Buckets:
| 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 NodeCache from './NodeCache.js'; | |
| import ParameterNode from './ParameterNode.js'; | |
| import StructType from './StructType.js'; | |
| import FunctionNode from '../code/FunctionNode.js'; | |
| import NodeMaterial from '../../materials/nodes/NodeMaterial.js'; | |
| import { getTypeFromLength } from './NodeUtils.js'; | |
| import { NodeUpdateType, defaultBuildStages, shaderStages } from './constants.js'; | |
| import { | |
| NumberNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform, | |
| ColorNodeUniform, Matrix2NodeUniform, Matrix3NodeUniform, Matrix4NodeUniform | |
| } from '../../renderers/common/nodes/NodeUniform.js'; | |
| import { stack } from './StackNode.js'; | |
| import { getCurrentStack, setCurrentStack } from '../tsl/TSLBase.js'; | |
| import CubeRenderTarget from '../../renderers/common/CubeRenderTarget.js'; | |
| import ChainMap from '../../renderers/common/ChainMap.js'; | |
| import BindGroup from '../../renderers/common/BindGroup.js'; | |
| import { REVISION, IntType, UnsignedIntType, LinearFilter, LinearMipmapNearestFilter, NearestMipmapLinearFilter, LinearMipmapLinearFilter } from '../../constants.js'; | |
| import { RenderTarget } from '../../core/RenderTarget.js'; | |
| import { RenderTargetArray } from '../../core/RenderTargetArray.js'; | |
| import { Color } from '../../math/Color.js'; | |
| import { Vector2 } from '../../math/Vector2.js'; | |
| import { Vector3 } from '../../math/Vector3.js'; | |
| import { Vector4 } from '../../math/Vector4.js'; | |
| import { Float16BufferAttribute } from '../../core/BufferAttribute.js'; | |
| const rendererCache = new WeakMap(); | |
| const typeFromArray = new Map( [ | |
| [ Int8Array, 'int' ], | |
| [ Int16Array, 'int' ], | |
| [ Int32Array, 'int' ], | |
| [ Uint8Array, 'uint' ], | |
| [ Uint16Array, 'uint' ], | |
| [ Uint32Array, 'uint' ], | |
| [ Float32Array, 'float' ] | |
| ] ); | |
| const toFloat = ( value ) => { | |
| if ( /e/g.test( value ) ) { | |
| return String( value ).replace( /\+/g, '' ); | |
| } else { | |
| value = Number( value ); | |
| return value + ( value % 1 ? '' : '.0' ); | |
| } | |
| }; | |
| /** | |
| * Base class for builders which generate a shader program based | |
| * on a 3D object and its node material definition. | |
| */ | |
| class NodeBuilder { | |
| /** | |
| * Constructs a new node builder. | |
| * | |
| * @param {Object3D} object - The 3D object. | |
| * @param {Renderer} renderer - The current renderer. | |
| * @param {NodeParser} parser - A reference to a node parser. | |
| */ | |
| constructor( object, renderer, parser ) { | |
| /** | |
| * The 3D object. | |
| * | |
| * @type {Object3D} | |
| */ | |
| this.object = object; | |
| /** | |
| * The material of the 3D object. | |
| * | |
| * @type {?Material} | |
| */ | |
| this.material = ( object && object.material ) || null; | |
| /** | |
| * The geometry of the 3D object. | |
| * | |
| * @type {?BufferGeometry} | |
| */ | |
| this.geometry = ( object && object.geometry ) || null; | |
| /** | |
| * The current renderer. | |
| * | |
| * @type {Renderer} | |
| */ | |
| this.renderer = renderer; | |
| /** | |
| * A reference to a node parser. | |
| * | |
| * @type {NodeParser} | |
| */ | |
| this.parser = parser; | |
| /** | |
| * The scene the 3D object belongs to. | |
| * | |
| * @type {?Scene} | |
| * @default null | |
| */ | |
| this.scene = null; | |
| /** | |
| * The camera the 3D object is rendered with. | |
| * | |
| * @type {?Camera} | |
| * @default null | |
| */ | |
| this.camera = null; | |
| /** | |
| * A list of all nodes the builder is processing | |
| * for this 3D object. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.nodes = []; | |
| /** | |
| * A list of all sequential nodes. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.sequentialNodes = []; | |
| /** | |
| * A list of all nodes which {@link Node#update} method should be executed. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.updateNodes = []; | |
| /** | |
| * A list of all nodes which {@link Node#updateBefore} method should be executed. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.updateBeforeNodes = []; | |
| /** | |
| * A list of all nodes which {@link Node#updateAfter} method should be executed. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.updateAfterNodes = []; | |
| /** | |
| * A dictionary that assigns each node to a unique hash. | |
| * | |
| * @type {Object<number,Node>} | |
| */ | |
| this.hashNodes = {}; | |
| /** | |
| * A reference to a node material observer. | |
| * | |
| * @type {?NodeMaterialObserver} | |
| * @default null | |
| */ | |
| this.observer = null; | |
| /** | |
| * A reference to the current lights node. | |
| * | |
| * @type {?LightsNode} | |
| * @default null | |
| */ | |
| this.lightsNode = null; | |
| /** | |
| * A reference to the current environment node. | |
| * | |
| * @type {?Node} | |
| * @default null | |
| */ | |
| this.environmentNode = null; | |
| /** | |
| * A reference to the current fog node. | |
| * | |
| * @type {?FogNode} | |
| * @default null | |
| */ | |
| this.fogNode = null; | |
| /** | |
| * The current clipping context. | |
| * | |
| * @type {?ClippingContext} | |
| */ | |
| this.clippingContext = null; | |
| /** | |
| * The generated vertex shader. | |
| * | |
| * @type {?string} | |
| */ | |
| this.vertexShader = null; | |
| /** | |
| * The generated fragment shader. | |
| * | |
| * @type {?string} | |
| */ | |
| this.fragmentShader = null; | |
| /** | |
| * The generated compute shader. | |
| * | |
| * @type {?string} | |
