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three

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JavaScript 3D library

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import NodeUniform from './NodeUniform.js'; import NodeAttribute from './NodeAttribute.js'; import NodeVary from './NodeVary.js'; import NodeVar from './NodeVar.js'; import NodeCode from './NodeCode.js'; import NodeKeywords from './NodeKeywords.js'; import { NodeUpdateType } from './constants.js'; class NodeBuilder { constructor( material, renderer ) { this.material = material; this.renderer = renderer; this.nodes = []; this.updateNodes = []; this.vertexShader = null; this.fragmentShader = null; this.slots = { vertex: [], fragment: [] }; this.defines = { vertex: {}, fragment: {} }; this.uniforms = { vertex: [], fragment: [] }; this.nodeCodes = { vertex: [], fragment: [] }; this.vars = { vertex: [], fragment: [] }; this.attributes = []; this.varys = []; this.flow = { code: '' }; this.context = { keywords: new NodeKeywords(), material: material }; this.nodesData = new WeakMap(); this.shaderStage = null; } addNode( node ) { if ( this.nodes.indexOf( node ) === - 1 ) { const updateType = node.getUpdateType( this ); if ( updateType !== NodeUpdateType.None ) { this.updateNodes.push( node ); } this.nodes.push( node ); } } addSlot( shaderStage, slot ) { this.slots[ shaderStage ].push( slot ); } define( shaderStage, name, value = '' ) { this.defines[ shaderStage ][ name ] = value; } setContext( context ) { this.context = context; } getContext() { return this.context; } getContextParameter( name ) { return this.context[ name ]; } getTexture( /* textureProperty, uvSnippet */ ) { console.warn( 'Abstract function.' ); } getConst( type, value ) { if ( type === 'float' ) return value + ( value % 1 ? '' : '.0' ); if ( type === 'vec2' ) return `vec2( ${value.x}, ${value.y} )`; if ( type === 'vec3' ) return `vec3( ${value.x}, ${value.y}, ${value.z} )`; if ( type === 'vec4' ) return `vec4( ${value.x}, ${value.y}, ${value.z}, ${value.w} )`; if ( type === 'color' ) return `vec3( ${value.r}, ${value.g}, ${value.b} )`; throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` ); } getAttribute( name, type ) { const attributes = this.attributes; // find attribute for ( const attribute of attributes ) { if ( attribute.name === name ) { return attribute; } } // create a new if no exist const attribute = new NodeAttribute( name, type ); attributes.push( attribute ); return attribute; } getPropertyName( node ) { return node.name; } isVector( type ) { return /vec\d/.test( type ); } isMatrix( type ) { return /mat\d/.test( type ); } isShaderStage( shaderStage ) { return this.shaderStage === shaderStage; } getVectorType( type ) { if ( type === 'color' ) return 'vec3'; if ( type === 'texture' ) return 'vec4'; return type; } getTypeFromLength( type ) { if ( type === 1 ) return 'float'; if ( type === 2 ) return 'vec2'; if ( type === 3 ) return 'vec3'; if ( type === 4 ) return 'vec4'; return 0; } getTypeLength( type ) { type = this.getVectorType( type ); if ( type === 'float' ) return 1; if ( type === 'vec2' ) return 2; if ( type === 'vec3' ) return 3; if ( type === 'vec4' ) return 4; return 0; } getDataFromNode( node, shaderStage = null ) { let nodeData = this.nodesData.get( node ); if ( nodeData === undefined ) { nodeData = { vertex: {}, fragment: {} }; this.nodesData.set( node, nodeData ); } return shaderStage ? nodeData[ shaderStage ] : nodeData; } getUniformFromNode( node, shaderStage, type ) { const nodeData = this.getDataFromNode( node, shaderStage ); let nodeUniform = nodeData.uniform; if ( nodeUniform === undefined ) { const uniforms = this.uniforms[ shaderStage ]; const index = uniforms.length; nodeUniform = new NodeUniform( 'nodeUniform' + index, type, node ); uniforms.push( nodeUniform ); nodeData.uniform = nodeUniform; } return nodeUniform; } getVarFromNode( node, type, shaderStage = this.shaderStage ) { const nodeData = this.getDataFromNode( node, shaderStage ); let nodeVar = nodeData.variable; if ( nodeVar === undefined ) { const vars = this.vars[ shaderStage ]; const index = vars.length; nodeVar = new NodeVar( 'nodeVar' + index, type ); vars.push( nodeVar ); nodeData.variable = nodeVar; } return nodeVar; } getVaryFromNode( node, type ) { const nodeData = this.getDataFromNode( node ); let nodeVary = nodeData.vary; if ( nodeVary === undefined ) { const varys = this.varys; const index = varys.length; nodeVary = new NodeVary( 'nodeVary' + index, type ); varys.push( nodeVary ); nodeData.vary = nodeVary; } return nodeVary; } getCodeFromNode( node, type, shaderStage = this.shaderStage ) { const nodeData = this.getDataFromNode( node ); let nodeCode = nodeData.code; if ( nodeCode === undefined ) { const nodeCodes = this.nodeCodes[ shaderStage ]; const index = nodeCodes.length; nodeCode = new NodeCode( 'nodeCode' + index, type ); nodeCodes.push( nodeCode ); nodeData.code = nodeCode; } return nodeCode; } /* analyzeNode( node ) { } */ addFlowCode( code ) { if ( ! /;\s*$/.test( code ) ) { code += '; '; } this.flow.code += code; } flowNode( node, output ) { const previousFlow = this.flow; const flow = { code: previousFlow.code, }; this.flow = flow; flow.result = node.build( this, output ); this.flow = previousFlow; return flow; } _buildDefines( shader ) { const defines = this.defines[ shader ]; let code = ''; for ( const name in defines ) { code += `#define ${name} ${defines[ name ]}\n`; } return code; } getAttributesBodySnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getAttributesHeaderSnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getVarysHeaderSnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getVarysBodySnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getVarsHeaderSnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getVarsBodySnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getUniformsHeaderSnippet( /*shaderStage*/ ) { console.warn( 'Abstract function.' ); } getUniformsHeaderCodes( shaderStage ) { const nodeCodes = this.nodeCodes[ shaderStage ]; let code = ''; for ( const nodeCode of nodeCodes ) { code += nodeCode.code + '\n'; } return code; } getHash() { return this.vertexShader + this.fragmentShader; } build() { const shaderStages = [ 'vertex', 'fragment' ]; const shaderData = {}; for ( const shaderStage of shaderStages ) { this.shaderStage = shaderStage; const slots = this.slots[ shaderStage ]; for ( const slot of slots ) { const flowData = this.flowNode( slot.node, slot.output ); this.define( shaderStage, `NODE_CODE_${slot.name}`, flowData.code ); this.define( shaderStage, `NODE_${slot.name}`, flowData.result ); } } this.shaderStage = null; for ( const shaderStage of shaderStages ) { this.define( shaderStage, 'NODE_HEADER_UNIFORMS', this.getUniformsHeaderSnippet( shaderStage ) ); this.define( shaderStage, 'NODE_HEADER_ATTRIBUTES', this.getAttributesHeaderSnippet( shaderStage ) ); this.define( shaderStage, 'NODE_HEADER_VARYS', this.getVarysHeaderSnippet( shaderStage ) ); this.define( shaderStage, 'NODE_BODY_VARYS', this.getVarysBodySnippet( shaderStage ) ); this.define( shaderStage, 'NODE_BODY_VARS', this.getVarsBodySnippet( shaderStage ) ); let headerCode = ''; headerCode += this.getVarsHeaderSnippet( shaderStage ) + '\n'; headerCode += this.getUniformsHeaderCodes( shaderStage ); shaderData[ shaderStage ] = this._buildDefines( shaderStage ) + '\n' + headerCode; } this.vertexShader = shaderData.vertex; this.fragmentShader = shaderData.fragment; return this; } format( snippet, fromType, toType ) { fromType = this.getVectorType( fromType ); toType = this.getVectorType( toType ); const typeToType = `${fromType} to ${toType}`; switch ( typeToType ) { case 'float to vec2' : return `vec2( ${snippet} )`; case 'float to vec3' : return `vec3( ${snippet} )`; case 'float to vec4' : return `vec4( vec3( ${snippet} ), 1.0 )`; case 'vec2 to float' : return `${snippet}.x`; case 'vec2 to vec3' : return `vec3( ${snippet}, 0.0 )`; case 'vec2 to vec4' : return `vec4( ${snippet}.xy, 0.0, 1.0 )`; case 'vec3 to float' : return `${snippet}.x`; case 'vec3 to vec2' : return `${snippet}.xy`; case 'vec3 to vec4' : return `vec4( ${snippet}, 1.0 )`; case 'vec4 to float' : return `${snippet}.x`; case 'vec4 to vec2' : return `${snippet}.xy`; case 'vec4 to vec3' : return `${snippet}.xyz`; case 'mat3 to float' : return `( ${snippet} * vec3( 1.0 ) ).x`; case 'mat3 to vec2' : return `( ${snippet} * vec3( 1.0 ) ).xy`; case 'mat3 to vec3' : return `( ${snippet} * vec3( 1.0 ) ).xyz`; case 'mat3 to vec4' : return `vec4( ${snippet} * vec3( 1.0 ), 1.0 )`; case 'mat4 to float' : return `( ${snippet} * vec4( 1.0 ) ).x`; case 'mat4 to vec2' : return `( ${snippet} * vec4( 1.0 ) ).xy`; case 'mat4 to vec3' : return `( ${snippet} * vec4( 1.0 ) ).xyz`; case 'mat4 to vec4' : return `( ${snippet} * vec4( 1.0 ) )`; } return snippet; } } export default NodeBuilder;