polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
237 lines (225 loc) • 8.68 kB
text/typescript
import {TextureAllocation, TextureAllocationData} from './TextureAllocation';
import {BaseGlNodeType} from '../../_Base';
// import {TypedConnection, COMPONENTS_COUNT_BY_TYPE} from '../../../../../Engine/Node/Gl/GlData';
import {TextureVariable} from './TextureVariable';
import {ShaderConfig} from '../configs/ShaderConfig';
import {ShaderName, ParticleShaderNames} from '../../../utils/shaders/ShaderName';
import {PolyScene} from '../../../../scene/PolyScene';
import {GlConnectionPointComponentsCountMap, BaseGlConnectionPoint} from '../../../utils/io/connections/Gl';
import {AttributeGlNode} from '../../Attribute';
import {GlobalsGlNode} from '../../Globals';
import {OutputGlNode} from '../../Output';
import {ArrayUtils} from '../../../../../core/ArrayUtils';
import {PolyDictionary} from '../../../../../types/GlobalTypes';
export type TextureAllocationsControllerData = PolyDictionary<TextureAllocationData>[];
const OUTPUT_NAME_ATTRIBUTES = ['position', 'normal', 'color', 'uv'];
export class TextureAllocationsController {
private _allocations: TextureAllocation[] = [];
private _next_allocation_index: number = 0;
constructor() {}
allocate_connections_from_root_nodes(root_nodes: BaseGlNodeType[], leaf_nodes: BaseGlNodeType[]) {
const variables = [];
// TODO: let's go through the output node first, in case there is a name conflict, it will have priority
for (let node of root_nodes) {
const node_id = node.graphNodeId();
switch (node.type()) {
case OutputGlNode.type(): {
for (let connection_point of node.io.inputs.named_input_connection_points) {
const input = node.io.inputs.named_input(connection_point.name());
if (input) {
// connections_by_node_id[node_id] = connections_by_node_id[node_id] || []
// connections_by_node_id[node_id].push(named_input)
const variable = new TextureVariable(
connection_point.name(),
GlConnectionPointComponentsCountMap[connection_point.type()]
);
variable.add_graph_node_id(node_id);
variables.push(variable);
}
}
break;
}
case AttributeGlNode.type(): {
const attrib_node = node as AttributeGlNode;
const named_input: BaseGlNodeType | null = attrib_node.connected_input_node();
const connection_point:
| BaseGlConnectionPoint
| undefined = attrib_node.connected_input_connection_point();
if (named_input && connection_point) {
// connections_by_node_id[node_id] = connections_by_node_id[node_id] || []
// connections_by_node_id[node_id].push(named_input)
const variable = new TextureVariable(
attrib_node.attribute_name,
GlConnectionPointComponentsCountMap[connection_point.type()]
);
variable.add_graph_node_id(node_id);
variables.push(variable);
}
break;
}
}
}
for (let node of leaf_nodes) {
const node_id = node.graphNodeId();
switch (node.type()) {
case GlobalsGlNode.type(): {
const globals_node = node as GlobalsGlNode;
// const output_names_not_attributes = ['frame', 'gl_FragCoord', 'gl_PointCoord'];
for (let output_name of globals_node.io.outputs.used_output_names()) {
// is_attribute, as opposed to frame, gl_FragCoord and gl_PointCoord which are either uniforms or provided by the renderer
const is_attribute = OUTPUT_NAME_ATTRIBUTES.includes(output_name);
if (is_attribute) {
const connection_point = globals_node.io.outputs.named_output_connection_points_by_name(
output_name
);
if (connection_point) {
const gl_type = connection_point.type();
const variable = new TextureVariable(
output_name,
GlConnectionPointComponentsCountMap[gl_type]
);
variable.add_graph_node_id(node_id);
variables.push(variable);
}
}
}
break;
}
case AttributeGlNode.type(): {
const attribute_node = node as AttributeGlNode;
const connection_point = attribute_node.output_connection_point();
if (connection_point) {
// connections_by_node_id[node_id] = connections_by_node_id[node_id] || []
// connections_by_node_id[node_id].push(named_output)
const variable = new TextureVariable(
attribute_node.attribute_name,
GlConnectionPointComponentsCountMap[connection_point.type()]