| */ | |
| this.computeShader = null; | |
| /** | |
| * Nodes used in the primary flow of code generation. | |
| * | |
| * @type {Object<string,Array<Node>>} | |
| */ | |
| this.flowNodes = { vertex: [], fragment: [], compute: [] }; | |
| /** | |
| * Nodes code from `.flowNodes`. | |
| * | |
| * @type {Object<string,string>} | |
| */ | |
| this.flowCode = { vertex: '', fragment: '', compute: '' }; | |
| /** | |
| * This dictionary holds the node uniforms of the builder. | |
| * The uniforms are maintained in an array for each shader stage. | |
| * | |
| * @type {Object} | |
| */ | |
| this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 }; | |
| /** | |
| * This dictionary holds the output structs of the builder. | |
| * The structs are maintained in an array for each shader stage. | |
| * | |
| * @type {Object} | |
| */ | |
| this.structs = { vertex: [], fragment: [], compute: [], index: 0 }; | |
| /** | |
| * This dictionary holds the bindings for each shader stage. | |
| * | |
| * @type {Object} | |
| */ | |
| this.bindings = { vertex: {}, fragment: {}, compute: {} }; | |
| /** | |
| * This dictionary maintains the binding indices per bind group. | |
| * | |
| * @type {Object} | |
| */ | |
| this.bindingsIndexes = {}; | |
| /** | |
| * Reference to the array of bind groups. | |
| * | |
| * @type {?Array<BindGroup>} | |
| */ | |
| this.bindGroups = null; | |
| /** | |
| * This array holds the node attributes of this builder | |
| * created via {@link AttributeNode}. | |
| * | |
| * @type {Array<NodeAttribute>} | |
| */ | |
| this.attributes = []; | |
| /** | |
| * This array holds the node attributes of this builder | |
| * created via {@link BufferAttributeNode}. | |
| * | |
| * @type {Array<NodeAttribute>} | |
| */ | |
| this.bufferAttributes = []; | |
| /** | |
| * This array holds the node varyings of this builder. | |
| * | |
| * @type {Array<NodeVarying>} | |
| */ | |
| this.varyings = []; | |
| /** | |
| * This dictionary holds the (native) node codes of this builder. | |
| * The codes are maintained in an array for each shader stage. | |
| * | |
| * @type {Object<string,Array<NodeCode>>} | |
| */ | |
| this.codes = {}; | |
| /** | |
| * This dictionary holds the node variables of this builder. | |
| * The variables are maintained in an array for each shader stage. | |
| * This dictionary is also used to count the number of variables | |
| * according to their type (const, vars). | |
| * | |
| * @type {Object<string,Array<NodeVar>|number>} | |
| */ | |
| this.vars = {}; | |
| /** | |
| * This dictionary holds the declarations for each shader stage. | |
| * | |
| * @type {Object} | |
| */ | |
| this.declarations = {}; | |
| /** | |
| * Current code flow. | |
| * All code generated in this stack will be stored in `.flow`. | |
| * | |
| * @type {{code: string}} | |
| */ | |
| this.flow = { code: '' }; | |
| /** | |
| * A chain of nodes. | |
| * Used to check recursive calls in node-graph. | |
| * | |
| * @type {Array<Node>} | |
| */ | |
| this.chaining = []; | |
| /** | |
| * The current stack. | |
| * This reflects the current process in the code block hierarchy, | |
| * it is useful to know if the current process is inside a conditional for example. | |
| * | |
| * @type {StackNode} | |
| */ | |
| this.stack = stack(); | |
| /** | |
| * List of stack nodes. | |
| * The current stack hierarchy is stored in an array. | |
| * | |
| * @type {Array<StackNode>} | |
| */ | |
| this.stacks = []; | |
| /** | |
| * A tab value. Used for shader string generation. | |
| * | |
| * @type {string} | |
| * @default '\t' | |
| */ | |
| this.tab = '\t'; | |
| /** | |
| * Reference to the current function node. | |
| * | |
| * @type {?FunctionNode} | |
| * @default null | |
| */ | |
| this.currentFunctionNode = null; | |
| /** | |
| * The builder's context. | |
| * | |
| * @type {Object} | |
| */ | |
| this.context = { | |
| material: this.material | |
| }; | |
| /** | |
| * The builder's cache. | |
| * | |
| * @type {NodeCache} | |
| */ | |
| this.cache = new NodeCache(); | |
| /** | |
| * Since the {@link NodeBuilder#cache} might be temporarily | |
| * overwritten by other caches, this member retains the reference | |
| * to the builder's own cache. | |
| * | |
| * @type {NodeCache} | |
| * @default this.cache | |
| */ | |
| this.globalCache = this.cache; | |
| this.flowsData = new WeakMap(); | |
| /** | |
| * The current shader stage. | |
| * | |
| * @type {?('vertex'|'fragment'|'compute'|'any')} | |
| */ | |
| this.shaderStage = null; | |
| /** | |
| * The current build stage. | |
| * | |
| * @type {?('setup'|'analyze'|'generate')} | |
| */ | |
| this.buildStage = null; | |
| } | |
| /** | |
| * Returns the bind groups of the current renderer. | |
| * | |
| * @return {ChainMap} The cache. | |
| */ | |
| getBindGroupsCache() { | |
| let bindGroupsCache = rendererCache.get( this.renderer ); | |
| if ( bindGroupsCache === undefined ) { | |
| bindGroupsCache = new ChainMap(); | |
| rendererCache.set( this.renderer, bindGroupsCache ); | |
| } | |
| return bindGroupsCache; | |
| } | |
| /** | |
| * Factory method for creating an instance of {@link RenderTarget} with the given | |
| * dimensions and options. | |
| * | |
| * @param {number} width - The width of the render target. | |
| * @param {number} height - The height of the render target. | |
| * @param {Object} options - The options of the render target. | |
| * @return {RenderTarget} The render target. | |
| */ | |
| createRenderTarget( width, height, options ) { | |
| return new RenderTarget( width, height, options ); | |
| } | |
| /** | |
