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playcanvas

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PlayCanvas WebGL game engine

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import { uniformTypeToName, UNUSED_UNIFORM_NAME, UNIFORMTYPE_FLOAT, TEXTUREDIMENSION_2D_ARRAY, TEXTUREDIMENSION_CUBE, TEXTUREDIMENSION_3D, TEXTUREDIMENSION_2D, SHADERSTAGE_VERTEX, SHADERSTAGE_FRAGMENT, SAMPLETYPE_FLOAT, BINDGROUP_MESH_UB, BINDGROUP_MESH, semanticToLocation, TYPE_FLOAT32, TYPE_FLOAT16, bindGroupNames, SAMPLETYPE_UINT, SAMPLETYPE_INT, SAMPLETYPE_UNFILTERABLE_FLOAT, SAMPLETYPE_DEPTH, TYPE_INT8, TYPE_INT16, TYPE_INT32 } from './constants.js'; import { UniformFormat, UniformBufferFormat } from './uniform-buffer-format.js'; import { BindTextureFormat, BindGroupFormat } from './bind-group-format.js'; const KEYWORD = /[ \t]*(\battribute\b|\bvarying\b|\buniform\b)/g; const KEYWORD_LINE = /(\battribute\b|\bvarying\b|\bout\b|\buniform\b)[ \t]*([^;]+)(;+)/g; const MARKER = '@@@'; const ARRAY_IDENTIFIER = /([\w-]+)\[(.*?)\]/; const precisionQualifiers = new Set([ 'highp', 'mediump', 'lowp' ]); const shadowSamplers = new Set([ 'sampler2DShadow', 'samplerCubeShadow', 'sampler2DArrayShadow' ]); const textureDimensions = { sampler2D: TEXTUREDIMENSION_2D, sampler3D: TEXTUREDIMENSION_3D, samplerCube: TEXTUREDIMENSION_CUBE, samplerCubeShadow: TEXTUREDIMENSION_CUBE, sampler2DShadow: TEXTUREDIMENSION_2D, sampler2DArray: TEXTUREDIMENSION_2D_ARRAY, sampler2DArrayShadow: TEXTUREDIMENSION_2D_ARRAY, isampler2D: TEXTUREDIMENSION_2D, usampler2D: TEXTUREDIMENSION_2D, isampler3D: TEXTUREDIMENSION_3D, usampler3D: TEXTUREDIMENSION_3D, isamplerCube: TEXTUREDIMENSION_CUBE, usamplerCube: TEXTUREDIMENSION_CUBE, isampler2DArray: TEXTUREDIMENSION_2D_ARRAY, usampler2DArray: TEXTUREDIMENSION_2D_ARRAY }; const textureDimensionInfo = { [TEXTUREDIMENSION_2D]: 'texture2D', [TEXTUREDIMENSION_CUBE]: 'textureCube', [TEXTUREDIMENSION_3D]: 'texture3D', [TEXTUREDIMENSION_2D_ARRAY]: 'texture2DArray' }; class UniformLine { constructor(line, shader){ this.line = line; const words = line.trim().split(/\s+/); if (precisionQualifiers.has(words[0])) { this.precision = words.shift(); } this.type = words.shift(); if (line.includes(',')) ; if (line.includes('[')) { const rest = words.join(' '); const match = ARRAY_IDENTIFIER.exec(rest); this.name = match[1]; this.arraySize = Number(match[2]); if (isNaN(this.arraySize)) { shader.failed = true; } } else { this.name = words.shift(); this.arraySize = 0; } this.isSampler = this.type.indexOf('sampler') !== -1; this.isSignedInt = this.type.indexOf('isampler') !== -1; this.isUnsignedInt = this.type.indexOf('usampler') !== -1; } } class ShaderProcessorGLSL { static run(device, shaderDefinition, shader) { const varyingMap = new Map(); const vertexExtracted = ShaderProcessorGLSL.extract(shaderDefinition.vshader); const fragmentExtracted = ShaderProcessorGLSL.extract(shaderDefinition.fshader); const attributesMap = new Map(); const attributesBlock = ShaderProcessorGLSL.processAttributes(vertexExtracted.attributes, shaderDefinition.attributes, attributesMap, shaderDefinition.processingOptions); const vertexVaryingsBlock = ShaderProcessorGLSL.processVaryings(vertexExtracted.varyings, varyingMap, true); const fragmentVaryingsBlock = ShaderProcessorGLSL.processVaryings(fragmentExtracted.varyings, varyingMap, false); const outBlock = ShaderProcessorGLSL.processOuts(fragmentExtracted.outs); const concatUniforms = vertexExtracted.uniforms.concat(fragmentExtracted.uniforms); const uniforms = Array.from(new Set(concatUniforms)); const parsedUniforms = uniforms.map((line)=>new