three
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JavaScript 3D library
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JavaScript
import NodeUniform from './NodeUniform.js';
import NodeAttribute from './NodeAttribute.js';
import NodeVarying from './NodeVarying.js';
import NodeVar from './NodeVar.js';
import NodeCode from './NodeCode.js';
import NodeKeywords from './NodeKeywords.js';
import NodeCache from './NodeCache.js';
import ParameterNode from './ParameterNode.js';
import FunctionNode from '../code/FunctionNode.js';
import { createNodeMaterialFromType, default as NodeMaterial } from '../materials/NodeMaterial.js';
import { NodeUpdateType, defaultBuildStages, shaderStages } from './constants.js';
import {
NumberNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
} from '../../renderers/common/nodes/NodeUniform.js';
import BindGroup from '../../renderers/common/BindGroup.js';
import {
REVISION, RenderTarget, Color, Vector2, Vector3, Vector4, IntType, UnsignedIntType, Float16BufferAttribute,
LinearFilter, LinearMipmapNearestFilter, NearestMipmapLinearFilter, LinearMipmapLinearFilter
} from 'three';
import { stack } from './StackNode.js';
import { getCurrentStack, setCurrentStack } from '../shadernode/ShaderNode.js';
import CubeRenderTarget from '../../renderers/common/CubeRenderTarget.js';
import ChainMap from '../../renderers/common/ChainMap.js';
import PMREMGenerator from '../../renderers/common/extras/PMREMGenerator.js';
const rendererCache = new WeakMap();
const typeFromLength = new Map( [
[ 2, 'vec2' ],
[ 3, 'vec3' ],
[ 4, 'vec4' ],
[ 9, 'mat3' ],
[ 16, 'mat4' ]
] );
const typeFromArray = new Map( [
[ Int8Array, 'int' ],
[ Int16Array, 'int' ],
[ Int32Array, 'int' ],
[ Uint8Array, 'uint' ],
[ Uint16Array, 'uint' ],
[ Uint32Array, 'uint' ],
[ Float32Array, 'float' ]
] );
const toFloat = ( value ) => {
value = Number( value );
return value + ( value % 1 ? '' : '.0' );
};
class NodeBuilder {
constructor( object, renderer, parser ) {
this.object = object;
this.material = ( object && object.material ) || null;
this.geometry = ( object && object.geometry ) || null;
this.renderer = renderer;
this.parser = parser;
this.scene = null;
this.camera = null;
this.nodes = [];
this.updateNodes = [];
this.updateBeforeNodes = [];
this.updateAfterNodes = [];
this.hashNodes = {};
this.lightsNode = null;
this.environmentNode = null;
this.fogNode = null;
this.clippingContext = null;
this.vertexShader = null;
this.fragmentShader = null;
this.computeShader = null;
this.flowNodes = { vertex: [], fragment: [], compute: [] };
this.flowCode = { vertex: '', fragment: '', compute: '' };
this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
this.structs = { vertex: [], fragment: [], compute: [], index: 0 };
this.bindings = { vertex: {}, fragment: {}, compute: {} };
this.bindingsIndexes = {};
this.bindGroups = null;
this.attributes = [];
this.bufferAttributes = [];
this.varyings = [];
this.codes = {};
this.vars = {};
this.flow = { code: '' };
this.chaining = [];
this.stack = stack();
this.stacks = [];
this.tab = '\t';
this.instanceBindGroups = true;
this.currentFunctionNode = null;
this.context = {
keywords: new NodeKeywords(),
material: this.material
};
this.cache = new NodeCache();
this.globalCache = this.cache;
this.flowsData = new WeakMap();
this.shaderStage = null;
this.buildStage = null;
}
getBingGroupsCache() {
let bindGroupsCache = rendererCache.get( this.renderer );
if ( bindGroupsCache === undefined ) {
bindGroupsCache = new ChainMap();
rendererCache.set( this.renderer, bindGroupsCache );
}
return bindGroupsCache;
}
createRenderTarget( width, height, options ) {
return new RenderTarget( width, height, options );
}
createCubeRenderTarget( size, options ) {
return new CubeRenderTarget( size, options );
}
createPMREMGenerator() {
// TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