| * Factory method for creating an instance of {@link RenderTargetArray} with the given | |
| * dimensions and options. | |
| * | |
| * @param {number} width - The width of the render target. | |
| * @param {number} height - The height of the render target. | |
| * @param {number} depth - The depth of the render target. | |
| * @param {Object} options - The options of the render target. | |
| * @return {RenderTargetArray} The render target. | |
| */ | |
| createRenderTargetArray( width, height, depth, options ) { | |
| return new RenderTargetArray( width, height, depth, options ); | |
| } | |
| /** | |
| * Factory method for creating an instance of {@link CubeRenderTarget} with the given | |
| * dimensions and options. | |
| * | |
| * @param {number} size - The size of the cube render target. | |
| * @param {Object} options - The options of the cube render target. | |
| * @return {CubeRenderTarget} The cube render target. | |
| */ | |
| createCubeRenderTarget( size, options ) { | |
| return new CubeRenderTarget( size, options ); | |
| } | |
| /** | |
| * Whether the given node is included in the internal array of nodes or not. | |
| * | |
| * @param {Node} node - The node to test. | |
| * @return {boolean} Whether the given node is included in the internal array of nodes or not. | |
| */ | |
| includes( node ) { | |
| return this.nodes.includes( node ); | |
| } | |
| /** | |
| * Returns the output struct name which is required by | |
| * {@link OutputStructNode}. | |
| * | |
| * @abstract | |
| * @return {string} The name of the output struct. | |
| */ | |
| getOutputStructName() {} | |
| /** | |
| * Returns a bind group for the given group name and binding. | |
| * | |
| * @private | |
| * @param {string} groupName - The group name. | |
| * @param {Array<NodeUniformsGroup>} bindings - List of bindings. | |
| * @return {BindGroup} The bind group | |
| */ | |
| _getBindGroup( groupName, bindings ) { | |
| const bindGroupsCache = this.getBindGroupsCache(); | |
| // | |
| const bindingsArray = []; | |
| let sharedGroup = true; | |
| for ( const binding of bindings ) { | |
| bindingsArray.push( binding ); | |
| sharedGroup = sharedGroup && binding.groupNode.shared !== true; | |
| } | |
| // | |
| let bindGroup; | |
| if ( sharedGroup ) { | |
| bindGroup = bindGroupsCache.get( bindingsArray ); | |
| if ( bindGroup === undefined ) { | |
| bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray ); | |
| bindGroupsCache.set( bindingsArray, bindGroup ); | |
| } | |
| } else { | |
| bindGroup = new BindGroup( groupName, bindingsArray, this.bindingsIndexes[ groupName ].group, bindingsArray ); | |
| } | |
| return bindGroup; | |
| } | |
| /** | |
| * Returns an array of node uniform groups for the given group name and shader stage. | |
| * | |
| * @param {string} groupName - The group name. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {Array<NodeUniformsGroup>} The array of node uniform groups. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Returns a list bindings of all shader stages separated by groups. | |
| * | |
| * @return {Array<BindGroup>} The list of bindings. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Sorts the bind groups and updates {@link NodeBuilder#bindingsIndexes}. | |
| */ | |
| sortBindingGroups() { | |
| const bindingsGroups = this.getBindings(); | |
| bindingsGroups.sort( ( a, b ) => ( a.bindings[ 0 ].groupNode.order - b.bindings[ 0 ].groupNode.order ) ); | |
| for ( let i = 0; i < bindingsGroups.length; i ++ ) { | |
| const bindingGroup = bindingsGroups[ i ]; | |
| this.bindingsIndexes[ bindingGroup.name ].group = i; | |
| bindingGroup.index = i; | |
| } | |
| } | |
| /** | |
| * The builder maintains each node in a hash-based dictionary. | |
| * This method sets the given node (value) with the given hash (key) into this dictionary. | |
| * | |
| * @param {Node} node - The node to add. | |
| * @param {number} hash - The hash of the node. | |
| */ | |
| setHashNode( node, hash ) { | |
| this.hashNodes[ hash ] = node; | |
| } | |
| /** | |
| * Adds a node to this builder. | |
| * | |
| * @param {Node} node - The node to add. | |
| */ | |
| addNode( node ) { | |
| if ( this.nodes.includes( node ) === false ) { | |
| this.nodes.push( node ); | |
| this.setHashNode( node, node.getHash( this ) ); | |
| } | |
| } | |
| /** | |
| * It is used to add Nodes that will be used as FRAME and RENDER events, | |
| * and need to follow a certain sequence in the calls to work correctly. | |
| * This function should be called after 'setup()' in the 'build()' process to ensure that the child nodes are processed first. | |
| * | |
| * @param {Node} node - The node to add. | |
| */ | |
| addSequentialNode( node ) { | |
| if ( this.sequentialNodes.includes( node ) === false ) { | |
| this.sequentialNodes.push( node ); | |
| } | |
| } | |
| /** | |
| * Checks the update types of nodes | |
| */ | |
| buildUpdateNodes() { | |
| for ( const node of this.nodes ) { | |
| const updateType = node.getUpdateType(); | |
| if ( updateType !== NodeUpdateType.NONE ) { | |
| this.updateNodes.push( node.getSelf() ); | |
| } | |
| } | |
| for ( const node of this.sequentialNodes ) { | |
| const updateBeforeType = node.getUpdateBeforeType(); | |
| const updateAfterType = node.getUpdateAfterType(); | |
| if ( updateBeforeType !== NodeUpdateType.NONE ) { | |
| this.updateBeforeNodes.push( node.getSelf() ); | |
| } | |
| if ( updateAfterType !== NodeUpdateType.NONE ) { | |
| this.updateAfterNodes.push( node.getSelf() ); | |
| } | |
| } | |
| } | |
| /** | |
| * A reference the current node which is the | |
| * last node in the chain of nodes. | |
