three
Version:
JavaScript 3D library
343 lines (234 loc) • 6.64 kB
JavaScript
import Node from './Node.js';
import { addMethodChaining, nodeProxy } from '../tsl/TSLCore.js';
import { error } from '../../utils.js';
/**
* Class for representing shader variables as nodes. Variables are created from
* existing nodes like the following:
*
* ```js
* const depth = sampleDepth( uvNode ).toVar( 'depth' );
* ```
*
* @augments Node
*/
class VarNode extends Node {
static get type() {
return 'VarNode';
}
/**
* Constructs a new variable node.
*
* @param {Node} node - The node for which a variable should be created.
* @param {?string} [name=null] - The name of the variable in the shader.
* @param {boolean} [readOnly=false] - The read-only flag.
*/
constructor( node, name = null, readOnly = false ) {
super();
/**
* The node for which a variable should be created.
*
* @type {Node}
*/
this.node = node;
/**
* The name of the variable in the shader. If no name is defined,
* the node system auto-generates one.
*
* @type {?string}
* @default null
*/
this.name = name;
/**
* `VarNode` sets this property to `true` by default.
*
* @type {boolean}
* @default true
*/
this.global = true;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isVarNode = true;
/**
*
* The read-only flag.
*
* @type {boolean}
* @default false
*/
this.readOnly = readOnly;
/**
*
* Add this flag to the node system to indicate that this node require parents.
*
* @type {boolean}
* @default true
*/
this.parents = true;
/**
* This flag is used to indicate that this node is used for intent.
*
* @type {boolean}
* @default false
*/
this.intent = false;
}
/**
* Sets the intent flag for this node.
*
* This flag is used to indicate that this node is used for intent
* and should not be built directly. Instead, it is used to indicate that
* the node should be treated as a variable intent.
*
* It's useful for assigning variables without needing creating a new variable node.
*
* @param {boolean} value - The value to set for the intent flag.
* @returns {VarNode} This node.
*/
setIntent( value ) {
this.intent = value;
return this;
}
/**
* Returns the intent flag of this node.
*
* @return {boolean} The intent flag.
*/
getIntent() {
return this.intent;
}
getMemberType( builder, name ) {
return this.node.getMemberType( builder, name );
}
getElementType( builder ) {
return this.node.getElementType( builder );
}
getNodeType( builder ) {
return this.node.getNodeType( builder );
}
getArrayCount( builder ) {
return this.node.getArrayCount( builder );
}
isAssign( builder ) {
const properties = builder.getNodeProperties( this );
let assign = properties.assign;
if ( assign !== true ) {
if ( this.node.isShaderCallNodeInternal && this.node.shaderNode.getLayout() === null ) {
if ( builder.fnCall && builder.fnCall.shaderNode ) {
const shaderNodeData = builder.getDataFromNode( this.node.shaderNode );
if ( shaderNodeData.hasLoop ) {
assign = true;
}
}
}
}
return assign;
}
build( ...params ) {
const builder = params[ 0 ];
if ( this._hasStack( builder ) === false && builder.buildStage === 'setup' ) {
if ( builder.context.nodeLoop || builder.context.nodeBlock ) {
builder.getBaseStack().addToStack( this );
}
}
if ( this.intent === true ) {
if ( this.isAssign( builder ) !== true ) {
return this.node.build( ...params );
}
}
return super.build( ...params );
}
generate( builder ) {
const { node, name, readOnly } = this;
const { renderer } = builder;
const isWebGPUBackend = renderer.backend.isWebGPUBackend === true;
let isDeterministic = false;
let shouldTreatAsReadOnly = false;
if ( readOnly ) {
isDeterministic = builder.isDeterministic( node );
shouldTreatAsReadOnly = isWebGPUBackend ? readOnly : isDeterministic;
}
const nodeType = this.getNodeType( builder );
if ( nodeType == 'void' ) {
if ( this.intent !== true ) {
error( 'TSL: ".toVar()" can not be used with void type.' );
}
const snippet = node.build( builder );
return snippet;
}
const vectorType = builder.getVectorType( nodeType );
const snippet = node.build( builder, vectorType );
const nodeVar = builder.getVarFromNode( this, name, vectorType, undefined, shouldTreatAsReadOnly );
const propertyName = builder.getPropertyName( nodeVar );
let declarationPrefix = propertyName;
if ( shouldTreatAsReadOnly ) {
if ( isWebGPUBackend ) {
declarationPrefix = isDeterministic
? `const ${ propertyName }`
: `let ${ propertyName }`;
} else {
const count = node.getArrayCount( builder );
declarationPrefix = `const ${ builder.getVar( nodeVar.type, propertyName, count ) }`;
}
}
builder.addLineFlowCode( `${ declarationPrefix } = ${ snippet }`, this );
return propertyName;
}
_hasStack( builder ) {
const nodeData = builder.getDataFromNode( this );
return nodeData.stack !== undefined;
}
}
export default VarNode;
/**
* TSL function for creating a var node.
*
* @tsl
* @function
* @param {Node} node - The node for which a variable should be created.
* @param {?string} name - The name of the variable in the shader.
* @returns {VarNode}
*/
const createVar = /*@__PURE__*/ nodeProxy( VarNode );
/**
* TSL function for creating a var node.
*
* @tsl
* @function
* @param {Node} node - The node for which a variable should be created.
* @param {?string} name - The name of the variable in the shader.
* @returns {VarNode}
*/
export const Var = ( node, name = null ) => createVar( node, name ).toStack();
/**
* TSL function for creating a const node.
*
* @tsl
* @function
* @param {Node} node - The node for which a constant should be created.
* @param {?string} name - The name of the constant in the shader.
* @returns {VarNode}
*/
export const Const = ( node, name = null ) => createVar( node, name, true ).toStack();
//
//
/**
* TSL function for creating a var intent node.
*
* @tsl
* @function
* @param {Node} node - The node for which a variable should be created.
* @param {?string} name - The name of the variable in the shader.
* @returns {VarNode}
*/
export const VarIntent = ( node ) => {
return createVar( node ).setIntent( true ).toStack();
};
// Method chaining
addMethodChaining( 'toVar', Var );
addMethodChaining( 'toConst', Const );
addMethodChaining( 'toVarIntent', VarIntent );