1096 lines
24 KiB
JavaScript
1096 lines
24 KiB
JavaScript
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import { NoColorSpace, FloatType } from 'three';
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import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
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import NodeSampler from '../../common/nodes/NodeSampler.js';
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import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
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import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
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import NodeStorageBuffer from '../../common/nodes/NodeStorageBuffer.js';
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import { NodeBuilder, CodeNode } from '../../../nodes/Nodes.js';
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import { getFormat } from '../utils/WebGPUTextureUtils.js';
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import WGSLNodeParser from './WGSLNodeParser.js';
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// GPUShaderStage is not defined in browsers not supporting WebGPU
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const GPUShaderStage = self.GPUShaderStage;
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const gpuShaderStageLib = {
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'vertex': GPUShaderStage ? GPUShaderStage.VERTEX : 1,
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'fragment': GPUShaderStage ? GPUShaderStage.FRAGMENT : 2,
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'compute': GPUShaderStage ? GPUShaderStage.COMPUTE : 4
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};
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const supports = {
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instance: true,
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storageBuffer: true
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};
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const wgslFnOpLib = {
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'^^': 'threejs_xor'
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};
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const wgslTypeLib = {
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float: 'f32',
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int: 'i32',
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uint: 'u32',
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bool: 'bool',
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color: 'vec3<f32>',
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vec2: 'vec2<f32>',
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ivec2: 'vec2<i32>',
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uvec2: 'vec2<u32>',
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bvec2: 'vec2<bool>',
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vec3: 'vec3<f32>',
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ivec3: 'vec3<i32>',
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uvec3: 'vec3<u32>',
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bvec3: 'vec3<bool>',
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vec4: 'vec4<f32>',
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ivec4: 'vec4<i32>',
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uvec4: 'vec4<u32>',
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bvec4: 'vec4<bool>',
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mat2: 'mat2x2<f32>',
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imat2: 'mat2x2<i32>',
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umat2: 'mat2x2<u32>',
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bmat2: 'mat2x2<bool>',
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mat3: 'mat3x3<f32>',
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imat3: 'mat3x3<i32>',
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umat3: 'mat3x3<u32>',
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bmat3: 'mat3x3<bool>',
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mat4: 'mat4x4<f32>',
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imat4: 'mat4x4<i32>',
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umat4: 'mat4x4<u32>',
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bmat4: 'mat4x4<bool>'
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};
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const wgslMethods = {
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dFdx: 'dpdx',
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dFdy: '- dpdy',
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mod_float: 'threejs_mod_float',
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mod_vec2: 'threejs_mod_vec2',
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mod_vec3: 'threejs_mod_vec3',
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mod_vec4: 'threejs_mod_vec4',
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equals_bool: 'threejs_equals_bool',
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equals_bvec2: 'threejs_equals_bvec2',
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equals_bvec3: 'threejs_equals_bvec3',
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equals_bvec4: 'threejs_equals_bvec4',
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lessThanEqual: 'threejs_lessThanEqual',
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greaterThan: 'threejs_greaterThan',
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inversesqrt: 'inverseSqrt',
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bitcast: 'bitcast<f32>'
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};
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const wgslPolyfill = {
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threejs_xor: new CodeNode( `
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fn threejs_xor( a : bool, b : bool ) -> bool {
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return ( a || b ) && !( a && b );
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}
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` ),
