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p5

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import { INSTANCE_ID_VARYING_NAME, NodeTypeToName, NodeType, OpCode, BaseType, OpCodeToSymbol, isStructType, StatementType, HOOK_PARAM_PREFIX, DataType, BlockType } from './strands/ir_types.js'; import { getNodeDataFromID, extractNodeTypeInfo } from './strands/ir_dag.js'; import { internalError } from './strands/strands_FES.js'; import { f as functionCallNode } from './ir_builders-CMXkjMoV.js'; var noiseGLSL = "// Based on https://github.com/stegu/webgl-noise/blob/22434e04d7753f7e949e8d724ab3da2864c17a0f/src/noise3D.glsl\n// MIT licensed, adapted for p5.strands\n\nvec3 mod289(vec3 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 mod289(vec4 x) {\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nvec4 permute(vec4 x) {\n return mod289(((x*34.0)+10.0)*x);\n}\n\nvec4 taylorInvSqrt(vec4 r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat baseNoise(vec3 v)\n{\n const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\n // First corner\n vec3 i = floor(v + dot(v, C.yyy) );\n vec3 x0 = v - i + dot(i, C.xxx) ;\n\n // Other corners\n vec3 g = step(x0.yzx, x0.xyz);\n vec3 l = 1.0 - g;\n vec3 i1 = min( g.xyz, l.zxy );\n vec3 i2 = max( g.xyz, l.zxy );\n\n // x0 = x0 - 0.0 + 0.0 * C.xxx;\n // x1 = x0 - i1 + 1.0 * C.xxx;\n // x2 = x0 - i2 + 2.0 * C.xxx;\n // x3 = x0 - 1.0 + 3.0 * C.xxx;\n vec3 x1 = x0 - i1 + C.xxx;\n vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n // Permutations\n i = mod289(i);\n vec4 p = permute( permute( permute(\n i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n vec3 ns = n_ * D.wyz - D.xzx;\n\n vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n vec4 x_ = floor(j * ns.z);\n vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n vec4 x = x_ *ns.x + ns.yyyy;\n vec4 y = y_ *ns.x + ns.yyyy;\n vec4 h = 1.0 - abs(x) - abs(y);\n\n vec4 b0 = vec4( x.xy, y.xy );\n vec4 b1 = vec4( x.zw, y.zw );\n\n //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n vec4 s0 = floor(b0)*2.0 + 1.0;\n vec4 s1 = floor(b1)*2.0 + 1.0;\n vec4 sh = -step(h, vec4(0.0));\n\n vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n vec3 p0 = vec3(a0.xy,h.x);\n vec3 p1 = vec3(a0.zw,h.y);\n vec3 p2 = vec3(a1.xy,h.z);\n vec3 p3 = vec3(a1.zw,h.w);\n\n //Normalise gradients\n vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n\n // Mix final noise value\n vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n m = m * m;\n return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n dot(p2,x2), dot(p3,x3) ) );\n}\n\nfloat noise(vec3 st, int octaves, float ampFalloff) {\n float result = 0.0;\n float amplitude = 1.0;\n float frequency = 1.0;\n\n for (int i = 0; i < 8; i++) {\n if (i >= octaves) break;\n result += amplitude * baseNoise(st * frequency);\n frequency *= 2.0;\n amplitude *= ampFalloff;\n }\n return (result + 1.0) * 0.5;\n}\n"; var randomGLSL = "// _p5_hash: \"Hash without Sine\" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)\n// Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)\n// α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal)\n// α₂ = 1/φ₂² = 0.5698402910\n// 1/φ = 0.6180339887 (golden ratio conjugate)\n\nint _p5_randomCallIndex = 0;\n\nfloat _p5_hash(vec3 p) {\n p = fract(p * vec3(0.1031, 0.1030, 0.0973));\n p += dot(p, p.yxz + 33.33);\n return fract((p.x + p.y) * p.z);\n}\n\nfloat random(float seed) {\n vec2 pixelCoord = gl_FragCoord.xy;\n float callIndex = float(_p5_randomCallIndex);\n _p5_randomCallIndex += 1;\n // fract(seed * α₁) normalizes large seeds (e.g. performance.now()) into [0,1)\n // and spreads them optimally via the R₂ sequence's plastic constant\n float s = fract(seed * 0.7548776662);\n return _p5_hash(vec3(\n pixelCoord.x + s,\n pixelCoord.y + callIndex * 0.5698402910,\n s + callIndex * 0.6180339887\n ));\n}\n"; var randomVertGLSL = "// _p5_hash: \"Hash without Sine\" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)\n// Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/)\n// α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal)\n// α₂ = 1/φ₂² = 0.5698402910\n// 1/φ = 0.6180339887 (golden ratio conjugate)\n\nint _p5_randomCallIndex = 0;\n\nfloat _p5_hash(vec3 p) {\n p = fract(p * vec3(0.1031, 0.1030, 0.0973));\n p += dot(p, p.yxz + 33.33);\n return fract((p.x + p.y) * p.z);\n}\n\nfloat random(float seed) {\n float vid = float(gl_VertexID);\n float callIndex = float(_p5_randomCallIndex);\n _p5_randomCallIndex += 1;\n float s = fract(seed * 0.7548776662);\n return _p5_hash(vec3(\n vid + s,\n vid * 0.5698402910 + callIndex * 0.6180339887,\n s + callIndex * 0.7548776662\n ));\n}\n"; function shouldCreateTemp(dag, nodeID) { const nodeType = dag.nodeTypes[nodeID]; if (nodeType !== NodeType.OPERATION) return false; if (dag.baseTypes[nodeID] === BaseType.SAMPLER2D) return false; const uses = dag.usedBy[nodeID] || []; return uses.length > 1; } const TypeNames = { 'float1': 'float', 'float2': 'vec2', 'float3': 'vec3', 'float4': 'vec4', 'int1': 'int', 'int2': 'ivec2', 'int3': 'ivec3', 'int4': 'ivec4', 'bool1': 'bool', 'bool2': 'bvec2', 'bool3': 'bvec3', 'bool4': 'bvec4', 'mat2': 'mat2x2', 'mat3': 'mat3x3', 'mat4': 'mat4x4', }; const cfgHandlers = { [BlockType.DEFAULT]: (blockID, strandsContext, generationContext) => { const { dag, cfg } = strandsContext; const instructions = cfg.blockInstructions[blockID] || []; for (const nodeID of instructions) { const nodeType = dag.nodeTypes[nodeID]; if (shouldCreateTemp(dag, nodeID)) { const declaration = glslBackend.generateDeclaration(generationContext, dag, nodeID); generationContext.write(declaration); } if (nodeType === NodeType.STATEMENT) { glslBackend.generateStatement(generationContext, dag, nodeID); } if (nodeType === NodeType.ASSIGNMENT) { glslBackend.generateAssignment(generationContext, dag, nodeID); generationContext.visitedNodes.add(nodeID); } } }, [BlockType.BRANCH](blockID, strandsContext, generationContext) { const { dag, cfg } = strandsContext; // Find all phi nodes in this branch block and declare them const blockInstructions = cfg.blockInstructions[blockID] || []; for (const nodeID of blockInstructions) { const node = getNodeDataFromID(dag, nodeID); if (node.nodeType === NodeType.PHI) { // Check if the phi node's first dependency already has a temp name const dependsOn = node.dependsOn || []; if (dependsOn.length > 0) { const firstDependency = dependsOn[0]; const existingTempName = generationContext.tempNames[firstDependency]; if (existingTempName) { // Reuse the existing temp name instead of creating a new one generationContext.tempNames[nodeID] = existingTempName; continue; // Skip declaration, just alias to existing variable } } // Otherwise, create a new temp variable for the phi node const tmp = `T${generationContext.nextTempID++}`; generationContext.tempNames[nodeID] = tmp; const T = extractNodeTypeInfo(dag, nodeID); const typeName = glslBackend.getTypeName(T.baseType, T.dimension); generationContext.write(`${typeName} ${tmp};`); } } this[BlockType.DEFAULT](blockID, strandsContext, generationContext); }, [BlockType.IF_COND](blockID, strandsContext, generationContext) { const { dag, cfg } = strandsContext; const conditionID = cfg.blockConditions[blockID]; const condExpr = glslBackend.generateExpression(generationContext, dag, conditionID); generationContext.write(`if (${condExpr})`); this[BlockType.DEFAULT](blockID, strandsContext, generationContext); }, [BlockType.ELSE_COND](blockID, strandsContext, generationContext) { generationContext.write(`else`); this[BlockType.DEFAULT](blockID, strandsContext, generationContext); }, [BlockType.IF_BODY](blockID, strandsContext, generationContext) { this[BlockType.DEFAULT](blockID, strandsContext, generationContext); this.assignPhiNodeValues(blockID, strandsContext, generationContext); }, [BlockType.SCOPE_START](blockID, strandsContext, generationContext) { generationContext.write(`{`); generationContext.indent++; }, [BlockType.SCOPE_END](blockID, strandsContext, generationContext) { generationContext.indent--; generationContext.write(`}`); }, [BlockType.MERGE](blockID, strandsContext, generationContext) { this[BlockType.DEFAULT](blockID, strandsContext, generationContext); }, [BlockType.FUNCTION](blockID, strandsContext, generationContext) { this[BlockType.DEFAULT](blockID, strandsContext, generationContext); }, [BlockType.FOR](blockID, strandsContext, generationContext) { const { dag, cfg } = strandsContext; const instructions = cfg.blockInstructions[blockID] || []; generationContext.write(`for (`); // Set flag to suppress semicolon on the last statement const originalSuppressSemicolon = generationContext.suppressSemicolon; for (let i = 0; i < instructions.length; i++) { const nodeID = instructions[i]; const node = getNodeDataFromID(dag, nodeID); const isLast = i === instructions.length - 1; // Suppress semicolon on the last statement generationContext.suppressSemicolon = isLast; if (shouldCreateTemp(dag, nodeID)) { const declaration = glslBackend.generateDeclaration(generationContext, dag, nodeID); generationContext.write(declaration); } if (node.nodeType === NodeType.STATEMENT) { glslBackend.generateStatement(generationContext, dag, nodeID); } if (node.nodeType === NodeType.ASSIGNMENT) { glslBackend.generateAssignment(generationContext, dag, nodeID); generationContext.visitedNodes.add(nodeID); } } // Restore original flag generationContext.suppressSemicolon = originalSuppressSemicolon; generationContext.write(`)`); }, assignPhiNodeValues(blockID, strandsContext, generationContext) { const { dag, cfg } = strandsContext; // Find all phi nodes that this block feeds into const successors = cfg.outgoingEdges[blockID] || []; for (const successorBlockID of successors) { const instructions = cfg.blockInstructions[successorBlockID] || []; for (const nodeID of instructions) { const node = getNodeDataFromID(dag, nodeID); if (node.nodeType === NodeType.PHI) { // Find which input of this phi node corresponds to our block const branchIndex = node.phiBlocks?.indexOf(blockID); if (branchIndex !== -1 && branchIndex < node.dependsOn.length) { const sourceNodeID = node.dependsOn[branchIndex]; const tempName = generationContext.tempNames[nodeID]; if (tempName && sourceNodeID !== null) { const sourceExpr = glslBackend.generateExpression(generationContext, dag, sourceNodeID); generationContext.write(`${tempName} = ${sourceExpr};`); } } } } } }, }; const glslBackend = { hookEntry(hookType) { const firstLine = `(${hookType.parameters.flatMap((param) => { return `${param.qualifiers?.length ? param.qualifiers.join(' ') : ''}${param.type.typeName} ${HOOK_PARAM_PREFIX}${param.name}`; }).join(', ')}) {`; return firstLine; }, getNoiseShaderSnippet() { return noiseGLSL; }, getRandomFragmentShaderSnippet() { return randomGLSL; }, getRandomVertexShaderSnippet() { return randomVertGLSL; }, getTypeName(baseType, dimension) { const primitiveTypeName = TypeNames[baseType + dimension]; if (!primitiveTypeName) { return baseType; } return primitiveTypeName; }, generateHookUniformKey(name, typeInfo) { return `${this.getTypeName(typeInfo.baseType, typeInfo.dimension)} ${name}`; }, generateVaryingVariable(varName, typeInfo) { return `${typeInfo.fnName} ${varName}`; }, generateLocalDeclaration(varName, typeInfo) { const typeName = typeInfo.fnName; return `${typeName} ${varName};`; }, generateStatement(generationContext, dag, nodeID) { const node = getNodeDataFromID(dag, nodeID); // Generate the expression followed by semicolon (unless suppressed) const semicolon = generationContext.suppressSemicolon ? '' : ';'; if (node.statementType === StatementType.DISCARD) { generationContext.write(`discard${semicolon}`); } else if (node.statementType === StatementType.BREAK) { generationContext.write(`break${semicolon}`); } else if (node.statementType === StatementType.EXPRESSION) { const exprNodeID = node.dependsOn[0]; const expr = this.generateExpression(generationContext, dag, exprNodeID); generationContext.write(`${expr}${semicolon}`); } else if (node.statementType === StatementType.EMPTY) { generationContext.write(semicolon); } else