| * | |
| * @type {Node} | |
| */ | |
| get currentNode() { | |
| return this.chaining[ this.chaining.length - 1 ]; | |
| } | |
| /** | |
| * Whether the given texture is filtered or not. | |
| * | |
| * @param {Texture} texture - The texture to check. | |
| * @return {boolean} Whether the given texture is filtered or not. | |
| */ | |
| 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 ); | |
| } | |
| /** | |
| * Adds the given node to the internal node chain. | |
| * This is used to check recursive calls in node-graph. | |
| * | |
| * @param {Node} node - The node to add. | |
| */ | |
| addChain( node ) { | |
| /* | |
| if ( this.chaining.indexOf( node ) !== - 1 ) { | |
| console.warn( 'Recursive node: ', node ); | |
| } | |
| */ | |
| this.chaining.push( node ); | |
| } | |
| /** | |
| * Removes the given node from the internal node chain. | |
| * | |
| * @param {Node} node - The node to remove. | |
| */ | |
| removeChain( node ) { | |
| const lastChain = this.chaining.pop(); | |
| if ( lastChain !== node ) { | |
| throw new Error( 'NodeBuilder: Invalid node chaining!' ); | |
| } | |
| } | |
| /** | |
| * Returns the native shader method name for a given generic name. E.g. | |
| * the method name `textureDimensions` matches the WGSL name but must be | |
| * resolved to `textureSize` in GLSL. | |
| * | |
| * @abstract | |
| * @param {string} method - The method name to resolve. | |
| * @return {string} The resolved method name. | |
| */ | |
| getMethod( method ) { | |
| return method; | |
| } | |
| /** | |
| * Returns a node for the given hash, see {@link NodeBuilder#setHashNode}. | |
| * | |
| * @param {number} hash - The hash of the node. | |
| * @return {Node} The found node. | |
| */ | |
| getNodeFromHash( hash ) { | |
| return this.hashNodes[ hash ]; | |
| } | |
| /** | |
| * Adds the Node to a target flow so that it can generate code in the 'generate' process. | |
| * | |
| * @param {('vertex'|'fragment'|'compute')} shaderStage - The shader stage. | |
| * @param {Node} node - The node to add. | |
| * @return {Node} The node. | |
| */ | |
| addFlow( shaderStage, node ) { | |
| this.flowNodes[ shaderStage ].push( node ); | |
| return node; | |
| } | |
| /** | |
| * Sets builder's context. | |
| * | |
| * @param {Object} context - The context to set. | |
| */ | |
| setContext( context ) { | |
| this.context = context; | |
| } | |
| /** | |
| * Returns the builder's current context. | |
| * | |
| * @return {Object} The builder's current context. | |
| */ | |
| getContext() { | |
| return this.context; | |
| } | |
| /** | |
| * Gets a context used in shader construction that can be shared across different materials. | |
| * This is necessary since the renderer cache can reuse shaders generated in one material and use them in another. | |
| * | |
| * @return {Object} The builder's current context without material. | |
| */ | |
| getSharedContext() { | |
| const context = { ...this.context }; | |
| delete context.material; | |
| return this.context; | |
| } | |
| /** | |
| * Sets builder's cache. | |
| * | |
| * @param {NodeCache} cache - The cache to set. | |
| */ | |
| setCache( cache ) { | |
| this.cache = cache; | |
| } | |
| /** | |
| * Returns the builder's current cache. | |
| * | |
| * @return {NodeCache} The builder's current cache. | |
| */ | |
| getCache() { | |
| return this.cache; | |
| } | |
| /** | |
| * Returns a cache for the given node. | |
| * | |
| * @param {Node} node - The node. | |
| * @param {boolean} [parent=true] - Whether this node refers to a shared parent cache or not. | |
| * @return {NodeCache} The 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; | |
| } | |
| /** | |
| * Whether the requested feature is available or not. | |
| * | |
| * @abstract | |
| * @param {string} name - The requested feature. | |
| * @return {boolean} Whether the requested feature is supported or not. | |
| */ | |
| isAvailable( /*name*/ ) { | |
| return false; | |
| } | |
| /** | |
| * Returns the vertexIndex input variable as a native shader string. | |
| * | |
| * @abstract | |
| * @return {string} The instanceIndex shader string. | |
| */ | |
| getVertexIndex() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the instanceIndex input variable as a native shader string. | |
| * | |
| * @abstract | |
| * @return {string} The instanceIndex shader string. | |
| */ | |
| getInstanceIndex() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the drawIndex input variable as a native shader string. | |
| * Only relevant for WebGL and its `WEBGL_multi_draw` extension. | |
| * | |
| * @abstract | |
| * @return {?string} The drawIndex shader string. | |
| */ | |
| getDrawIndex() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the frontFacing input variable as a native shader string. | |
| * | |
| * @abstract | |
| * @return {string} The frontFacing shader string. | |
| */ | |
| getFrontFacing() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the fragCoord input variable as a native shader string. | |
| * | |
| * @abstract | |
| * @return {string} The fragCoord shader string. | |
| */ | |
| getFragCoord() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Whether to flip texture data along its vertical axis or not. WebGL needs | |
| * this method evaluate to `true`, WebGPU to `false`. | |
| * | |
| * @abstract | |
| * @return {boolean} Whether to flip texture data along its vertical axis or not. | |
| */ | |
| isFlipY() { | |
| return false; | |
| } | |
| /** | |
| * Calling this method increases the usage count for the given node by one. | |
| * | |