return new PMREMGenerator( this.renderer );
}
includes( node ) {
return this.nodes.includes( node );
}
_getBindGroup( groupName, bindings ) {
const bindGroupsCache = this.getBingGroupsCache();
// cache individual uniforms group
const bindingsArray = [];
let sharedGroup = true;
for ( const binding of bindings ) {
if ( binding.groupNode.shared === true ) {
// nodes is the chainmap key
const nodes = binding.getNodes();
let sharedBinding = bindGroupsCache.get( nodes );
if ( sharedBinding === undefined ) {
bindGroupsCache.set( nodes, binding );
sharedBinding = binding;
}
bindingsArray.push( sharedBinding );
} else {
bindingsArray.push( binding );
sharedGroup = false;
}
}
//
let bindGroup;
if ( sharedGroup ) {
bindGroup = bindGroupsCache.get( bindingsArray );
if ( bindGroup === undefined ) {
bindGroup = new BindGroup( groupName, bindingsArray );
bindGroupsCache.set( bindingsArray, bindGroup );
}
} else {
bindGroup = new BindGroup( groupName, bindingsArray );
}
return bindGroup;
}
getBindGroupArray( groupName, shaderStage ) {
const bindings = this.bindings[ shaderStage ];
let bindGroup = bindings[ groupName ];
if ( bindGroup === undefined ) {
if ( this.bindingsIndexes[ groupName ] === undefined ) {
this.bindingsIndexes[ groupName ] = { binding: 0, group: Object.keys( this.bindingsIndexes ).length };
}
bindings[ groupName ] = bindGroup = [];
}
return bindGroup;
}
getBindings() {
let bindingsGroups = this.bindGroups;
if ( bindingsGroups === null ) {
const groups = {};
const bindings = this.bindings;
for ( const shaderStage of shaderStages ) {
for ( const groupName in bindings[ shaderStage ] ) {
const uniforms = bindings[ shaderStage ][ groupName ];
const groupUniforms = groups[ groupName ] || ( groups[ groupName ] = [] );
groupUniforms.push( ...uniforms );
}
}
bindingsGroups = [];
for ( const groupName in groups ) {
const group = groups[ groupName ];
const bindingsGroup = this._getBindGroup( groupName, group );
bindingsGroups.push( bindingsGroup );
}
this.bindGroups = bindingsGroups;
}
return bindingsGroups;
}
setHashNode( node, hash ) {
this.hashNodes[ hash ] = node;
}
addNode( node ) {
if ( this.nodes.includes( node ) === false ) {
this.nodes.push( node );
this.setHashNode( node, node.getHash( this ) );
}
}
buildUpdateNodes() {
for ( const node of this.nodes ) {
const updateType = node.getUpdateType();
const updateBeforeType = node.getUpdateBeforeType();
const updateAfterType = node.getUpdateAfterType();
if ( updateType !== NodeUpdateType.NONE ) {
this.updateNodes.push( node.getSelf() );
}
if ( updateBeforeType !== NodeUpdateType.NONE ) {
this.updateBeforeNodes.push( node );
}
if ( updateAfterType !== NodeUpdateType.NONE ) {
this.updateAfterNodes.push( node );
}
}
}
get currentNode() {
return this.chaining[ this.chaining.length - 1 ];
}
isFilteredTexture( texture ) {
return ( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter );
}
addChain( node ) {
/*
if ( this.chaining.indexOf( node ) !== - 1 ) {
console.warn( 'Recursive node: ', node );
}
*/
this.chaining.push( node );
}
removeChain( node ) {
const lastChain = this.chaining.pop();
if ( lastChain !== node ) {
throw new Error( 'NodeBuilder: Invalid node chaining!' );
}
}
getMethod( method ) {
return method;
}
getNodeFromHash( hash ) {
return this.hashNodes[ hash ];
}
addFlow( shaderStage, node ) {
this.flowNodes[ shaderStage ].push( node );
return node;
}
setContext( context ) {
this.context = context;
}
getContext() {
return this.context;
}
setCache( cache ) {
this.cache = cache;
}
getCache() {
return this.cache;
}
getCacheFromNode( node, parent = true ) {
const data = this.getDataFromNode( node );
if ( data.cache === undefined ) data.cache = new NodeCache( parent ? this.getCache() : null );
return data.cache;
}
isAvailable( /*name*/ ) {
return false;
}
getVertexIndex() {
console.warn( 'Abstract function.' );