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lessThanEqual: new CodeNode( `
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fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
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return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
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}
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` ),
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greaterThan: new CodeNode( `
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fn threejs_greaterThan( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
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return vec3<bool>( a.x > b.x, a.y > b.y, a.z > b.z );
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}
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` ),
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mod_float: new CodeNode( 'fn threejs_mod_float( x : f32, y : f32 ) -> f32 { return x - y * floor( x / y ); }' ),
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mod_vec2: new CodeNode( 'fn threejs_mod_vec2( x : vec2f, y : vec2f ) -> vec2f { return x - y * floor( x / y ); }' ),
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mod_vec3: new CodeNode( 'fn threejs_mod_vec3( x : vec3f, y : vec3f ) -> vec3f { return x - y * floor( x / y ); }' ),
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mod_vec4: new CodeNode( 'fn threejs_mod_vec4( x : vec4f, y : vec4f ) -> vec4f { return x - y * floor( x / y ); }' ),
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equals_bool: new CodeNode( 'fn threejs_equals_bool( a : bool, b : bool ) -> bool { return a == b; }' ),
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equals_bvec2: new CodeNode( 'fn threejs_equals_bvec2( a : vec2f, b : vec2f ) -> vec2<bool> { return vec2<bool>( a.x == b.x, a.y == b.y ); }' ),
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equals_bvec3: new CodeNode( 'fn threejs_equals_bvec3( a : vec3f, b : vec3f ) -> vec3<bool> { return vec3<bool>( a.x == b.x, a.y == b.y, a.z == b.z ); }' ),
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equals_bvec4: new CodeNode( 'fn threejs_equals_bvec4( a : vec4f, b : vec4f ) -> vec4<bool> { return vec4<bool>( a.x == b.x, a.y == b.y, a.z == b.z, a.w == b.w ); }' ),
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repeatWrapping: new CodeNode( `
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fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
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let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
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return ( ( uvScaled % dimension ) + dimension ) % dimension;
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}
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` )
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};
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class WGSLNodeBuilder extends NodeBuilder {
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constructor( object, renderer, scene = null ) {
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super( object, renderer, new WGSLNodeParser(), scene );
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this.uniformGroups = {};
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this.builtins = {};
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}
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needsColorSpaceToLinear( texture ) {
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return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
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}
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_generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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if ( depthSnippet ) {
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return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ depthSnippet } )`;
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} else {
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return `textureSample( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet } )`;
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}
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} else {
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return this.generateTextureLod( texture, textureProperty, uvSnippet );
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}
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}
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_generateVideoSample( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSampleBaseClampToEdge( ${ textureProperty }, ${ textureProperty }_sampler, vec2<f32>( ${ uvSnippet }.x, 1.0 - ${ uvSnippet }.y ) )`;
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} else {
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console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
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}
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}
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_generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
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return `textureSampleLevel( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ levelSnippet } )`;
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} else {
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return this.generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet );
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}
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}
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generateTextureLod( texture, textureProperty, uvSnippet, levelSnippet = '0' ) {
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this._include( 'repeatWrapping' );
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const dimension = `textureDimensions( ${ textureProperty }, 0 )`;
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return `textureLoad( ${ textureProperty }, threejs_repeatWrapping( ${ uvSnippet }, ${ dimension } ), i32( ${ levelSnippet } ) )`;
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}
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generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0u' ) {