UniformLine(line, shader)); const uniformsData = ShaderProcessorGLSL.processUniforms(device, parsedUniforms, shaderDefinition.processingOptions, shader); const vBlock = `${attributesBlock}\n${vertexVaryingsBlock}\n${uniformsData.code}`; const vshader = vertexExtracted.src.replace(MARKER, vBlock); const fBlock = `${fragmentVaryingsBlock}\n${outBlock}\n${uniformsData.code}`; const fshader = fragmentExtracted.src.replace(MARKER, fBlock); return { vshader: vshader, fshader: fshader, attributes: attributesMap, meshUniformBufferFormat: uniformsData.meshUniformBufferFormat, meshBindGroupFormat: uniformsData.meshBindGroupFormat }; } static extract(src) { const attributes = []; const varyings = []; const outs = []; const uniforms = []; let replacement = `${MARKER}\n`; let match; while((match = KEYWORD.exec(src)) !== null){ const keyword = match[1]; switch(keyword){ case 'attribute': case 'varying': case 'uniform': case 'out': { KEYWORD_LINE.lastIndex = match.index; const lineMatch = KEYWORD_LINE.exec(src); if (keyword === 'attribute') { attributes.push(lineMatch[2]); } else if (keyword === 'varying') { varyings.push(lineMatch[2]); } else if (keyword === 'out') { outs.push(lineMatch[2]); } else if (keyword === 'uniform') { uniforms.push(lineMatch[2]); } src = ShaderProcessorGLSL.cutOut(src, match.index, KEYWORD_LINE.lastIndex, replacement); KEYWORD.lastIndex = match.index + replacement.length; replacement = ''; break; } } } return { src, attributes, varyings, outs, uniforms }; } static processUniforms(device, uniforms, processingOptions, shader) { const uniformLinesSamplers = []; const uniformLinesNonSamplers = []; uniforms.forEach((uniform)=>{ if (uniform.isSampler) { uniformLinesSamplers.push(uniform); } else { uniformLinesNonSamplers.push(uniform); } }); const meshUniforms = []; uniformLinesNonSamplers.forEach((uniform)=>{ if (!processingOptions.hasUniform(uniform.name)) { const uniformType = uniformTypeToName.indexOf(uniform.type); const uniformFormat = new UniformFormat(uniform.name, uniformType, uniform.arraySize); meshUniforms.push(uniformFormat); } }); if (meshUniforms.length === 0) { meshUniforms.push(new UniformFormat(UNUSED_UNIFORM_NAME, UNIFORMTYPE_FLOAT)); } const meshUniformBufferFormat = meshUniforms.length ? new UniformBufferFormat(device, meshUniforms) : null; const textureFormats = []; uniformLinesSamplers.forEach((uniform)=>{ if (!processingOptions.hasTexture(uniform.name)) { let sampleType = SAMPLETYPE_FLOAT; if (uniform.isSignedInt) { sampleType = SAMPLETYPE_INT; } else if (uniform.isUnsignedInt) { sampleType = SAMPLETYPE_UINT; } else { if (uniform.precision === 'highp') { sampleType = SAMPLETYPE_UNFILTERABLE_FLOAT; } if (shadowSamplers.has(uniform.type)) { sampleType = SAMPLETYPE_DEPTH; } } const dimension = textureDimensions[uniform.type]; textureFormats.push(new BindTextureFormat(uniform.name, SHADERSTAGE_VERTEX | SHADERSTAGE_FRAGMENT, dimension, sampleType)); } }); const meshBindGroupFormat = new BindGroupFormat(device, textureFormats); let code = ''; processingOptions.uniformFormats.forEach((format, bindGroupIndex)=>{ if (format) { code += ShaderProcessorGLSL.getUniformShaderDeclaration(format, bindGroupIndex, 0); } }); if (meshUniformBufferFormat) { code += ShaderProcessorGLSL.getUniformShaderDeclaration(meshUniformBufferFormat, BINDGROUP_MESH_UB, 0); } processingOptions.bindGroupFormats.forEach((format, bindGroupIndex)=>{ if (format) { code += ShaderProcessorGLSL.getTexturesShaderDeclaration(format, bindGroupIndex); } }); code += ShaderProcessorGLSL.getTexturesShaderDeclaration(meshBindGroupFormat, BINDGROUP_MESH); return { code, meshUniformBufferFormat, meshBindGroupFormat }; } static processVaryings(varyingLines, varyingMap, isVertex) { let block = ''; const op = isVertex ? 