if (node.statementType === StatementType.EARLY_RETURN) { const exprNodeID = node.dependsOn[0]; const expr = this.generateExpression(generationContext, dag, exprNodeID); generationContext.write(`return ${expr}${semicolon}`); } }, generateAssignment(generationContext, dag, nodeID) { const node = getNodeDataFromID(dag, nodeID); // dependsOn[0] = targetNodeID, dependsOn[1] = sourceNodeID const targetNodeID = node.dependsOn[0]; const sourceNodeID = node.dependsOn[1]; // Generate the target expression (could be variable or swizzle) const targetExpr = this.generateExpression(generationContext, dag, targetNodeID); const sourceExpr = this.generateExpression(generationContext, dag, sourceNodeID); const semicolon = generationContext.suppressSemicolon ? '' : ';'; // Generate assignment if we have both target and source if (targetExpr && sourceExpr && targetExpr !== sourceExpr) { generationContext.write(`${targetExpr} = ${sourceExpr}${semicolon}`); } }, generateDeclaration(generationContext, dag, nodeID) { const expr = this.generateExpression(generationContext, dag, nodeID); const tmp = `T${generationContext.nextTempID++}`; generationContext.tempNames[nodeID] = tmp; const T = extractNodeTypeInfo(dag, nodeID); const typeName = this.getTypeName(T.baseType, T.dimension); return `${typeName} ${tmp} = ${expr};`; }, generateReturnStatement(strandsContext, generationContext, rootNodeID, returnType) { if (!returnType) { generationContext.write('return;'); return; } const dag = strandsContext.dag; const rootNode = getNodeDataFromID(dag, rootNodeID); if (isStructType(returnType) && rootNode.identifier) { const structTypeInfo = returnType; for (let i = 0; i < structTypeInfo.properties.length; i++) { const prop = structTypeInfo.properties[i]; const val = this.generateExpression(generationContext, dag, rootNode.dependsOn[i]); if (prop.name !== val) { generationContext.write( `${rootNode.identifier}.${prop.name} = ${val};` ); } } } generationContext.write(`return ${this.generateExpression(generationContext, dag, rootNodeID)};`); }, generateExpression(generationContext, dag, nodeID) { const node = getNodeDataFromID(dag, nodeID); if (generationContext.tempNames?.[nodeID]) { return generationContext.tempNames[nodeID]; } switch (node.nodeType) { case NodeType.LITERAL: if (node.baseType === BaseType.FLOAT) { return node.value.toFixed(4); } else { return node.value; } case NodeType.VARIABLE: // Track shared variable usage context if (generationContext.shaderContext && generationContext.strandsContext?.sharedVariables?.has(node.identifier)) { const sharedVar = generationContext.strandsContext.sharedVariables.get(node.identifier); if (generationContext.shaderContext === 'vertex') { sharedVar.usedInVertex = true; } else if (generationContext.shaderContext === 'fragment') { sharedVar.usedInFragment = true; } } // Detect instanceID usage in fragment context and rewrite to varying name if (node.identifier === this.instanceIdReference() && generationContext.shaderContext === 'fragment') { generationContext.strandsContext._instanceIDUsedInFragment = true; return INSTANCE_ID_VARYING_NAME; } return node.identifier; case NodeType.OPERATION: const useParantheses = node.usedBy.length > 0; if (node.opCode === OpCode.Nary.CONSTRUCTOR) { // TODO: differentiate casts and constructors for more efficient codegen. // if (node.dependsOn.length === 1 && node.dimension === 1) { // return this.generateExpression(generationContext, dag, node.dependsOn[0]); // } if (node.baseType === BaseType.SAMPLER2D) { return this.generateExpression(generationContext, dag, node.dependsOn[0]); } const T = this.getTypeName(node.baseType, node.dimension); const deps = node.dependsOn.map((dep) => this.generateExpression(generationContext, dag, dep)); return `${T}(${deps.join(', ')})`; } if (node.opCode === OpCode.Nary.FUNCTION_CALL) { const functionArgs = node.dependsOn.map(arg =>this.generateExpression(generationContext, dag, arg)); return `${node.identifier}(${functionArgs.join(', ')})`; } if (node.opCode === OpCode.Nary.TERNARY) { const [condID, trueID, falseID] = node.dependsOn; const cond = this.generateExpression(generationContext, dag, condID); const trueExpr = this.generateExpression(generationContext, dag, trueID); const falseExpr = this.generateExpression(generationContext, dag, falseID); return `(${cond} ? ${trueExpr} : ${falseExpr})`; } if (node.opCode === OpCode.Binary.MEMBER_ACCESS) { const [lID, rID] = node.dependsOn; const lName = this.generateExpression(generationContext, dag, lID); const rName = this.generateExpression(generationContext, dag, rID); return `${lName}.