| * @param {Node} node - The node to increase the usage count for. | |
| * @return {number} The updated usage count. | |
| */ | |
| increaseUsage( node ) { | |
| const nodeData = this.getDataFromNode( node ); | |
| nodeData.usageCount = nodeData.usageCount === undefined ? 1 : nodeData.usageCount + 1; | |
| return nodeData.usageCount; | |
| } | |
| /** | |
| * Generates a texture sample shader string for the given texture data. | |
| * | |
| * @abstract | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The texture property name. | |
| * @param {string} uvSnippet - Snippet defining the texture coordinates. | |
| * @return {string} The generated shader string. | |
| */ | |
| generateTexture( /* texture, textureProperty, uvSnippet */ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Generates a texture LOD shader string for the given texture data. | |
| * | |
| * @abstract | |
| * @param {Texture} texture - The texture. | |
| * @param {string} textureProperty - The texture property name. | |
| * @param {string} uvSnippet - Snippet defining the texture coordinates. | |
| * @param {?string} depthSnippet - Snippet defining the 0-based texture array index to sample. | |
| * @param {string} levelSnippet - Snippet defining the mip level. | |
| * @return {string} The generated shader string. | |
| */ | |
| generateTextureLod( /* texture, textureProperty, uvSnippet, depthSnippet, levelSnippet */ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Generates the array declaration string. | |
| * | |
| * @param {string} type - The type. | |
| * @param {?number} [count] - The count. | |
| * @return {string} The generated value as a shader string. | |
| */ | |
| generateArrayDeclaration( type, count ) { | |
| return this.getType( type ) + '[ ' + count + ' ]'; | |
| } | |
| /** | |
| * Generates the array shader string for the given type and value. | |
| * | |
| * @param {string} type - The type. | |
| * @param {?number} [count] - The count. | |
| * @param {?Array<Node>} [values=null] - The default values. | |
| * @return {string} The generated value as a shader string. | |
| */ | |
| generateArray( type, count, values = null ) { | |
| let snippet = this.generateArrayDeclaration( type, count ) + '( '; | |
| for ( let i = 0; i < count; i ++ ) { | |
| const value = values ? values[ i ] : null; | |
| if ( value !== null ) { | |
| snippet += value.build( this, type ); | |
| } else { | |
| snippet += this.generateConst( type ); | |
| } | |
| if ( i < count - 1 ) snippet += ', '; | |
| } | |
| snippet += ' )'; | |
| return snippet; | |
| } | |
| /** | |
| * Generates the struct shader string. | |
| * | |
| * @param {string} type - The type. | |
| * @param {Array<Object>} [membersLayout] - The count. | |
| * @param {?Array<Node>} [values=null] - The default values. | |
| * @return {string} The generated value as a shader string. | |
| */ | |
| generateStruct( type, membersLayout, values = null ) { | |
| const snippets = []; | |
| for ( const member of membersLayout ) { | |
| const { name, type } = member; | |
| if ( values && values[ name ] && values[ name ].isNode ) { | |
| snippets.push( values[ name ].build( this, type ) ); | |
| } else { | |
| snippets.push( this.generateConst( type ) ); | |
| } | |
| } | |
| return type + '( ' + snippets.join( ', ' ) + ' )'; | |
| } | |
| /** | |
| * Generates the shader string for the given type and value. | |
| * | |
| * @param {string} type - The type. | |
| * @param {?any} [value=null] - The value. | |
| * @return {string} The generated value as a shader string. | |
| */ | |
| 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 ) }, ${ generateConst( value.z ) } )`; | |
| } else if ( typeLength === 4 && type !== 'mat2' ) { | |
| return `${ this.getType( type ) }( ${ generateConst( value.x ) }, ${ generateConst( value.y ) }, ${ generateConst( value.z ) }, ${ generateConst( value.w ) } )`; | |
| } else if ( typeLength >= 4 && value && ( value.isMatrix2 || value.isMatrix3 || value.isMatrix4 ) ) { | |
| return `${ 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.` ); | |
| } | |
| /** | |
| * It might be necessary to convert certain data types to different ones | |
| * so this method can be used to hide the conversion. | |
| * | |
| * @param {string} type - The type. | |
| * @return {string} The updated type. | |
| */ | |
| getType( type ) { | |
| if ( type === 'color' ) return 'vec3'; | |
| return type; | |
| } | |
| /** | |
| * Whether the given attribute name is defined in the geometry or not. | |
| * | |
| * @param {string} name - The attribute name. | |
| * @return {boolean} Whether the given attribute name is defined in the geometry. | |
| */ | |
| hasGeometryAttribute( name ) { | |
| return this.geometry && this.geometry.getAttribute( name ) !== undefined; | |
| } | |
| /** | |
| * Returns a node attribute for the given name and type. | |
| * | |
| * @param {string} name - The attribute's name. | |
| * @param {string} type - The attribute's type. | |
| * @return {NodeAttribute} The node attribute. | |
| */ | |
| 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 ); | |
| this.registerDeclaration( attribute ); | |
| attributes.push( attribute ); | |
| return attribute; | |
| } | |
| /** | |
| * Returns for the given node and shader stage the property name for the shader. | |
| * | |
| * @param {Node} node - The node. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The property name. | |
| */ | |
| getPropertyName( node/*, shaderStage*/ ) { | |
| return node.name; | |
| } | |
| /** | |
| * Whether the given type is a vector type or not. | |
| * | |
| * @param {string} type - The type to check. | |