);
variable.add_graph_node_id(node_id);
variables.push(variable);
}
break;
}
}
}
this.allocate_variables(variables);
}
private allocate_variables(variables: TextureVariable[]) {
const variables_by_size_inverse = ArrayUtils.sortBy(variables, (variable) => {
return -variable.size;
});
for (let variable of variables_by_size_inverse) {
this.allocate_variable(variable);
}
}
private allocate_variable(new_variable: TextureVariable) {
let allocated = this.has_variable(new_variable.name());
if (allocated) {
const allocated_variable = this.variables().filter((v) => v.name() == new_variable.name())[0];
new_variable.graph_node_ids?.forEach((boolean, graph_node_id) => {
allocated_variable.add_graph_node_id(graph_node_id);
});
} else {
if (!allocated) {
for (let allocation of this._allocations) {
if (!allocated && allocation.has_space_for_variable(new_variable)) {
allocation.add_variable(new_variable);
allocated = true;
}
}
}
if (!allocated) {
const new_allocation = new TextureAllocation(this.next_allocation_name());
this._allocations.push(new_allocation);
new_allocation.add_variable(new_variable);
}
}
}
private add_allocation(allocation: TextureAllocation) {
this._allocations.push(allocation);
}
next_allocation_name(): ShaderName {
const name = ParticleShaderNames[this._next_allocation_index];
this._next_allocation_index += 1;
return name;
}
shader_names(): ShaderName[] {
const explicit_shader_names = this._allocations.map((a) => a.shader_name);
// include dependencies if needed
// TODO: typescript - do I need those?
// if (lodash_includes(explicit_shader_names, 'acceleration')) {
// explicit_shader_names.push('velocity');
// }
// if (lodash_includes(explicit_shader_names, 'velocity')) {
// explicit_shader_names.push('position');
// }
return ArrayUtils.uniq(explicit_shader_names);
}
create_shader_configs(): ShaderConfig[] {
return [
// new ShaderConfig('position', ['position'], []),
// new ShaderConfig('fragment', ['color', 'alpha'], ['vertex']),
];
}
allocation_for_shader_name(shader_name: ShaderName): TextureAllocation {
return this._allocations.filter((a) => a.shader_name == shader_name)[0];
}
input_names_for_shader_name(root_node: BaseGlNodeType, shader_name: ShaderName) {
const allocation = this.allocation_for_shader_name(shader_name);
if (allocation) {
return allocation.input_names_for_node(root_node);
}
}
// find_variable(root_node: BaseNodeGl, shader_name: ShaderName, input_name: string): TextureVariable{
// const allocation = this.allocation_for_shader_name(shader_name)
// if(allocation){
// return allocation.find_variable_with_node(root_node, input_name)
// }
// }
variable(variable_name: string): TextureVariable | undefined {
for (let allocation of this._allocations) {
const variable = allocation.variable(variable_name);
if (variable) {
return variable;
}
}
}
variables(): TextureVariable[] {
return this._allocations.map((a) => a.variables || []).flat();
}
has_variable(name: string): boolean {
const names = this.variables().map((v) => v.name());
return names.includes(name);
}
// allocation_for_variable(name:string):TextureAllocation{
// for(let allocation of this._allocations){
// const variables = allocation.variables()
// for(let variable of variables){
// if(variable.name() == name){
// return allocation
// }
// }
// }
// }
static from_json(data: TextureAllocationsControllerData): TextureAllocationsController {
const controller = new TextureAllocationsController();
for (let datum of data) {
const shader_name = Object.keys(datum)[0] as ShaderName;
const allocation_data = datum[shader_name];
const new_allocation = TextureAllocation.from_json(allocation_data, shader_name);
controller.add_allocation(new_allocation);
}
return controller;
}
toJSON(scene: PolyScene): TextureAllocationsControllerData {
return this._allocations.map((allocation: TextureAllocation) => {
const data = {
[allocation.shader_name]: allocation.toJSON(scene),
};
return data;
});
}
print(scene: PolyScene) {
console.log(JSON.stringify(this.toJSON(scene), [''], 2));
}
}