOutputNames) {
const varName = globalsNode.jsVarName(outputName);
switch (outputName) {
case ObjectVariable.OBJECT_3D: {
bodyLines.push(`${varName} = ${ObjectBuilderAssemblerConstant.OBJECT_3D}`);
break;
}
case ObjectVariable.POSITION:
case ObjectVariable.SCALE: {
linesController.addVariable(globalsNode, new Vector3(), varName);
bodyLines.push(`${varName}.copy(${ObjectBuilderAssemblerConstant.OBJECT_3D}.${outputName})`);
break;
}
case ObjectVariable.ROTATION: {
linesController.addVariable(globalsNode, new Euler(), varName);
bodyLines.push(`${varName}.copy(${ObjectBuilderAssemblerConstant.OBJECT_3D}.${outputName})`);
break;
}
case ObjectVariable.QUATERNION: {
linesController.addVariable(globalsNode, new Quaternion(), varName);
bodyLines.push(`${varName}.copy(${ObjectBuilderAssemblerConstant.OBJECT_3D}.${outputName})`);
break;
}
case ObjectVariable.MATRIX: {
linesController.addVariable(globalsNode, new Matrix4(), varName);
bodyLines.push(`${varName}.copy(${ObjectBuilderAssemblerConstant.OBJECT_3D}.${outputName})`);
break;
}
case ObjectVariable.VISIBLE:
case ObjectVariable.MATRIX_AUTO_UPDATE:
case ObjectVariable.CAST_SHADOW:
case ObjectVariable.RECEIVE_SHADOW:
case ObjectVariable.FRUSTUM_CULLED: {
linesController.addVariable(globalsNode, new Vector3(), varName);
bodyLines.push(`${varName} = ${ObjectBuilderAssemblerConstant.OBJECT_3D}.${outputName}`);
break;
}
case ObjectVariable.OBJ_NUM: {
bodyLines.push(`${varName} = ${ObjectBuilderAssemblerConstant.OBJ_NUM}`);
break;
}
}
}
linesController._addBodyLines(globalsNode, bodyLines);
}
setNodeLinesAttribute(attributeNode, linesController) {
const shaderName = linesController.currentShaderName();
const shaderConfig = this.shader_config(shaderName);
if (!shaderConfig) {
return;
}
const bodyLines = [];
const attribName = attributeNode.attributeName();
const dataType = attributeNode.jsType();
if (attributeNode.isExporting()) {
const func = Poly.namedFunctionsRegister.getFunction("setObjectAttribute", attributeNode, linesController);
const exportedValue = attributeNode.variableForInput(linesController, AttributeJsNodeInput.EXPORT);
const bodyLine = func.asString(
ObjectBuilderAssemblerConstant.OBJECT_3D,
`'${attribName}'`,
`1`,
exportedValue,
`'${dataType}'`
);
bodyLines.push(bodyLine);
}
const usedOutputNames = attributeNode.io.outputs.used_output_names();
for (const outputName of usedOutputNames) {
const varName = attributeNode.jsVarName(outputName);
const func = Poly.namedFunctionsRegister.getFunction(
"getObjectAttributeAutoDefault",
attributeNode,
linesController
);
const bodyLine = `${varName} = ` + func.asString(ObjectBuilderAssemblerConstant.OBJECT_3D, `'${attribName}'`, `'${dataType}'`);
bodyLines.push(bodyLine);
}
linesController._addBodyLines(attributeNode, bodyLines);
}
}