}
getInstanceIndex() {
console.warn( 'Abstract function.' );
}
getDrawIndex() {
console.warn( 'Abstract function.' );
}
getFrontFacing() {
console.warn( 'Abstract function.' );
}
getFragCoord() {
console.warn( 'Abstract function.' );
}
isFlipY() {
return false;
}
generateTexture( /* texture, textureProperty, uvSnippet */ ) {
console.warn( 'Abstract function.' );
}
generateTextureLod( /* texture, textureProperty, uvSnippet, levelSnippet */ ) {
console.warn( 'Abstract function.' );
}
generateConst( type, value = null ) {
if ( value === null ) {
if ( type === 'float' || type === 'int' || type === 'uint' ) value = 0;
else if ( type === 'bool' ) value = false;
else if ( type === 'color' ) value = new Color();
else if ( type === 'vec2' ) value = new Vector2();
else if ( type === 'vec3' ) value = new Vector3();
else if ( type === 'vec4' ) value = new Vector4();
}
if ( type === 'float' ) return toFloat( value );
if ( type === 'int' ) return `${ Math.round( value ) }`;
if ( type === 'uint' ) return value >= 0 ? `${ Math.round( value ) }u` : '0u';
if ( type === 'bool' ) return value ? 'true' : 'false';
if ( type === 'color' ) return `${ this.getType( 'vec3' ) }( ${ toFloat( value.r ) }, ${ toFloat( value.g ) }, ${ toFloat( value.b ) } )`;
const typeLength = this.getTypeLength( type );
const componentType = this.getComponentType( type );
const generateConst = value => this.generateConst( componentType, value );
if ( typeLength === 2 ) {
return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) } )`;
} else if ( typeLength === 3 ) {
return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) } )`;
} else if ( typeLength === 4 ) {
return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`;
} else if ( typeLength > 4 && value && ( value.isMatrix3 || value.isMatrix4 ) ) {
return `${ this.getType( type ) }( ${ value.elements.map( generateConst ).join( ', ' ) } )`;
} else if ( typeLength > 4 ) {
return `${ this.getType( type ) }()`;
}
throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
}
getType( type ) {
if ( type === 'color' ) return 'vec3';
return type;
}
hasGeometryAttribute( name ) {
return this.geometry && this.geometry.getAttribute( name ) !== undefined;
}
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/*, shaderStage*/ ) {
return node.name;
}
isVector( type ) {
return /vec\d/.test( type );
}
isMatrix( type ) {
return /mat\d/.test( type );
}
isReference( type ) {
return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D';
}
needsColorSpaceToLinear( /*texture*/ ) {
return false;
}
getComponentTypeFromTexture( texture ) {
const type = texture.type;
if ( texture.isDataTexture ) {
if ( type === IntType ) return 'int';
if ( type === UnsignedIntType ) return 'uint';
}
return 'float';
}
getElementType( type ) {
if ( type === 'mat2' ) return 'vec2';
if ( type === 'mat3' ) return 'vec3';
if ( type === 'mat4' ) return 'vec4';
return this.getComponentType( type );
}
getComponentType( type ) {
type = this.getVectorType( type );
if ( type === 'float' || type === 'bool' || type === 'int' || type === 'uint' ) return type;
const componentType = /(b|i|u|)(vec|mat)([2-4])/.exec( type );
if ( componentType === null ) return null;
if ( componentType[ 1 ] === 'b' ) return 'bool';
if ( componentType[ 1 ] === 'i' ) return 'int';
if ( componentType[ 1 ] === 'u' ) return 'uint';
return 'float';
}
getVectorType( type ) {
if ( type === 'color' ) return 'vec3';
if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4';
return type;
}
getTypeFromLength( length, componentType = 'float' ) {
if ( length === 1 ) return componentType;
const baseType = typeFromLength.get( length );
const prefix = componentType === 'float' ? '' : componentType[ 0 ];
return prefix + baseType;
}
getTypeFromArray( array ) {
return typeFromArray.get( array.constructor );
}
getTypeFromAttribute( attribute ) {
