polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
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text/typescript
import {BaseGlShaderAssembler} from '../_Base';
// import {GlobalsTextureHandler} from '../../Assembler/Globals/Texture';
import TemplateDefault from '../../templates/particles/Default.glsl';
// import TemplatePosition from './Template/Particle/Position.glsl'
// import TemplateVelocity from './Template/Particle/Velocity.glsl'
// import TemplateAcceleration from './Template/Particle/Acceleration.glsl'
// import {ShaderConfig} from './Config/ShaderConfig';
// import {VariableConfig} from './Config/VariableConfig';
// import {ShaderName, LineType} from '../../../../../Engine/Node/Gl/Assembler/Util/CodeBuilder';
import {AttributeGlNode} from '../../../Attribute';
import {TextureAllocationsController} from '../../utils/TextureAllocationsController';
import {ThreeToGl} from '../../../../../../core/ThreeToGl';
import {BaseGlNodeType} from '../../../_Base';
import {GlobalsGlNode} from '../../../Globals';
import {TypedNodeTraverser} from '../../../../utils/shaders/NodeTraverser';
import {ShaderName} from '../../../../utils/shaders/ShaderName';
import {OutputGlNode} from '../../../Output';
import {GlConnectionPointType, GlConnectionPoint} from '../../../../utils/io/connections/Gl';
import {UniformGLDefinition} from '../../../utils/GLDefinition';
import {GlobalsTextureHandler} from '../../globals/Texture';
import {ShadersCollectionController} from '../../utils/ShadersCollectionController';
import {NodeContext} from '../../../../../poly/NodeContext';
export class ShaderAssemblerParticles extends BaseGlShaderAssembler {
private _texture_allocations_controller: TextureAllocationsController | undefined;
get _template_shader() {
return undefined;
}
protected _template_shader_for_shader_name(shader_name: ShaderName) {
return TemplateDefault;
}
// async get_shaders(){
// await this.update_shaders()
// return this._shaders_by_name
// }
compile() {
this.setup_shader_names_and_variables();
this.update_shaders();
}
root_nodes_by_shader_name(shader_name: ShaderName): BaseGlNodeType[] {
// return this._root_nodes
const list = [];
for (let node of this._root_nodes) {
switch (node.type()) {
case OutputGlNode.type(): {
list.push(node);
break;
}
case AttributeGlNode.type(): {
// TODO: typescript - gl - why is there a texture allocation controller in the base assembler?
const attrib_name = (node as AttributeGlNode).attribute_name;
const variable = this._texture_allocations_controller?.variable(attrib_name);
if (variable && variable.allocation) {
const allocation_shader_name = variable.allocation.shader_name;
if (allocation_shader_name == shader_name) {
list.push(node);
}
}
break;
}
}
}
return list;
}
leaf_nodes_by_shader_name(shader_name: ShaderName): BaseGlNodeType[] {
const list = [];
for (let node of this._leaf_nodes) {
switch (node.type()) {
case GlobalsGlNode.type(): {
list.push(node);
break;
}
case AttributeGlNode.type(): {
// TODO: typescript - gl - why is there a texture allocation controller in the base assembler? AND especially since there is no way to assign it?
