import Node, { addNodeClass } from '../core/Node.js'; import ArrayElementNode from '../utils/ArrayElementNode.js'; import ConvertNode from '../utils/ConvertNode.js'; import JoinNode from '../utils/JoinNode.js'; import SplitNode from '../utils/SplitNode.js'; import SetNode from '../utils/SetNode.js'; import ConstNode from '../core/ConstNode.js'; import { getValueFromType, getValueType } from '../core/NodeUtils.js'; // let currentStack = null; const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others export function addNodeElement( name, nodeElement ) { if ( NodeElements.has( name ) ) { console.warn( `Redefinition of node element ${ name }` ); return; } if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` ); NodeElements.set( name, nodeElement ); } const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' ); const shaderNodeHandler = { setup( NodeClosure, params ) { const inputs = params.shift(); return NodeClosure( nodeObjects( inputs ), ...params ); }, get( node, prop, nodeObj ) { if ( typeof prop === 'string' && node[ prop ] === undefined ) { if ( node.isStackNode !== true && prop === 'assign' ) { return ( ...params ) => { currentStack.assign( nodeObj, ...params ); return nodeObj; }; } else if ( NodeElements.has( prop ) ) { const nodeElement = NodeElements.get( prop ); return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params ); } else if ( prop === 'self' ) { return node; } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) { const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) ); return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) ); } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) { // accessing properties ( swizzle ) prop = parseSwizzle( prop ); return nodeObject( new SplitNode( nodeObj, prop ) ); } else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) { // set properties ( swizzle ) prop = parseSwizzle( prop.slice( 3 ).toLowerCase() ); // sort to xyzw sequence prop = prop.split( '' ).sort().join( '' ); return ( value ) => nodeObject( new SetNode( node, prop, value ) ); } else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) { // accessing property if ( prop === 'width' ) prop = 'x'; else if ( prop === 'height' ) prop = 'y'; else if ( prop === 'depth' ) prop = 'z'; return nodeObject( new SplitNode( node, prop ) ); } else if ( /^\d+$/.test( prop ) === true ) { // accessing array return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) ); } } return Reflect.get( node, prop, nodeObj ); }, set( node, prop, value, nodeObj ) { if ( typeof prop === 'string' && node[ prop ] === undefined ) { // setting properties if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) { nodeObj[ prop ].assign( value ); return true; } } return Reflect.set( node, prop, value, nodeObj ); } }; const nodeObjectsCacheMap = new WeakMap(); const nodeBuilderFunctionsCacheMap = new WeakMap(); const ShaderNodeObject = function ( obj, altType = null ) { const type = getValueType( obj ); if ( type === 'node' ) { let nodeObject = nodeObjectsCacheMap.get( obj ); if ( nodeObject === undefined ) { nodeObject = new Proxy( obj, shaderNodeHandler ); nodeObjectsCacheMap.set( obj, nodeObject ); nodeObjectsCacheMap.set( nodeObject, nodeObject ); } return nodeObject; } else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) { return nodeObject( getConstNode( obj, altType ) ); } else if ( type === 'shader' ) { return tslFn( obj ); } return obj; }; const ShaderNodeObjects = function ( objects, altType = null ) { for ( const name in objects ) { objects[ name ] = nodeObject( objects[ name ], altType ); } return objects; }; const ShaderNodeArray = function ( array, altType = null ) { const len = array.length; for ( let i = 0; i < len; i ++ ) { array[ i ] = nodeObject( array[ i ], altType ); } return array; }; const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) { const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node ); if ( scope === null ) { return ( ...params ) => { return assignNode( new NodeClass( ...nodeArray( params ) ) ); }; } else if ( factor !