let dataAttribute = attribute;
if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
const array = dataAttribute.array;
const itemSize = attribute.itemSize;
const normalized = attribute.normalized;
let arrayType;
if ( ! ( attribute instanceof Float16BufferAttribute ) && normalized !== true ) {
arrayType = this.getTypeFromArray( array );
}
return this.getTypeFromLength( itemSize, arrayType );
}
getTypeLength( type ) {
const vecType = this.getVectorType( type );
const vecNum = /vec([2-4])/.exec( vecType );
if ( vecNum !== null ) return Number( vecNum[ 1 ] );
if ( vecType === 'float' || vecType === 'bool' || vecType === 'int' || vecType === 'uint' ) return 1;
if ( /mat2/.test( type ) === true ) return 4;
if ( /mat3/.test( type ) === true ) return 9;
if ( /mat4/.test( type ) === true ) return 16;
return 0;
}
getVectorFromMatrix( type ) {
return type.replace( 'mat', 'vec' );
}
changeComponentType( type, newComponentType ) {
return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
}
getIntegerType( type ) {
const componentType = this.getComponentType( type );
if ( componentType === 'int' || componentType === 'uint' ) return type;
return this.changeComponentType( type, 'int' );
}
addStack() {
this.stack = stack( this.stack );
this.stacks.push( getCurrentStack() || this.stack );
setCurrentStack( this.stack );
return this.stack;
}
removeStack() {
const lastStack = this.stack;
this.stack = lastStack.parent;
setCurrentStack( this.stacks.pop() );
return lastStack;
}
getDataFromNode( node, shaderStage = this.shaderStage, cache = null ) {
cache = cache === null ? ( node.isGlobal( this ) ? this.globalCache : this.cache ) : cache;
let nodeData = cache.getData( node );
if ( nodeData === undefined ) {
nodeData = {};
cache.setData( node, nodeData );
}
if ( nodeData[ shaderStage ] === undefined ) nodeData[ shaderStage ] = {};
return nodeData[ shaderStage ];
}
getNodeProperties( node, shaderStage = 'any' ) {
const nodeData = this.getDataFromNode( node, shaderStage );
return nodeData.properties || ( nodeData.properties = { outputNode: null } );
}
getBufferAttributeFromNode( node, type ) {
const nodeData = this.getDataFromNode( node );
let bufferAttribute = nodeData.bufferAttribute;
if ( bufferAttribute === undefined ) {
const index = this.uniforms.index ++;
bufferAttribute = new NodeAttribute( 'nodeAttribute' + index, type, node );
this.bufferAttributes.push( bufferAttribute );
nodeData.bufferAttribute = bufferAttribute;
}
return bufferAttribute;
}
getStructTypeFromNode( node, shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( node, shaderStage );
if ( nodeData.structType === undefined ) {
const index = this.structs.index ++;
node.name = `StructType${ index }`;
this.structs[ shaderStage ].push( node );
nodeData.structType = node;
}
return node;
}
getUniformFromNode( node, type, shaderStage = this.shaderStage, name = null ) {
const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
let nodeUniform = nodeData.uniform;
if ( nodeUniform === undefined ) {
const index = this.uniforms.index ++;
nodeUniform = new NodeUniform( name || ( 'nodeUniform' + index ), type, node );
this.uniforms[ shaderStage ].push( nodeUniform );
nodeData.uniform = nodeUniform;
}
return nodeUniform;
}
getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( node, shaderStage );
let nodeVar = nodeData.variable;
if ( nodeVar === undefined ) {
const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] );
if ( name === null ) name = 'nodeVar' + vars.length;
nodeVar = new NodeVar( name, type );
vars.push( nodeVar );
nodeData.variable = nodeVar;
}
return nodeVar;
}
getVaryingFromNode( node, name = null, type = node.getNodeType( this ) ) {
const nodeData = this.getDataFromNode( node, 'any' );
let nodeVarying = nodeData.varying;
if ( nodeVarying === undefined ) {
const varyings = this.varyings;
const index = varyings.length;