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if ( depthSnippet ) {
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return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ depthSnippet }, ${ levelSnippet } )`;
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} else {
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return `textureLoad( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
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}
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}
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generateTextureStore( texture, textureProperty, uvIndexSnippet, valueSnippet ) {
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return `textureStore( ${ textureProperty }, ${ uvIndexSnippet }, ${ valueSnippet } )`;
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}
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isUnfilterable( texture ) {
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return this.getComponentTypeFromTexture( texture ) !== 'float' || ( texture.isDataTexture === true && texture.type === FloatType );
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}
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generateTexture( texture, textureProperty, uvSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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let snippet = null;
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if ( texture.isVideoTexture === true ) {
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snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
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} else if ( this.isUnfilterable( texture ) ) {
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snippet = this.generateTextureLod( texture, textureProperty, uvSnippet, '0', depthSnippet, shaderStage );
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} else {
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snippet = this._generateTextureSample( texture, textureProperty, uvSnippet, depthSnippet, shaderStage );
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}
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return snippet;
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}
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generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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// TODO handle i32 or u32 --> uvSnippet, array_index: A, ddx, ddy
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return `textureSampleGrad( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
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} else {
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console.error( `WebGPURenderer: THREE.TextureNode.gradient() does not support ${ shaderStage } shader.` );
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}
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}
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generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSampleCompare( ${ textureProperty }, ${ textureProperty }_sampler, ${ uvSnippet }, ${ compareSnippet } )`;
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} else {
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console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
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}
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}
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generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage = this.shaderStage ) {
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let snippet = null;
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if ( texture.isVideoTexture === true ) {
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snippet = this._generateVideoSample( textureProperty, uvSnippet, shaderStage );
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} else {
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snippet = this._generateTextureSampleLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, shaderStage );
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}
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return snippet;
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}
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getPropertyName( node, shaderStage = this.shaderStage ) {
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if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
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if ( shaderStage === 'vertex' ) {
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return `varyings.${ node.name }`;
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}
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} else if ( node.isNodeUniform === true ) {
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const name = node.name;
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const type = node.type;
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if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) {
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return name;
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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return `NodeBuffer_${ node.id }.${name}`;
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} else {
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return node.groupNode.name + '.' + name;
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}
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}
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return super.getPropertyName( node );
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}
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_getUniformGroupCount( shaderStage ) {
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return Object.keys( this.uniforms[ shaderStage ] ).length;
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}
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getFunctionOperator( op ) {
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const fnOp = wgslFnOpLib[ op ];
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if ( fnOp !== undefined ) {