| * @return {boolean} Whether the given type is a vector type or not. | |
| */ | |
| isVector( type ) { | |
| return /vec\d/.test( type ); | |
| } | |
| /** | |
| * Whether the given type is a matrix type or not. | |
| * | |
| * @param {string} type - The type to check. | |
| * @return {boolean} Whether the given type is a matrix type or not. | |
| */ | |
| isMatrix( type ) { | |
| return /mat\d/.test( type ); | |
| } | |
| /** | |
| * Whether the given type is a reference type or not. | |
| * | |
| * @param {string} type - The type to check. | |
| * @return {boolean} Whether the given type is a reference type or not. | |
| */ | |
| isReference( type ) { | |
| return type === 'void' || type === 'property' || type === 'sampler' || type === 'samplerComparison' || type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'depthTexture' || type === 'texture3D'; | |
| } | |
| /** | |
| * Checks if the given texture requires a manual conversion to the working color space. | |
| * | |
| * @abstract | |
| * @param {Texture} texture - The texture to check. | |
| * @return {boolean} Whether the given texture requires a conversion to working color space or not. | |
| */ | |
| needsToWorkingColorSpace( /*texture*/ ) { | |
| return false; | |
| } | |
| /** | |
| * Returns the component type of a given texture. | |
| * | |
| * @param {Texture} texture - The texture. | |
| * @return {string} The component type. | |
| */ | |
| getComponentTypeFromTexture( texture ) { | |
| const type = texture.type; | |
| if ( texture.isDataTexture ) { | |
| if ( type === IntType ) return 'int'; | |
| if ( type === UnsignedIntType ) return 'uint'; | |
| } | |
| return 'float'; | |
| } | |
| /** | |
| * Returns the element type for a given type. | |
| * | |
| * @param {string} type - The type. | |
| * @return {string} The element type. | |
| */ | |
| getElementType( type ) { | |
| if ( type === 'mat2' ) return 'vec2'; | |
| if ( type === 'mat3' ) return 'vec3'; | |
| if ( type === 'mat4' ) return 'vec4'; | |
| return this.getComponentType( type ); | |
| } | |
| /** | |
| * Returns the component type for a given type. | |
| * | |
| * @param {string} type - The type. | |
| * @return {string} The component 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'; | |
| } | |
| /** | |
| * Returns the vector type for a given type. | |
| * | |
| * @param {string} type - The type. | |
| * @return {string} The vector type. | |
| */ | |
| getVectorType( type ) { | |
| if ( type === 'color' ) return 'vec3'; | |
| if ( type === 'texture' || type === 'cubeTexture' || type === 'storageTexture' || type === 'texture3D' ) return 'vec4'; | |
| return type; | |
| } | |
| /** | |
| * Returns the data type for the given the length and component type. | |
| * | |
| * @param {number} length - The length. | |
| * @param {string} [componentType='float'] - The component type. | |
| * @return {string} The type. | |
| */ | |
| getTypeFromLength( length, componentType = 'float' ) { | |
| if ( length === 1 ) return componentType; | |
| let baseType = getTypeFromLength( length ); | |
| const prefix = componentType === 'float' ? '' : componentType[ 0 ]; | |
| // fix edge case for mat2x2 being same size as vec4 | |
| if ( /mat2/.test( componentType ) === true ) { | |
| baseType = baseType.replace( 'vec', 'mat' ); | |
| } | |
| return prefix + baseType; | |
| } | |
| /** | |
| * Returns the type for a given typed array. | |
| * | |
| * @param {TypedArray} array - The typed array. | |
| * @return {string} The type. | |
| */ | |
| getTypeFromArray( array ) { | |
| return typeFromArray.get( array.constructor ); | |
| } | |
| /** | |
| * Returns the type is an integer type. | |
| * | |
| * @param {string} type - The type. | |
| * @return {boolean} Whether the type is an integer type or not. | |
| */ | |
| isInteger( type ) { | |
| return /int|uint|(i|u)vec/.test( type ); | |
| } | |
| /** | |
| * Returns the type for a given buffer attribute. | |
| * | |
| * @param {BufferAttribute} attribute - The buffer attribute. | |
| * @return {string} The type. | |
| */ | |
| 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 ); | |
| } | |
| /** | |
| * Returns the length for the given data type. | |
| * | |
| * @param {string} type - The data type. | |
| * @return {number} The length. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Returns the vector type for a given matrix type. | |
| * | |
| * @param {string} type - The matrix type. | |
| * @return {string} The vector type. | |
| */ | |
| getVectorFromMatrix( type ) { | |
| return type.replace( 'mat', 'vec' ); | |
| } | |
| /** | |
| * For a given type this method changes the component type to the | |
| * given value. E.g. `vec4` should be changed to the new component type | |
| * `uint` which results in `uvec4`. | |
| * | |
| * @param {string} type - The type. | |
| * @param {string} newComponentType - The new component type. | |
| * @return {string} The new type. | |
| */ | |
| changeComponentType( type, newComponentType ) { | |
| return this.getTypeFromLength( this.getTypeLength( type ), newComponentType ); | |
| } | |
| /** | |
| * Returns the integer type pendant for the given type. | |
| * | |
| * @param {string} type - The type. | |
| * @return {string} The integer type. | |
| */ | |
| getIntegerType( type ) { | |
| const componentType = this.getComponentType( type ); | |
| if ( componentType === 'int' || componentType === 'uint' ) return type; | |
| return this.changeComponentType( type, 'int' ); | |
| } | |
| /** | |
| * Adds a stack node to the internal stack. | |
| * | |
| * @return {StackNode} The added stack node. | |