const attrib_name: string = (node as AttributeGlNode).attribute_name;
const variable = this._texture_allocations_controller?.variable(attrib_name);
if (variable && variable.allocation) {
const allocation_shader_name = variable.allocation.shader_name;
if (allocation_shader_name == shader_name) {
list.push(node);
}
}
break;
}
}
}
return list;
}
setup_shader_names_and_variables() {
const node_traverser = new TypedNodeTraverser<NodeContext.GL>(
this._gl_parent_node,
this.shader_names,
(root_node, shader_name) => {
return this.input_names_for_shader_name(root_node, shader_name);
}
);
this._leaf_nodes = node_traverser.leaves_from_nodes(this._root_nodes);
// for (let node of this._root_nodes) {
// await node.params.eval_all();
// }
// for (let node of this._leaf_nodes) {
// await node.params.eval_all();
// }
this._texture_allocations_controller = new TextureAllocationsController();
this._texture_allocations_controller.allocate_connections_from_root_nodes(this._root_nodes, this._leaf_nodes);
// const globals_handler = new GlobalsTextureHandler()
// this.set_assembler_globals_handler(globals_handler)
if (this.globals_handler) {
((<unknown>this.globals_handler) as GlobalsTextureHandler)?.set_texture_allocations_controller(
this._texture_allocations_controller
);
}
this._reset_shader_configs();
}
update_shaders() {
this._shaders_by_name = new Map();
this._lines = new Map();
for (let shader_name of this.shader_names) {
const template = this._template_shader_for_shader_name(shader_name);
this._lines.set(shader_name, template.split('\n'));
}
if (this._root_nodes.length > 0) {
// this._output_node.set_assembler(this)
this.build_code_from_nodes(this._root_nodes);
this._build_lines();
}
// this._material.uniforms = this.build_uniforms(template_shader)
for (let shader_name of this.shader_names) {
const lines = this._lines.get(shader_name);
if (lines) {
this._shaders_by_name.set(shader_name, lines.join('\n'));
}
}
}
//
//
// CHILDREN NODES PARAMS
//
//
add_output_inputs(output_child: OutputGlNode) {
// output_child.add_param(ParamType.VECTOR3, 'position', [0, 0, 0]);
// output_child.add_param(ParamType.VECTOR3, 'velocity', [0, 0, 0]);
output_child.io.inputs.setNamedInputConnectionPoints([
new GlConnectionPoint('position', GlConnectionPointType.VEC3),
new GlConnectionPoint('velocity', GlConnectionPointType.VEC3),
]);
}
add_globals_outputs(globals_node: GlobalsGlNode) {
globals_node.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint('position', GlConnectionPointType.VEC3),
new GlConnectionPoint('velocity', GlConnectionPointType.VEC3),
// new TypedNamedConnectionPoint('acceleration', ConnectionPointType.VEC3),
new GlConnectionPoint('time', GlConnectionPointType.FLOAT),
]);
}
allow_attribute_exports() {
return true;
}
get texture_allocations_controller() {
return (this._texture_allocations_controller =
this._texture_allocations_controller || new TextureAllocationsController());
}
//
//
// CONFIGS
//
//
create_shader_configs() {
return this._texture_allocations_controller?.create_shader_configs() || [];
// [
// new ShaderConfig('position', ['position'], []),
// // new ShaderConfig('fragment', ['color', 'alpha'], ['vertex']),
// ]
}
create_variable_configs() {
return [
// new VariableConfig('position', {
// default: 'vec3( position )',
// prefix: 'vec3 transformed = '
// }),
];
}
get shader_names(): ShaderName[] {
return this.texture_allocations_controller.shader_names() || [];
}
input_names_for_shader_name(root_node: BaseGlNodeType, shader_name: ShaderName) {
return this.texture_allocations_controller.input_names_for_shader_name(root_node, shader_name) || [];
// return this.shader_config(shader_name).input_names()
}
//
//
// TEMPLATE HOOKS
//
//
protected insert_define_after(shader_name: ShaderName) {
return '// INSERT DEFINE';
}
protected insert_body_after(shader_name: ShaderName) {
return '// INSERT BODY';
}
protected lines_to_remove(shader_name: ShaderName) {
return ['// INSERT DEFINE', '// INSERT BODY'];
}
//
//
// TEMPLATE CODE REPLACEMENT
//
//
add_export_body_line(
export_node: BaseGlNodeType,
input_name: string,
input: BaseGlNodeType,
variable_name: string,
shaders_collection_controller: ShadersCollectionController
) {
if (input) {
const var_input = export_node.variable_for_input(input_name);
const new_var = ThreeToGl.vector3(var_input);
if (new_var) {
const texture_variable = this.texture_allocations_controller.variable(variable_name);
// if we are in the texture this variable is allocated to, we write it back
const shader_name = shaders_collection_controller.current_shader_name;
if (texture_variable && texture_variable.allocation?.shader_name == shader_name) {
const component = texture_variable.component;
const line = `gl_FragColor.${component} = ${new_var}`;
shaders_collection_controller.add_body_lines(export_node, [line], shader_name);
}
}
}
}
set_node_lines_output(output_node: BaseGlNodeType, shaders_collection_controller: ShadersCollectionController) {
const shader_name = shaders_collection_controller.current_shader_name;
const input_names = this.texture_allocations_controller.input_names_for_shader_name(output_node, shader_name);
if (input_names) {
for (let input_name of input_names) {
const input = output_node.io.inputs.named_input(input_name);
if (input) {
const variable_name = input_name;
this.add_export_body_line(
output_node,
input_name,
input,
variable_name,
shaders_collection_controller
);
} else {
// position reads the default attribute position
// or maybe there is no need?