if ( name === null ) name = 'nodeVarying' + index;
nodeVarying = new NodeVarying( name, type );
varyings.push( nodeVarying );
nodeData.varying = nodeVarying;
}
return nodeVarying;
}
getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( node );
let nodeCode = nodeData.code;
if ( nodeCode === undefined ) {
const codes = this.codes[ shaderStage ] || ( this.codes[ shaderStage ] = [] );
const index = codes.length;
nodeCode = new NodeCode( 'nodeCode' + index, type );
codes.push( nodeCode );
nodeData.code = nodeCode;
}
return nodeCode;
}
addLineFlowCode( code ) {
if ( code === '' ) return this;
code = this.tab + code;
if ( ! /;\s*$/.test( code ) ) {
code = code + ';\n';
}
this.flow.code += code;
return this;
}
addFlowCode( code ) {
this.flow.code += code;
return this;
}
addFlowTab() {
this.tab += '\t';
return this;
}
removeFlowTab() {
this.tab = this.tab.slice( 0, - 1 );
return this;
}
getFlowData( node/*, shaderStage*/ ) {
return this.flowsData.get( node );
}
flowNode( node ) {
const output = node.getNodeType( this );
const flowData = this.flowChildNode( node, output );
this.flowsData.set( node, flowData );
return flowData;
}
buildFunctionNode( shaderNode ) {
const fn = new FunctionNode();
const previous = this.currentFunctionNode;
this.currentFunctionNode = fn;
fn.code = this.buildFunctionCode( shaderNode );
this.currentFunctionNode = previous;
return fn;
}
flowShaderNode( shaderNode ) {
const layout = shaderNode.layout;
let inputs;
if ( shaderNode.isArrayInput ) {
inputs = [];
for ( const input of layout.inputs ) {
inputs.push( new ParameterNode( input.type, input.name ) );
}
} else {
inputs = {};
for ( const input of layout.inputs ) {
inputs[ input.name ] = new ParameterNode( input.type, input.name );
}
}
//
shaderNode.layout = null;
const callNode = shaderNode.call( inputs );
const flowData = this.flowStagesNode( callNode, layout.type );
shaderNode.layout = layout;
return flowData;
}
flowStagesNode( node, output = null ) {
const previousFlow = this.flow;
const previousVars = this.vars;
const previousCache = this.cache;
const previousBuildStage = this.buildStage;
const previousStack = this.stack;
const flow = {
code: ''
};
this.flow = flow;
this.vars = {};
this.cache = new NodeCache();
this.stack = stack();
for ( const buildStage of defaultBuildStages ) {
this.setBuildStage( buildStage );
flow.result = node.build( this, output );
}
flow.vars = this.getVars( this.shaderStage );
this.flow = previousFlow;
this.vars = previousVars;
this.cache = previousCache;
this.stack = previousStack;
this.setBuildStage( previousBuildStage );
return flow;
}
getFunctionOperator() {
return null;
}
flowChildNode( node, output = null ) {
const previousFlow = this.flow;
const flow = {
code: ''
};
this.flow = flow;
flow.result = node.build( this, output );
this.flow = previousFlow;
return flow;
}
flowNodeFromShaderStage( shaderStage, node, output = null, propertyName = null ) {
const previousShaderStage = this.shaderStage;
this.setShaderStage( shaderStage );
const flowData = this.flowChildNode( node, output );
if ( propertyName !== null ) {
flowData.code += `${ this.tab + propertyName } = ${ flowData.result };\n`;
}
this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
this.setShaderStage( previousShaderStage );
return flowData;
}
getAttributesArray() {
return this.attributes.concat( this.bufferAttributes );
}
getAttributes( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getVaryings( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getVar( type, name ) {
return `${ this.getType( type ) } ${ name }`;
}
getVars( shaderStage ) {
let snippet = '';
const vars = this.vars[ shaderStage ];
if ( vars !== undefined ) {
for ( const variable of vars ) {
snippet += `${ this.getVar( variable.type, variable.name ) }; `;
}
}
return snippet;
}
getUniforms( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getCodes( shaderStage ) {