| */ | |
| addStack() { | |
| this.stack = stack( this.stack ); | |
| this.stacks.push( getCurrentStack() || this.stack ); | |
| setCurrentStack( this.stack ); | |
| return this.stack; | |
| } | |
| /** | |
| * Removes the last stack node from the internal stack. | |
| * | |
| * @return {StackNode} The removed stack node. | |
| */ | |
| removeStack() { | |
| const lastStack = this.stack; | |
| this.stack = lastStack.parent; | |
| setCurrentStack( this.stacks.pop() ); | |
| return lastStack; | |
| } | |
| /** | |
| * The builder maintains (cached) data for each node during the building process. This method | |
| * can be used to get these data for a specific shader stage and cache. | |
| * | |
| * @param {Node} node - The node to get the data for. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. | |
| * @param {?NodeCache} cache - An optional cache. | |
| * @return {Object} The node data. | |
| */ | |
| 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 ]; | |
| } | |
| /** | |
| * Returns the properties for the given node and shader stage. | |
| * | |
| * @param {Node} node - The node to get the properties for. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage='any'] - The shader stage. | |
| * @return {Object} The node properties. | |
| */ | |
| getNodeProperties( node, shaderStage = 'any' ) { | |
| const nodeData = this.getDataFromNode( node, shaderStage ); | |
| return nodeData.properties || ( nodeData.properties = { outputNode: null } ); | |
| } | |
| /** | |
| * Returns an instance of {@link NodeAttribute} for the given buffer attribute node. | |
| * | |
| * @param {BufferAttributeNode} node - The buffer attribute node. | |
| * @param {string} type - The node type. | |
| * @return {NodeAttribute} The node attribute. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Returns an instance of {@link StructType} for the given output struct node. | |
| * | |
| * @param {OutputStructNode} node - The output struct node. | |
| * @param {Array<Object>} membersLayout - The output struct types. | |
| * @param {?string} [name=null] - The name of the struct. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. | |
| * @return {StructType} The struct type attribute. | |
| */ | |
| getStructTypeFromNode( node, membersLayout, name = null, shaderStage = this.shaderStage ) { | |
| const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache ); | |
| let structType = nodeData.structType; | |
| if ( structType === undefined ) { | |
| const index = this.structs.index ++; | |
| if ( name === null ) name = 'StructType' + index; | |
| structType = new StructType( name, membersLayout ); | |
| this.structs[ shaderStage ].push( structType ); | |
| nodeData.structType = structType; | |
| } | |
| return structType; | |
| } | |
| /** | |
| * Returns an instance of {@link StructType} for the given output struct node. | |
| * | |
| * @param {OutputStructNode} node - The output struct node. | |
| * @param {Array<Object>} membersLayout - The output struct types. | |
| * @return {StructType} The struct type attribute. | |
| */ | |
| getOutputStructTypeFromNode( node, membersLayout ) { | |
| const structType = this.getStructTypeFromNode( node, membersLayout, 'OutputType', 'fragment' ); | |
| structType.output = true; | |
| return structType; | |
| } | |
| /** | |
| * Returns an instance of {@link NodeUniform} for the given uniform node. | |
| * | |
| * @param {UniformNode} node - The uniform node. | |
| * @param {string} type - The uniform type. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. | |
| * @param {?string} name - The name of the uniform. | |
| * @return {NodeUniform} The node uniform. | |
| */ | |
| 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 ); | |
| this.registerDeclaration( nodeUniform ); | |
| nodeData.uniform = nodeUniform; | |
| } | |
| return nodeUniform; | |
| } | |
| /** | |
| * Returns the array length. | |
| * | |
| * @param {Node} node - The node. | |
| * @return {?number} The array length. | |
| */ | |
| getArrayCount( node ) { | |
| let count = null; | |
| if ( node.isArrayNode ) count = node.count; | |
| else if ( node.isVarNode && node.node.isArrayNode ) count = node.node.count; | |
| return count; | |
| } | |
| /** | |
| * Returns an instance of {@link NodeVar} for the given variable node. | |
| * | |
| * @param {VarNode} node - The variable node. | |
| * @param {?string} name - The variable's name. | |
| * @param {string} [type=node.getNodeType( this )] - The variable's type. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. | |
| * @param {boolean} [readOnly=false] - Whether the variable is read-only or not. | |
| * | |
| * @return {NodeVar} The node variable. | |
| */ | |
| getVarFromNode( node, name = null, type = node.getNodeType( this ), shaderStage = this.shaderStage, readOnly = false ) { | |
| const nodeData = this.getDataFromNode( node, shaderStage ); | |
| let nodeVar = nodeData.variable; | |
| if ( nodeVar === undefined ) { | |
| const idNS = readOnly ? '_const' : '_var'; | |
| const vars = this.vars[ shaderStage ] || ( this.vars[ shaderStage ] = [] ); | |
| const id = this.vars[ idNS ] || ( this.vars[ idNS ] = 0 ); | |
| if ( name === null ) { | |
| name = ( readOnly ? 'nodeConst' : 'nodeVar' ) + id; | |
| this.vars[ idNS ] ++; | |
| } | |
| // | |
| const count = this.getArrayCount( node ); | |
| nodeVar = new NodeVar( name, type, readOnly, count ); | |
| if ( ! readOnly ) { | |
| vars.push( nodeVar ); | |
| } | |
| this.registerDeclaration( nodeVar ); | |
| nodeData.variable = nodeVar; | |
| } | |
| return nodeVar; | |
| } | |
| /** | |