== null ) { factor = nodeObject( factor ); return ( ...params ) => { return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) ); }; } else { return ( ...params ) => { return assignNode( new NodeClass( scope, ...nodeArray( params ) ) ); }; } }; const ShaderNodeImmutable = function ( NodeClass, ...params ) { return nodeObject( new NodeClass( ...nodeArray( params ) ) ); }; class ShaderCallNodeInternal extends Node { constructor( shaderNode, inputNodes ) { super(); this.shaderNode = shaderNode; this.inputNodes = inputNodes; } getNodeType( builder ) { const { outputNode } = builder.getNodeProperties( this ); return outputNode ? outputNode.getNodeType( builder ) : super.getNodeType( builder ); } call( builder ) { const { shaderNode, inputNodes } = this; if ( shaderNode.layout ) { let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor ); if ( functionNodesCacheMap === undefined ) { functionNodesCacheMap = new WeakMap(); nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap ); } let functionNode = functionNodesCacheMap.get( shaderNode ); if ( functionNode === undefined ) { functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) ); functionNodesCacheMap.set( shaderNode, functionNode ); } if ( builder.currentFunctionNode !== null ) { builder.currentFunctionNode.includes.push( functionNode ); } return nodeObject( functionNode.call( inputNodes ) ); } const jsFunc = shaderNode.jsFunc; const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder.stack, builder ) : jsFunc( builder.stack, builder ); return nodeObject( outputNode ); } setup( builder ) { builder.addStack(); builder.stack.outputNode = this.call( builder ); return builder.removeStack(); } generate( builder, output ) { const { outputNode } = builder.getNodeProperties( this ); if ( outputNode === null ) { // TSL: It's recommended to use `tslFn` in setup() pass. return this.call( builder ).build( builder, output ); } return super.generate( builder, output ); } } class ShaderNodeInternal extends Node { constructor( jsFunc ) { super(); this.jsFunc = jsFunc; this.layout = null; } get isArrayInput() { return /^\((\s+)?\[/.test( this.jsFunc.toString() ); } setLayout( layout ) { this.layout = layout; return this; } call( inputs = null ) { nodeObjects( inputs ); return nodeObject( new ShaderCallNodeInternal( this, inputs ) ); } setup() { return this.call(); } } const bools = [ false, true ]; const uints = [ 0, 1, 2, 3 ]; const ints = [ - 1, - 2 ]; const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ]; const boolsCacheMap = new Map(); for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) ); const uintsCacheMap = new Map(); for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) ); const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) ); for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) ); const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) ); for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) ); for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) ); const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap }; const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] ); const getConstNode = ( value, type ) => { if ( constNodesCacheMap.has( value ) ) { return constNodesCacheMap.get( value ); } else if ( value.isNode === true ) { return value; } else { return new ConstNode( value, type ); } }; const safeGetNodeType = ( node ) => { try { return node.getNodeType(); } catch ( _ ) { return undefined; } }; const ConvertType = function ( type, cacheMap = null ) { return ( ...params ) => { if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) { params = [ getValueFromType( type, ...params ) ]; } if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) { return nodeObject( cacheMap.get( params[ 0 ] ) ); } if ( params.length === 1 ) { const node = getConstNode( params[ 0 ], type ); if ( safeGetNodeType( node ) === type ) return nodeObject( node ); return nodeObject( new ConvertNode( node, type ) ); } const nodes = params.map( param => getConstNode( param ) ); return nodeObject( new JoinNode( nodes, type ) ); }; }; // exports export const defined = ( value ) => value && value.value; // utils export const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null; // shader node base export function ShaderNode( jsFunc ) { return new Proxy( new ShaderNodeInternal( jsFunc ), shaderNodeHandler ); } export const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType ); export const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType ); export const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType ); export const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params ); export const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params ); export const tslFn = ( jsFunc ) => { const shaderNode = new ShaderNode( jsFunc ); const fn = ( ...params ) => { let inputs; nodeObjects( params ); if ( params[ 0 ] && params[ 0 ].isNode ) { inputs = [ ...params ]; } else { inputs = params[ 0 ]; } return shaderNode.call( inputs ); }; fn.shaderNode = shaderNode; fn.setLayout = ( layout ) => { shaderNode.setLayout( layout ); return fn; }; return fn; }; addNodeClass( 'ShaderNode', ShaderNode ); // export const setCurrentStack = ( stack ) => { if ( currentStack === stack ) { //throw new Error( 'Stack already defined.' ); } currentStack = stack; }; export const getCurrentStack = () => currentStack; export const If = ( ...params ) => currentStack.if( ...params ); export function append( node ) { if ( currentStack ) currentStack.add( node ); return node; } addNodeElement( 'append', append ); // types // @TODO: Maybe export from ConstNode.js? export const color = new ConvertType( 'color' ); export const float = new ConvertType( 'float', cacheMaps.float ); export const int = new ConvertType( 'int', cacheMaps.ints ); export const uint = new ConvertType( 'uint', cacheMaps.uint ); export const bool = new ConvertType( 'bool', cacheMaps.bool ); export const vec2 = new ConvertType( 'vec2' ); export const ivec2 = new ConvertType( 'ivec2' ); export const uvec2 = new ConvertType( 'uvec2' ); export const bvec2 = new ConvertType( 'bvec2' ); export const vec3 = new ConvertType( 'vec3' ); export const ivec3 = new ConvertType( 'ivec3' ); export const uvec3 = new ConvertType( 'uvec3' ); export const bvec3 = new ConvertType( 'bvec3' ); export const vec4 = new ConvertType( 'vec4' ); export const ivec4 = new ConvertType( 'ivec4' ); export const uvec4 = new ConvertType( 'uvec4' ); export const bvec4 = new ConvertType( 'bvec4' ); export const mat2 = new ConvertType( 'mat2' ); export const imat2 = new ConvertType( 'imat2' ); export const umat2 = new ConvertType( 'umat2' ); export const bmat2 = new ConvertType( 'bmat2' ); export const mat3 = new ConvertType( 'mat3' ); export const imat3 = new ConvertType( 'imat3' ); export const umat3 = new ConvertType( 'umat3' ); export const bmat3 = new ConvertType( 'bmat3' ); export const mat4 = new ConvertType( 'mat4' ); export const imat4 = new ConvertType( 'imat4' ); export const umat4 = new ConvertType( 'umat4' ); export const bmat4 = new ConvertType( 'bmat4' ); export const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) ); export const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) ); addNodeElement( 'color', color ); addNodeElement( 'float', float ); addNodeElement( 'int', int ); addNodeElement( 'uint', uint ); addNodeElement( 'bool', bool ); addNodeElement( 'vec2', vec2 ); addNodeElement( 'ivec2', ivec2 ); addNodeElement( 'uvec2', uvec2 ); addNodeElement( 'bvec2', bvec2 ); addNodeElement( 'vec3', vec3 ); addNodeElement( 'ivec3', ivec3 ); addNodeElement( 'uvec3', uvec3 ); addNodeElement( 'bvec3', bvec3 ); addNodeElement( 'vec4', vec4 ); addNodeElement( 'ivec4', ivec4 ); addNodeElement( 'uvec4', uvec4 ); addNodeElement( 'bvec4', bvec4 ); addNodeElement( 'mat2', mat2 ); addNodeElement( 'imat2', imat2 ); addNodeElement( 'umat2', umat2 ); addNodeElement( 'bmat2', bmat2 ); addNodeElement( 'mat3', mat3 ); addNodeElement( 'imat3', imat3 ); addNodeElement( 'umat3', umat3 ); addNodeElement( 'bmat3', bmat3 ); addNodeElement( 'mat4', mat4 ); addNodeElement( 'imat4', imat4 ); addNodeElement( 'umat4', umat4 ); addNodeElement( 'bmat4', bmat4 ); addNodeElement( 'string', string ); addNodeElement( 'arrayBuffer', arrayBuffer ); // basic nodes // HACK - we cannot export them from the corresponding files because of the cyclic dependency export const element = nodeProxy( ArrayElementNode ); export const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) ); export const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) ); addNodeElement( 'element', element ); addNodeElement( 'convert', convert );