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this._include( fnOp );
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return fnOp;
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}
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return null;
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}
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getUniformFromNode( node, type, shaderStage, name = null ) {
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const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
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const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
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if ( nodeData.uniformGPU === undefined ) {
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let uniformGPU;
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const bindings = this.bindings[ shaderStage ];
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if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' ) {
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let texture = null;
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if ( type === 'texture' || type === 'storageTexture' ) {
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texture = new NodeSampledTexture( uniformNode.name, uniformNode.node );
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} else if ( type === 'cubeTexture' ) {
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texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
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}
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texture.store = node.isStoreTextureNode === true;
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texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
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if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
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const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
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sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
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bindings.push( sampler, texture );
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uniformGPU = [ sampler, texture ];
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} else {
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bindings.push( texture );
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uniformGPU = [ texture ];
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}
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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const bufferClass = type === 'storageBuffer' ? NodeStorageBuffer : NodeUniformBuffer;
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const buffer = new bufferClass( node );
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buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
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bindings.push( buffer );
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uniformGPU = buffer;
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} else {
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const group = node.groupNode;
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const groupName = group.name;
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const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
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let uniformsGroup = uniformsStage[ groupName ];
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if ( uniformsGroup === undefined ) {
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uniformsGroup = new NodeUniformsGroup( groupName, group );
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uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
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uniformsStage[ groupName ] = uniformsGroup;
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bindings.push( uniformsGroup );
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}
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uniformGPU = this.getNodeUniform( uniformNode, type );
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uniformsGroup.addUniform( uniformGPU );
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}
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nodeData.uniformGPU = uniformGPU;
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if ( shaderStage === 'vertex' ) {
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this.bindingsOffset[ 'fragment' ] = bindings.length;
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}
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}
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return uniformNode;
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}
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|
isReference( type ) {
|
||
|
|
||
|
return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube' || type === 'texture_depth_2d' || type === 'texture_storage_2d';
|
||
|
|
||
|
}
|
||
|
|
||
|
getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
|
||
|
|
||
|
const map = this.builtins[ shaderStage ] || ( this.builtins[ shaderStage ] = new Map() );
|
||
|
|
||
|
if ( map.has( name ) === false ) {
|
||
|
|
||
|
map.set( name, {
|
||
|
name,
|
||
|
property,
|
||
|
type
|
||
|
} );
|
||
|
|
||
|
}
|
||
|
|
||
|
return property;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVertexIndex() {
|
||
|
|
||
|
if ( this.shaderStage === 'vertex' ) {
|
||
|
|
||
|
return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
|
||
|
|
||
|
}
|
||
|
|
||
|
return 'vertexIndex';
|
||
|
|
||
|
}
|
||
|
|
||
|
buildFunctionCode( shaderNode ) {
|
||
|
|
||
|
const layout = shaderNode.layout;
|
||
|
const flowData = this.flowShaderNode( shaderNode );
|
||
|
|
||
|
const parameters = [];
|
||
|
|
||
|
for ( const input of layout.inputs ) {
|
||
|
|
||
|
parameters.push( input.name + ' : ' + this.getType( input.type ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
//
|
||
|
|
||
|
const code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
|
||
|
${ flowData.vars }
|
||
|