${rName}`; } if (node.opCode === OpCode.Unary.SWIZZLE) { const parentID = node.dependsOn[0]; const parentExpr = this.generateExpression(generationContext, dag, parentID); return `${parentExpr}.${node.swizzle}`; } if (node.opCode === OpCode.Binary.ARRAY_ACCESS) { const [bufferID, indexID] = node.dependsOn; const bufferExpr = this.generateExpression(generationContext, dag, bufferID); const indexExpr = this.generateExpression(generationContext, dag, indexID); return `${bufferExpr}[${indexExpr}]`; } if (node.dependsOn.length === 2) { const [lID, rID] = node.dependsOn; const left = this.generateExpression(generationContext, dag, lID); const right = this.generateExpression(generationContext, dag, rID); // Special case for modulo: use mod() function for floats in GLSL if (node.opCode === OpCode.Binary.MODULO) { const leftNode = getNodeDataFromID(dag, lID); const rightNode = getNodeDataFromID(dag, rID); // If either operand is float, use mod() function if (leftNode.baseType === BaseType.FLOAT || rightNode.baseType === BaseType.FLOAT) { return `mod(${left}, ${right})`; } // For integers, use % operator return `(${left} % ${right})`; } const opSym = OpCodeToSymbol[node.opCode]; if (useParantheses) { return `(${left} ${opSym} ${right})`; } else { return `${left} ${opSym} ${right}`; } } if (node.opCode === OpCode.Unary.LOGICAL_NOT || node.opCode === OpCode.Unary.NEGATE || node.opCode === OpCode.Unary.PLUS ) { const [i] = node.dependsOn; const val = this.generateExpression(generationContext, dag, i); const sym = OpCodeToSymbol[node.opCode]; return `${sym}${val}`; } case NodeType.PHI: // Phi nodes represent conditional merging of values // If this phi node has an identifier (like varying variables), use that if (node.identifier) { return node.identifier; } // Otherwise, they should have been declared as temporary variables // and assigned in the appropriate branches if (generationContext.tempNames?.[nodeID]) { return generationContext.tempNames[nodeID]; } else { // If no temp was created, this phi node only has one input // so we can just use that directly const validInputs = node.dependsOn.filter(id => id !== null); if (validInputs.length > 0) { return this.generateExpression(generationContext, dag, validInputs[0]); } else { throw new Error(`No valid inputs for node`) } } case NodeType.ASSIGNMENT: internalError(`ASSIGNMENT nodes should not be used as expressions`); default: internalError(`${NodeTypeToName[node.nodeType]} code generation not implemented yet`); } }, generateBlock(blockID, strandsContext, generationContext) { const type = strandsContext.cfg.blockTypes[blockID]; const handler = cfgHandlers[type] || cfgHandlers[BlockType.DEFAULT]; handler.call(cfgHandlers, blockID, strandsContext, generationContext); }, createGetTextureCall(strandsContext, args) { // In GLSL, getTexture is straightforward - just pass through the args // First argument should be a texture (sampler2D), second should be coordinates const { id, dimension } = functionCallNode(strandsContext, 'getTexture', args, { overloads: [{ params: [DataType.sampler2D, DataType.float2], returnType: DataType.float4 }] }); return { id, dimension }; }, instanceIdReference() { return 'gl_InstanceID'; }, generateInstanceIDVarying() { return { name: INSTANCE_ID_VARYING_NAME, declaration: `int ${INSTANCE_ID_VARYING_NAME}`, source: 'gl_InstanceID', interpolation: 'flat' }; }, }; export { randomVertGLSL as a, glslBackend as g, randomGLSL as r };