const codes = this.codes[ shaderStage ];
let code = '';
if ( codes !== undefined ) {
for ( const nodeCode of codes ) {
code += nodeCode.code + '\n';
}
}
return code;
}
getHash() {
return this.vertexShader + this.fragmentShader + this.computeShader;
}
setShaderStage( shaderStage ) {
this.shaderStage = shaderStage;
}
getShaderStage() {
return this.shaderStage;
}
setBuildStage( buildStage ) {
this.buildStage = buildStage;
}
getBuildStage() {
return this.buildStage;
}
buildCode() {
console.warn( 'Abstract function.' );
}
build() {
const { object, material } = this;
if ( material !== null ) {
NodeMaterial.fromMaterial( material ).build( this );
} else {
this.addFlow( 'compute', object );
}
// setup() -> stage 1: create possible new nodes and returns an output reference node
// analyze() -> stage 2: analyze nodes to possible optimization and validation
// generate() -> stage 3: generate shader
for ( const buildStage of defaultBuildStages ) {
this.setBuildStage( buildStage );
if ( this.context.vertex && this.context.vertex.isNode ) {
this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
}
for ( const shaderStage of shaderStages ) {
this.setShaderStage( shaderStage );
const flowNodes = this.flowNodes[ shaderStage ];
for ( const node of flowNodes ) {
if ( buildStage === 'generate' ) {
this.flowNode( node );
} else {
node.build( this );
}
}
}
}
this.setBuildStage( null );
this.setShaderStage( null );
// stage 4: build code for a specific output
this.buildCode();
this.buildUpdateNodes();
return this;
}
getNodeUniform( uniformNode, type ) {
if ( type === 'float' || type === 'int' || type === 'uint' ) return new NumberNodeUniform( uniformNode );
if ( type === 'vec2' || type === 'ivec2' || type === 'uvec2' ) return new Vector2NodeUniform( uniformNode );
if ( type === 'vec3' || type === 'ivec3' || type === 'uvec3' ) return new Vector3NodeUniform( uniformNode );
if ( type === 'vec4' || type === 'ivec4' || type === 'uvec4' ) return new Vector4NodeUniform( uniformNode );
if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
throw new Error( `Uniform "${type}" not declared.` );
}
createNodeMaterial( type = 'NodeMaterial' ) {
// TODO: Move Materials.js to outside of the Nodes.js in order to remove this function and improve tree-shaking support
return createNodeMaterialFromType( type );
}
format( snippet, fromType, toType ) {
fromType = this.getVectorType( fromType );
toType = this.getVectorType( toType );
if ( fromType === toType || toType === null || this.isReference( toType ) ) {
return snippet;
}
const fromTypeLength = this.getTypeLength( fromType );
const toTypeLength = this.getTypeLength( toType );
if ( fromTypeLength > 4 ) { // fromType is matrix-like
// @TODO: ignore for now
return snippet;
}
if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown
// @TODO: ignore for now
return snippet;
}
if ( fromTypeLength === toTypeLength ) {
return `${ this.getType( toType ) }( ${ snippet } )`;
}
if ( fromTypeLength > toTypeLength ) {
return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType );
}
if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like
return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec3' ) }, 1.0 )`;
}
if ( fromTypeLength === 2 ) { // fromType is vec2-like and toType is vec3-like
return `${ this.getType( toType ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
}
if ( fromTypeLength === 1 && toTypeLength > 1 && fromType !== this.getComponentType( toType ) ) { // fromType is float-like
// convert a number value to vector type, e.g:
// vec3( 1u ) -> vec3( float( 1u ) )
snippet = `${ this.getType( this.getComponentType( toType ) ) }( ${ snippet } )`;
}
return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
}
getSignature() {
return `// Three.js r${ REVISION } - Node System\n`;
}
}
export default NodeBuilder;