node-ejs-renderer/node_modules/three/examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
2024-06-09 13:55:01 -04:00

811 lines
16 KiB
JavaScript

import { MathNode, GLSLNodeParser, NodeBuilder, UniformNode, vectorComponents } from '../../../nodes/Nodes.js';
import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
import { RedFormat, RGFormat, IntType, DataTexture, RGBFormat, RGBAFormat, FloatType } from 'three';
const glslMethods = {
[ MathNode.ATAN2 ]: 'atan',
textureDimensions: 'textureSize',
equals: 'equal'
};
const precisionLib = {
low: 'lowp',
medium: 'mediump',
high: 'highp'
};
const supports = {
instance: true,
swizzleAssign: 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 = {};
this.transforms = [];
}
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;
}
setupPBO( storageBufferNode ) {
const attribute = storageBufferNode.value;
if ( attribute.pbo === undefined ) {
const originalArray = attribute.array;
const numElements = attribute.count * attribute.itemSize;
const { itemSize } = attribute;
let format = RedFormat;
if ( itemSize === 2 ) {
format = RGFormat;
} else if ( itemSize === 3 ) {
format = RGBFormat;
} else if ( itemSize === 4 ) {
format = RGBAFormat;
}
const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
let height = Math.ceil( ( numElements / itemSize ) / width );
if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
const newSize = width * height * itemSize;
const newArray = new Float32Array( newSize );
newArray.set( originalArray, 0 );
attribute.array = newArray;
const pboTexture = new DataTexture( attribute.array, width, height, format, FloatType );
pboTexture.needsUpdate = true;
pboTexture.isPBOTexture = true;
const pbo = new UniformNode( pboTexture );
pbo.setPrecision( 'high' );
attribute.pboNode = pbo;
attribute.pbo = pbo.value;
this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
}
}
generatePBO( storageArrayElementNode ) {
const { node, indexNode } = storageArrayElementNode;
const attribute = node.value;
if ( this.renderer.backend.has( attribute ) ) {
const attributeData = this.renderer.backend.get( attribute );
attributeData.pbo = attribute.pbo;
}
const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
const textureName = this.getPropertyName( nodeUniform );
indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y
const indexSnippet = indexNode.build( this, 'uint' );
const elementNodeData = this.getDataFromNode( storageArrayElementNode );
let propertyName = elementNodeData.propertyName;
if ( propertyName === undefined ) {
// property element
const nodeVar = this.getVarFromNode( storageArrayElementNode );
propertyName = this.getPropertyName( nodeVar );
// property size
const bufferNodeData = this.getDataFromNode( node );
let propertySizeName = bufferNodeData.propertySizeName;
if ( propertySizeName === undefined ) {
propertySizeName = propertyName + 'Size';
this.getVarFromNode( node, propertySizeName, 'uint' );
this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
bufferNodeData.propertySizeName = propertySizeName;
}
//
const { itemSize } = attribute;
const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
//
this.addLineFlowCode( `${ propertyName } = ${ snippet + channel }` );
elementNodeData.propertyName = propertyName;
}
return propertyName;
}
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.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 } )`;
}
generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
}
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 || array instanceof Uint16Array || array instanceof Int16Array ) === false ) {
nodeType = nodeType.slice( 1 );
}
}
return nodeType;
}
getAttributes( shaderStage ) {
let snippet = '';
if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
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' || shaderStage === 'compute' ) {
for ( const varying of varyings ) {
if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
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} ${varying.name};\n`;
}
}
}
return snippet;
}
getVertexIndex() {
return 'uint( gl_VertexID )';
}
getInstanceIndex() {
return 'uint( gl_InstanceID )';
}
getFrontFacing() {
return 'gl_FrontFacing';
}
getFragCoord() {
return 'gl_FragCoord';
}
getFragDepth() {
return 'gl_FragDepth';
}
isAvailable( name ) {
return supports[ name ] === true;
}
isFlipY() {
return true;
}
registerTransform( varyingName, attributeNode ) {
this.transforms.push( { varyingName, attributeNode } );
}
getTransforms( /* shaderStage */ ) {
const transforms = this.transforms;
let snippet = '';
for ( let i = 0; i < transforms.length; i ++ ) {
const transform = transforms[ i ];
const attributeName = this.getPropertyName( transform.attributeNode );
snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
}
return snippet;
}
_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}
// transforms
${shaderData.transforms}
// 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.transforms = this.getTransforms( shaderStage );
stageData.flow = flow;
}
if ( this.material !== null ) {
this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
} else {
this.computeShader = this._getGLSLVertexCode( 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_${ node.id }`;
uniformNode.name = `buffer${ node.id }`;
const buffer = new NodeUniformBuffer( node );
buffer.name = node.name;
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;
}
}
export default GLSLNodeBuilder;