three
Version: 
JavaScript 3D library
673 lines (368 loc) • 12.5 kB
JavaScript
import { MathNode, GLSLNodeParser, NodeBuilder, NodeMaterial } from '../../../nodes/Nodes.js';
import UniformBuffer from '../../common/UniformBuffer.js';
import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
import { IntType } from 'three';
const glslMethods = {
	[ MathNode.ATAN2 ]: 'atan',
	textureDimensions: 'textureSize'
};
const precisionLib = {
	low: 'lowp',
	medium: 'mediump',
	high: 'highp'
};
const supports = {
	instance: true
};
const defaultPrecisions = `
precision highp float;
precision highp int;
precision mediump sampler2DArray;
precision lowp sampler2DShadow;
`;
class GLSLNodeBuilder extends NodeBuilder {
	constructor( object, renderer, scene = null ) {
		super( object, renderer, new GLSLNodeParser(), scene );
		this.uniformGroups = {};
	}
	getMethod( method ) {
		return glslMethods[ method ] || method;
	}
	getPropertyName( node, shaderStage ) {
		if ( node.isOutputStructVar ) return '';
		return super.getPropertyName( node, shaderStage );
	}
	buildFunctionCode( shaderNode ) {
		const layout = shaderNode.layout;
		const flowData = this.flowShaderNode( shaderNode );
		const parameters = [];
		for ( const input of layout.inputs ) {
			parameters.push( this.getType( input.type ) + ' ' + input.name );
		}
		//
		const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
	${ flowData.vars }
${ flowData.code }
	return ${ flowData.result };
}`;
		//
		return code;
	}
	generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
		if ( depthSnippet ) {
			return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
		} else {
			return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
		}
	}
	generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
		if ( texture.isTextureCube ) {
			return `textureCube( ${ textureProperty }, ${ uvSnippet } )`;
		} else if ( texture.isDepthTexture ) {
			return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
		} else {
			if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
			return `texture( ${ textureProperty }, ${ uvSnippet } )`;
		}
	}
	generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
		return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
	}
	generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
		if ( shaderStage === 'fragment' ) {
			return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
		} else {
			console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
		}
	}
	getVars( shaderStage ) {
		const snippets = [];
		const vars = this.vars[ shaderStage ];
		if ( vars !== undefined ) {
			for ( const variable of vars ) {
				if ( variable.isOutputStructVar ) continue;
				snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
			}
		}
		return snippets.join( '\n\t' );
	}
	getUniforms( shaderStage ) {
		const uniforms = this.uniforms[ shaderStage ];
		const bindingSnippets = [];
		const uniformGroups = {};
		for ( const uniform of uniforms ) {
			let snippet = null;
			let group = false;
			if ( uniform.type === 'texture' ) {
				const texture = uniform.node.value;
				if ( texture.compareFunction ) {
					snippet = `sampler2DShadow ${ uniform.name };`;
				} else if ( texture.isDataArrayTexture === true ) {
					snippet = `sampler2DArray ${ uniform.name };`;
				} else {
					snippet = `sampler2D ${ uniform.name };`;
				}
			} else if ( uniform.type === 'cubeTexture' ) {
				snippet = `samplerCube ${ uniform.name };`;
			} else if ( uniform.type === 'buffer' ) {
				const bufferNode = uniform.node;
				const bufferType = this.getType( bufferNode.bufferType );
				const bufferCount = bufferNode.bufferCount;
				const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
				snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
			} else {
				const vectorType = this.getVectorType( uniform.type );
				snippet = `${vectorType} ${uniform.name};`;
				group = true;
			}
			const precision = uniform.node.precision;
			if ( precision !== null ) {
				snippet = precisionLib[ precision ] + ' ' + snippet;
			}
			if ( group ) {
				snippet = '\t' + snippet;
				const groupName = uniform.groupNode.name;
				const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
				groupSnippets.push( snippet );
			} else {
				snippet = 'uniform ' + snippet;
				bindingSnippets.push( snippet );
			}
		}
		let output = '';
		for ( const name in uniformGroups ) {
			const groupSnippets = uniformGroups[ name ];
			output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
		}
		output += bindingSnippets.join( '\n' );
		return output;
	}
	getTypeFromAttribute( attribute ) {
		let nodeType = super.getTypeFromAttribute( attribute );
		if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
			let dataAttribute = attribute;
			if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
			const array = dataAttribute.array;
			if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
				nodeType = nodeType.slice( 1 );
			}
		}
		return nodeType;
	}
	getAttributes( shaderStage ) {
		let snippet = '';
		if ( shaderStage === 'vertex' ) {
			const attributes = this.getAttributesArray();
			let location = 0;
			for ( const attribute of attributes ) {
				snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
			}
		}
		return snippet;
	}
	getStructMembers( struct ) {
		const snippets = [];
		const members = struct.getMemberTypes();
		for ( let i = 0; i < members.length; i ++ ) {
			const member = members[ i ];
			snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
		}
		return snippets.join( '\n' );
	}
	getStructs( shaderStage ) {
		const snippets = [];
		const structs = this.structs[ shaderStage ];