'out' : 'in'; varyingLines.forEach((line, index)=>{ const words = ShaderProcessorGLSL.splitToWords(line); const type = words.slice(0, -1).join(' '); const name = words[words.length - 1]; if (isVertex) { varyingMap.set(name, index); } else { index = varyingMap.get(name); } block += `layout(location = ${index}) ${op} ${type} ${name};\n`; }); return block; } static processOuts(outsLines) { let block = ''; outsLines.forEach((line, index)=>{ block += `layout(location = ${index}) out ${line};\n`; }); return block; } static getTypeCount(type) { const lastChar = type.substring(type.length - 1); const num = parseInt(lastChar, 10); return isNaN(num) ? 1 : num; } static processAttributes(attributeLines, shaderDefinitionAttributes, attributesMap, processingOptions) { let block = ''; attributeLines.forEach((line)=>{ const words = ShaderProcessorGLSL.splitToWords(line); let type = words[0]; let name = words[1]; if (shaderDefinitionAttributes.hasOwnProperty(name)) { const semantic = shaderDefinitionAttributes[name]; const location = semanticToLocation[semantic]; attributesMap.set(location, name); let copyCode; const element = processingOptions.getVertexElement(semantic); if (element) { const dataType = element.dataType; if (dataType !== TYPE_FLOAT32 && dataType !== TYPE_FLOAT16 && !element.normalize && !element.asInt) { const attribNumElements = ShaderProcessorGLSL.getTypeCount(type); const newName = `_private_${name}`; copyCode = `vec${attribNumElements} ${name} = vec${attribNumElements}(${newName});\n`; name = newName; const isSignedType = dataType === TYPE_INT8 || dataType === TYPE_INT16 || dataType === TYPE_INT32; if (attribNumElements === 1) { type = isSignedType ? 'int' : 'uint'; } else { type = isSignedType ? `ivec${attribNumElements}` : `uvec${attribNumElements}`; } } } block += `layout(location = ${location}) in ${type} ${name};\n`; if (copyCode) { block += copyCode; } } }); return block; } static splitToWords(line) { line = line.replace(/\s+/g, ' ').trim(); return line.split(' '); } static cutOut(src, start, end, replacement) { return src.substring(0, start) + replacement + src.substring(end); } static getUniformShaderDeclaration(format, bindGroup, bindIndex) { const name = bindGroupNames[bindGroup]; let code = `layout(set = ${bindGroup}, binding = ${bindIndex}, std140) uniform ub_${name} {\n`; format.uniforms.forEach((uniform)=>{ const typeString = uniformTypeToName[uniform.type]; code += ` ${typeString} ${uniform.shortName}${uniform.count ? `[${uniform.count}]` : ''};\n`; }); return `${code}};\n`; } static getTexturesShaderDeclaration(bindGroupFormat, bindGroup) { let code = ''; bindGroupFormat.textureFormats.forEach((format)=>{ let textureType = textureDimensionInfo[format.textureDimension]; const isArray = textureType === 'texture2DArray'; const sampleTypePrefix = format.sampleType === SAMPLETYPE_UINT ? 'u' : format.sampleType === SAMPLETYPE_INT ? 'i' : ''; textureType = `${sampleTypePrefix}${textureType}`; let namePostfix = ''; let extraCode = ''; if (isArray) { namePostfix = '_texture'; extraCode = `#define ${format.name} ${sampleTypePrefix}sampler2DArray(${format.name}${namePostfix}, ${format.name}_sampler)\n`; } code += `layout(set = ${bindGroup}, binding = ${format.slot}) uniform ${textureType} ${format.name}${namePostfix};\n`; if (format.hasSampler) { code += `layout(set = ${bindGroup}, binding = ${format.slot + 1}) uniform sampler ${format.name}_sampler;\n`; } code += extraCode; }); return code; } } export { ShaderProcessorGLSL };