${ flowData.code }
|
||
|
return ${ flowData.result };
|
||
|
|
||
|
}`;
|
||
|
|
||
|
//
|
||
|
|
||
|
return code;
|
||
|
|
||
|
}
|
||
|
|
||
|
getInstanceIndex() {
|
||
|
|
||
|
if ( this.shaderStage === 'vertex' ) {
|
||
|
|
||
|
return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
|
||
|
|
||
|
}
|
||
|
|
||
|
return 'instanceIndex';
|
||
|
|
||
|
}
|
||
|
|
||
|
getFrontFacing() {
|
||
|
|
||
|
return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getFragCoord() {
|
||
|
|
||
|
return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>' ) + '.xyz';
|
||
|
|
||
|
}
|
||
|
|
||
|
getFragDepth() {
|
||
|
|
||
|
return 'output.' + this.getBuiltin( 'frag_depth', 'depth', 'f32', 'output' );
|
||
|
|
||
|
}
|
||
|
|
||
|
isFlipY() {
|
||
|
|
||
|
return false;
|
||
|
|
||
|
}
|
||
|
|
||
|
getBuiltins( shaderStage ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
const builtins = this.builtins[ shaderStage ];
|
||
|
|
||
|
if ( builtins !== undefined ) {
|
||
|
|
||
|
for ( const { name, property, type } of builtins.values() ) {
|
||
|
|
||
|
snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return snippets.join( ',\n\t' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getAttributes( shaderStage ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
|
||
|
if ( shaderStage === 'compute' ) {
|
||
|
|
||
|
this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
|
||
|
|
||
|
const builtins = this.getBuiltins( 'attribute' );
|
||
|
|
||
|
if ( builtins ) snippets.push( builtins );
|
||
|
|
||
|
const attributes = this.getAttributesArray();
|
||
|
|
||
|
for ( let index = 0, length = attributes.length; index < length; index ++ ) {
|
||
|
|
||
|
const attribute = attributes[ index ];
|
||
|
const name = attribute.name;
|
||
|
const type = this.getType( attribute.type );
|
||
|
|
||
|
snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return snippets.join( ',\n\t' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getStructMembers( struct ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
const members = struct.getMemberTypes();
|
||
|
|
||
|
for ( let i = 0; i < members.length; i ++ ) {
|
||
|
|
||
|
const member = members[ i ];
|
||
|
snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
|
||
|
|
||
|
}
|
||
|
|
||
|
return snippets.join( ',\n' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getStructs( shaderStage ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
const structs = this.structs[ shaderStage ];
|
||
|
|
||
|
for ( let index = 0, length = structs.length; index < length; index ++ ) {
|
||
|
|
||
|
const struct = structs[ index ];
|
||
|
const name = struct.name;
|
||
|
|
||
|
let snippet = `\struct ${ name } {\n`;
|
||
|
snippet += this.getStructMembers( struct );
|
||
|
snippet += '\n}';
|
||
|
|
||
|
snippets.push( snippet );
|
||
|
|
||
|
}
|
||
|
|
||
|
return snippets.join( '\n\n' );
|
||
|
|
||
|
}
|
||
|
|
||
|
getVar( type, name ) {
|
||
|
|
||
|
return `var ${ name } : ${ this.getType( type ) }`;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVars( shaderStage ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
const vars = this.vars[ shaderStage ];
|
||
|
|
||
|
if ( vars !== undefined ) {
|
||
|
|
||
|
for ( const variable of vars ) {
|
||
|
|
||
|
snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return `\n${ snippets.join( '\n' ) }\n`;
|
||
|
|
||
|
}
|
||
|
|
||
|
getVaryings( shaderStage ) {
|
||
|
|
||
|
const snippets = [];
|
||
|
|
||
|
if ( shaderStage === 'vertex' ) {
|
||
|
|
||
|
this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
|
||
|
|
||
|
const varyings = this.varyings;
|
||
|
const vars = this.vars[ shaderStage ];
|
||
|
|
||
|
for ( let index = 0; index < varyings.length; index ++ ) {
|
||
|
|
||
|
const varying = varyings[ index ];
|
||
|
|
||
|
if ( varying.needsInterpolation ) {
|
||
|
|
||
|
let attributesSnippet = `@location( ${index} )`;
|
||
|
|
||
|
if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
|
||
|
|
||
|
attributesSnippet += ' @interpolate( flat )';
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
|
||
|
|
||
|
} else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
|
||
|
|
||
|
vars.push( varying );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const builtins = this.getBuiltins( shaderStage );
|
||
|
|
||
|
if ( builtins ) snippets.push( builtins );
|
||
|
|
||
|
const code = snippets.join( ',\n\t' );
|
||
|
|
||
|
return shaderStage === 'vertex' ? this._getWGSLStruct( 'VaryingsStruct', '\t' + code ) : code;
|
||
|
|
||
|
}
|
||
|
|
||
|
getUniforms( shaderStage ) {
|
||
|
|
||
|
const uniforms = this.uniforms[ shaderStage ];
|
||
|
|
||
|
const bindingSnippets = [];
|
||
|
const bufferSnippets = [];
|
||
|
const structSnippets = [];
|
||
|
const uniformGroups = {};
|
||
|
|
||
|
let index = this.bindingsOffset[ shaderStage ];
|
||
|
|
||
|
for ( const uniform of uniforms ) {
|
||
|
|
||
|
if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' || uniform.type === 'storageTexture' ) {
|
||
|
|
||
|
const texture = uniform.node.value;
|
||
|
|
||
|
if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStoreTextureNode !== true ) {
|
||
|
|
||
|
if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
|
||
|
|
||
|
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler_comparison;` );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler;` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
let textureType;
|
||
|
|
||
|
if ( texture.isCubeTexture === true ) {
|
||
|
|
||
|
textureType = 'texture_cube<f32>';
|
||
|
|
||
|
} else if ( texture.isDataArrayTexture === true ) {
|
||
|
|
||
|
textureType = 'texture_2d_array<f32>';
|
||
|
|
||
|
} else if ( texture.isDepthTexture === true ) {
|
||
|
|
||
|
textureType = 'texture_depth_2d';
|
||
|
|
||
|
} else if ( texture.isVideoTexture === true ) {
|
||
|
|
||
|
textureType = 'texture_external';
|
||
|
|
||
|
} else if ( uniform.node.isStoreTextureNode === true ) {
|
||
|
|
||
|
const format = getFormat( texture );
|
||
|
|
||
|
textureType = `texture_storage_2d<${ format }, write>`;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
const componentPrefix = this.getComponentTypeFromTexture( texture ).charAt( 0 );
|
||
|
|
||
|
textureType = `texture_2d<${ componentPrefix }32>`;