// if(input_name == 'position'){
// this.globals_handler().read_attribute(output_node, 'vec3', 'position')
// }
}
}
}
}
set_node_lines_attribute(
attribute_node: AttributeGlNode,
shaders_collection_controller: ShadersCollectionController
) {
if (attribute_node.is_importing) {
const gl_type = attribute_node.gl_type();
const attribute_name = attribute_node.attribute_name;
const new_value = this.globals_handler?.read_attribute(
attribute_node,
gl_type,
attribute_name,
shaders_collection_controller
);
const var_name = attribute_node.gl_var_name(attribute_node.output_name);
const body_line = `${gl_type} ${var_name} = ${new_value}`;
shaders_collection_controller.add_body_lines(attribute_node, [body_line]);
// re-export to ensure it is available on next frame
const texture_variable = this.texture_allocations_controller.variable(attribute_name);
const shader_name = shaders_collection_controller.current_shader_name;
if (texture_variable && texture_variable.allocation?.shader_name == shader_name) {
const variable = this.texture_allocations_controller.variable(attribute_name);
if (variable) {
const component = variable.component;
const body_line = `gl_FragColor.${component} = ${var_name}`;
shaders_collection_controller.add_body_lines(attribute_node, [body_line]);
}
}
// this.add_import_body_line(
// attribute_node,
// shader_name,
// Attribute.output_name(),
// attribute_node.attribute_name()
// )
}
if (attribute_node.is_exporting) {
const input = attribute_node.connected_input_node();
if (input) {
const variable_name = attribute_node.attribute_name;
this.add_export_body_line(
attribute_node,
attribute_node.input_name,
input,
variable_name,
shaders_collection_controller
);
}
}
}
set_node_lines_globals(globals_node: GlobalsGlNode, shaders_collection_controller: ShadersCollectionController) {
for (let output_name of globals_node.io.outputs.used_output_names()) {
switch (output_name) {
case 'time':
this._handle_globals_time(globals_node, output_name, shaders_collection_controller);
break;
default:
this._handle_globals_default(globals_node, output_name, shaders_collection_controller);
}
}
}
private _handle_globals_time(
globals_node: GlobalsGlNode,
output_name: string,
shaders_collection_controller: ShadersCollectionController
) {
const definition = new UniformGLDefinition(globals_node, GlConnectionPointType.FLOAT, output_name);
shaders_collection_controller.add_definitions(globals_node, [definition]);
const var_name = globals_node.gl_var_name(output_name);
const body_line = `float ${var_name} = ${output_name}`;
shaders_collection_controller.add_body_lines(globals_node, [body_line]);
this.set_uniforms_time_dependent();
}
private _handle_globals_default(
globals_node: GlobalsGlNode,
output_name: string,
shaders_collection_controller: ShadersCollectionController
) {
const output_connection_point = globals_node.io.outputs.named_output_connection_points_by_name(output_name);
if (output_connection_point) {
const gl_type = output_connection_point.type();
const attrib_read = this.globals_handler?.read_attribute(
globals_node,
gl_type,
output_name,
shaders_collection_controller
);
if (attrib_read) {
const var_name = globals_node.gl_var_name(output_name);
const body_line = `${gl_type} ${var_name} = ${attrib_read}`;
shaders_collection_controller.add_body_lines(globals_node, [body_line]);
}
}
}
}