		if ( structs.length === 0 ) {
			return 'layout( location = 0 ) out vec4 fragColor;\n';
		}
		for ( let index = 0, length = structs.length; index < length; index ++ ) {
			const struct = structs[ index ];
			let snippet = '\n';
			snippet += this.getStructMembers( struct );
			snippet += '\n';
			snippets.push( snippet );
		}
		return snippets.join( '\n\n' );
	}
	getVaryings( shaderStage ) {
		let snippet = '';
		const varyings = this.varyings;
		if ( shaderStage === 'vertex' ) {
			for ( const varying of varyings ) {
				const type = varying.type;
				const flat = type === 'int' || type === 'uint' ? 'flat ' : '';
				snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
			}
		} else if ( shaderStage === 'fragment' ) {
			for ( const varying of varyings ) {
				if ( varying.needsInterpolation ) {
					const type = varying.type;
					const flat = type === 'int' || type === 'uint' ? 'flat ' : '';
					snippet += `${flat}in ${type} ${varying.name};\n`;
				}
			}
		}
		return snippet;
	}
	getVertexIndex() {
		return 'uint( gl_VertexID )';
	}
	getInstanceIndex() {
		return 'uint( gl_InstanceID )';
	}
	getFrontFacing() {
		return 'gl_FrontFacing';
	}
	getFragCoord() {
		return 'gl_FragCoord';
	}
	getFragDepth() {
		return 'gl_FragDepth';
	}
	isAvailable( name ) {
		return supports[ name ] === true;
	}
	isFlipY() {
		return true;
	}
	_getGLSLUniformStruct( name, vars ) {
		return `
layout( std140 ) uniform ${name} {
${vars}
};`;
	}
	_getGLSLVertexCode( shaderData ) {
		return `#version 300 es
${ this.getSignature() }
// precision
${ defaultPrecisions }
// uniforms
${shaderData.uniforms}
// varyings
${shaderData.varyings}
// attributes
${shaderData.attributes}
// codes
${shaderData.codes}
void main() {
	// vars
	${shaderData.vars}
	// flow
	${shaderData.flow}
	gl_PointSize = 1.0;
}
`;
	}
	_getGLSLFragmentCode( shaderData ) {
		return `#version 300 es
${ this.getSignature() }
// precision
${ defaultPrecisions }
// uniforms
${shaderData.uniforms}
// varyings
${shaderData.varyings}
// codes
${shaderData.codes}
${shaderData.structs}
void main() {
	// vars
	${shaderData.vars}
	// flow
	${shaderData.flow}
}
`;
	}
	buildCode() {
		const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
		for ( const shaderStage in shadersData ) {
			let flow = '// code\n\n';
			flow += this.flowCode[ shaderStage ];
			const flowNodes = this.flowNodes[ shaderStage ];
			const mainNode = flowNodes[ flowNodes.length - 1 ];
			for ( const node of flowNodes ) {
				const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
				const slotName = node.name;
				if ( slotName ) {
					if ( flow.length > 0 ) flow += '\n';
					flow += `\t// flow -> ${ slotName }\n\t`;
				}
				flow += `${ flowSlotData.code }\n\t`;
				if ( node === mainNode && shaderStage !== 'compute' ) {
					flow += '// result\n\t';
					if ( shaderStage === 'vertex' ) {
						flow += 'gl_Position = ';
						flow += `${ flowSlotData.result };`;
					} else if ( shaderStage === 'fragment' ) {
						if ( ! node.outputNode.isOutputStructNode ) {
							flow += 'fragColor = ';
							flow += `${ flowSlotData.result };`;
						}
					}
				}
			}
			const stageData = shadersData[ shaderStage ];
			stageData.uniforms = this.getUniforms( shaderStage );
			stageData.attributes = this.getAttributes( shaderStage );
			stageData.varyings = this.getVaryings( shaderStage );
			stageData.vars = this.getVars( shaderStage );
			stageData.structs = this.getStructs( shaderStage );
			stageData.codes = this.getCodes( shaderStage );
			stageData.flow = flow;
		}
		if ( this.material !== null ) {
			this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
			this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
		} else {
			console.warn( 'GLSLNodeBuilder: compute shaders are not supported.' );
			//this.computeShader = this._getGLSLComputeCode( shadersData.compute );
		}
	}
	getUniformFromNode( node, type, shaderStage, name = null ) {
		const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
		const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
		let uniformGPU = nodeData.uniformGPU;
		if ( uniformGPU === undefined ) {
			if ( type === 'texture' ) {
				uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node );
				this.bindings[ shaderStage ].push( uniformGPU );
			} else if ( type === 'cubeTexture' ) {
				uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
				this.bindings[ shaderStage ].push( uniformGPU );
			} else if ( type === 'buffer' ) {
				node.name = `NodeBuffer_${node.id}`;
				const buffer = new UniformBuffer( node.name, node.value );
				uniformNode.name = `buffer${node.id}`;
				this.bindings[ shaderStage ].push( buffer );
				uniformGPU = buffer;
			} else {
				const group = node.groupNode;
				const groupName = group.name;
				const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
				let uniformsGroup = uniformsStage[ groupName ];
				if ( uniformsGroup === undefined ) {
					uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
					//uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
					uniformsStage[ groupName ] = uniformsGroup;
					this.bindings[ shaderStage ].push( uniformsGroup );
				}
				uniformGPU = this.getNodeUniform( uniformNode, type );
				uniformsGroup.addUniform( uniformGPU );
			}
			nodeData.uniformGPU = uniformGPU;
		}
		return uniformNode;
	}
	build() {
		// @TODO: Move this code to super.build()
		const { object, material } = this;
		if ( material !== null ) {
			NodeMaterial.fromMaterial( material ).build( this );
		} else {
			this.addFlow( 'compute', object );
		}
		return super.build();
	}
}
export default GLSLNodeBuilder;