|
||
|
|
||
|
}
|
||
|
|
||
|
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name} : ${textureType};` );
|
||
|
|
||
|
} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
|
||
|
|
||
|
const bufferNode = uniform.node;
|
||
|
const bufferType = this.getType( bufferNode.bufferType );
|
||
|
const bufferCount = bufferNode.bufferCount;
|
||
|
|
||
|
const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
|
||
|
const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
|
||
|
const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
|
||
|
|
||
|
bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
const vectorType = this.getType( this.getVectorType( uniform.type ) );
|
||
|
const groupName = uniform.groupNode.name;
|
||
|
|
||
|
const group = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = {
|
||
|
index: index ++,
|
||
|
snippets: []
|
||
|
} );
|
||
|
|
||
|
group.snippets.push( `\t${ uniform.name } : ${ vectorType }` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( const name in uniformGroups ) {
|
||
|
|
||
|
const group = uniformGroups[ name ];
|
||
|
|
||
|
structSnippets.push( this._getWGSLStructBinding( name, group.snippets.join( ',\n' ), 'uniform', group.index ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
let code = bindingSnippets.join( '\n' );
|
||
|
code += bufferSnippets.join( '\n' );
|
||
|
code += structSnippets.join( '\n' );
|
||
|
|
||
|
return code;
|
||
|
|
||
|
}
|
||
|
|
||
|
buildCode() {
|
||
|
|
||
|
const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
|
||
|
|
||
|
for ( const shaderStage in shadersData ) {
|
||
|
|
||
|
const stageData = shadersData[ shaderStage ];
|
||
|
stageData.uniforms = this.getUniforms( shaderStage );
|
||
|
stageData.attributes = this.getAttributes( shaderStage );
|
||
|
stageData.varyings = this.getVaryings( shaderStage );
|
||
|
stageData.structs = this.getStructs( shaderStage );
|
||
|
stageData.vars = this.getVars( shaderStage );
|
||
|
stageData.codes = this.getCodes( shaderStage );
|
||
|
|
||
|
//
|
||
|
|
||
|
let flow = '// code\n\n';
|
||
|
flow += this.flowCode[ shaderStage ];
|
||
|
|
||
|
const flowNodes = this.flowNodes[ shaderStage ];
|
||
|
const mainNode = flowNodes[ flowNodes.length - 1 ];
|
||
|
|
||
|
const outputNode = mainNode.outputNode;
|
||
|
const isOutputStruct = ( outputNode !== undefined && outputNode.isOutputStructNode === true );
|
||
|
|
||
|
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\n\t';
|
||
|
|
||
|
if ( shaderStage === 'vertex' ) {
|
||
|
|
||
|
flow += `varyings.Vertex = ${ flowSlotData.result };`;
|
||
|
|
||
|
} else if ( shaderStage === 'fragment' ) {
|
||
|
|
||
|
if ( isOutputStruct ) {
|
||
|
|
||
|
stageData.returnType = outputNode.nodeType;
|
||
|
|
||
|
flow += `return ${ flowSlotData.result };`;
|
||
|
|
||
|
} else {
|
||
|
|
||
|
let structSnippet = '\t@location(0) color: vec4<f32>';
|
||
|
|
||
|
const builtins = this.getBuiltins( 'output' );
|
||
|
|
||
|
if ( builtins ) structSnippet += ',\n\t' + builtins;
|
||
|
|
||
|
stageData.returnType = 'OutputStruct';
|
||
|
stageData.structs += this._getWGSLStruct( 'OutputStruct', structSnippet );
|
||
|
stageData.structs += '\nvar<private> output : OutputStruct;\n\n';
|
||
|
|
||
|
flow += `output.color = ${ flowSlotData.result };\n\n\treturn output;`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
stageData.flow = flow;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.material !== null ) {
|
||
|
|
||
|
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
|
||
|
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
getMethod( method, output = null ) {
|
||
|
|
||
|
let wgslMethod;
|
||
|
|
||
|
if ( output !== null ) {
|
||
|
|
||
|
wgslMethod = this._getWGSLMethod( method + '_' + output );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( wgslMethod === undefined ) {
|
||
|
|
||
|
wgslMethod = this._getWGSLMethod( method );
|
||
|
|
||
|
}
|
||
|
|
||
|
return wgslMethod || method;
|
||
|
|
||
|
}
|
||
|
|
||
|
getType( type ) {
|
||
|
|
||
|
return wgslTypeLib[ type ] || type;
|
||
|
|
||
|
}
|
||
|
|
||
|
isAvailable( name ) {
|
||
|
|
||
|
return supports[ name ] === true;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLMethod( method ) {
|
||
|
|
||
|
if ( wgslPolyfill[ method ] !== undefined ) {
|
||
|
|
||
|
this._include( method );
|
||
|
|
||
|
}
|
||
|
|
||
|
return wgslMethods[ method ];
|
||
|
|
||
|
}
|
||
|
|
||
|
_include( name ) {
|
||
|
|
||
|
const codeNode = wgslPolyfill[ name ];
|
||
|
codeNode.build( this );
|
||
|
|
||
|
if ( this.currentFunctionNode !== null ) {
|
||
|
|
||
|
this.currentFunctionNode.includes.push( codeNode );
|
||
|
|
||
|
}
|
||
|
|
||
|
return codeNode;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLVertexCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// varyings
|
||
|
${shaderData.varyings}
|
||
|
var<private> varyings : VaryingsStruct;
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@vertex
|
||
|
fn main( ${shaderData.attributes} ) -> VaryingsStruct {
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
return varyings;
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLFragmentCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// structs
|
||
|
${shaderData.structs}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@fragment
|
||
|
fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLComputeCode( shaderData, workgroupSize ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
// system
|
||
|
var<private> instanceIndex : u32;
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@compute @workgroup_size( ${workgroupSize} )
|
||
|
fn main( ${shaderData.attributes} ) {
|
||
|
|
||
|
// system
|
||
|
instanceIndex = id.x;
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLStruct( name, vars ) {
|
||
|
|
||
|
return `
|
||
|
struct ${name} {
|
||
|
${vars}
|
||
|
};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
|
||
|
|
||
|
const structName = name + 'Struct';
|
||
|
const structSnippet = this._getWGSLStruct( structName, vars );
|
||
|
|
||
|
return `${structSnippet}
|
||
|
@binding( ${binding} ) @group( ${group} )
|
||
|
var<${access}> ${name} : ${structName};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export default WGSLNodeBuilder;
|