| * Returns whether a Node or its flow is deterministic, useful for use in `const`. | |
| * | |
| * @param {Node} node - The varying node. | |
| * @return {boolean} Returns true if deterministic. | |
| */ | |
| isDeterministic( node ) { | |
| if ( node.isMathNode ) { | |
| return this.isDeterministic( node.aNode ) && | |
| ( node.bNode ? this.isDeterministic( node.bNode ) : true ) && | |
| ( node.cNode ? this.isDeterministic( node.cNode ) : true ); | |
| } else if ( node.isOperatorNode ) { | |
| return this.isDeterministic( node.aNode ) && | |
| ( node.bNode ? this.isDeterministic( node.bNode ) : true ); | |
| } else if ( node.isArrayNode ) { | |
| if ( node.values !== null ) { | |
| for ( const n of node.values ) { | |
| if ( ! this.isDeterministic( n ) ) { | |
| return false; | |
| } | |
| } | |
| } | |
| return true; | |
| } else if ( node.isConstNode ) { | |
| return true; | |
| } | |
| return false; | |
| } | |
| /** | |
| * Returns an instance of {@link NodeVarying} for the given varying node. | |
| * | |
| * @param {(VaryingNode|PropertyNode)} node - The varying node. | |
| * @param {?string} name - The varying's name. | |
| * @param {string} [type=node.getNodeType( this )] - The varying's type. | |
| * @param {?string} interpolationType - The interpolation type of the varying. | |
| * @param {?string} interpolationSampling - The interpolation sampling type of the varying. | |
| * @return {NodeVar} The node varying. | |
| */ | |
| getVaryingFromNode( node, name = null, type = node.getNodeType( this ), interpolationType = null, interpolationSampling = null ) { | |
| 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, interpolationType, interpolationSampling ); | |
| varyings.push( nodeVarying ); | |
| this.registerDeclaration( nodeVarying ); | |
| nodeData.varying = nodeVarying; | |
| } | |
| return nodeVarying; | |
| } | |
| /** | |
| * Registers a node declaration in the current shader stage. | |
| * | |
| * @param {Object} node - The node to be registered. | |
| */ | |
| registerDeclaration( node ) { | |
| const shaderStage = this.shaderStage; | |
| const declarations = this.declarations[ shaderStage ] || ( this.declarations[ shaderStage ] = {} ); | |
| const property = this.getPropertyName( node ); | |
| let index = 1; | |
| let name = property; | |
| // Automatically renames the property if the name is already in use. | |
| while ( declarations[ name ] !== undefined ) { | |
| name = property + '_' + index ++; | |
| } | |
| if ( index > 1 ) { | |
| node.name = name; | |
| console.warn( `THREE.TSL: Declaration name '${ property }' of '${ node.type }' already in use. Renamed to '${ name }'.` ); | |
| } | |
| declarations[ name ] = node; | |
| } | |
| /** | |
| * Returns an instance of {@link NodeCode} for the given code node. | |
| * | |
| * @param {CodeNode} node - The code node. | |
| * @param {string} type - The node type. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} [shaderStage=this.shaderStage] - The shader stage. | |
| * @return {NodeCode} The node code. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Adds a code flow based on the code-block hierarchy. | |
| * This is used so that code-blocks like If,Else create their variables locally if the Node | |
| * is only used inside one of these conditionals in the current shader stage. | |
| * | |
| * @param {Node} node - The node to add. | |
| * @param {Node} nodeBlock - Node-based code-block. Usually 'ConditionalNode'. | |
| */ | |
| addFlowCodeHierarchy( node, nodeBlock ) { | |
| const { flowCodes, flowCodeBlock } = this.getDataFromNode( node ); | |
| let needsFlowCode = true; | |
| let nodeBlockHierarchy = nodeBlock; | |
| while ( nodeBlockHierarchy ) { | |
| if ( flowCodeBlock.get( nodeBlockHierarchy ) === true ) { | |
| needsFlowCode = false; | |
| break; | |
| } | |
| nodeBlockHierarchy = this.getDataFromNode( nodeBlockHierarchy ).parentNodeBlock; | |
| } | |
| if ( needsFlowCode ) { | |
| for ( const flowCode of flowCodes ) { | |
| this.addLineFlowCode( flowCode ); | |
| } | |
| } | |
| } | |
| /** | |
| * Add a inline-code to the current flow code-block. | |
| * | |
| * @param {Node} node - The node to add. | |
| * @param {string} code - The code to add. | |
| * @param {Node} nodeBlock - Current ConditionalNode | |
| */ | |
| addLineFlowCodeBlock( node, code, nodeBlock ) { | |
| const nodeData = this.getDataFromNode( node ); | |
| const flowCodes = nodeData.flowCodes || ( nodeData.flowCodes = [] ); | |
| const codeBlock = nodeData.flowCodeBlock || ( nodeData.flowCodeBlock = new WeakMap() ); | |
| flowCodes.push( code ); | |
| codeBlock.set( nodeBlock, true ); | |
| } | |
| /** | |
| * Add a inline-code to the current flow. | |
| * | |
| * @param {string} code - The code to add. | |
| * @param {?Node} [node= null] - Optional Node, can help the system understand if the Node is part of a code-block. | |
| * @return {NodeBuilder} A reference to this node builder. | |
| */ | |
| addLineFlowCode( code, node = null ) { | |
| if ( code === '' ) return this; | |
| if ( node !== null && this.context.nodeBlock ) { | |
| this.addLineFlowCodeBlock( node, code, this.context.nodeBlock ); | |
| } | |
| code = this.tab + code; | |
| if ( ! /;\s*$/.test( code ) ) { | |
| code = code + ';\n'; | |
| } | |
| this.flow.code += code; | |
| return this; | |
| } | |
| /** | |
| * Adds a code to the current code flow. | |
| * | |
| * @param {string} code - Shader code. | |
| * @return {NodeBuilder} A reference to this node builder. | |
| */ | |
| addFlowCode( code ) { | |
| this.flow.code += code; | |
| return this; | |
| } | |
| /** | |
| * Add tab in the code that will be generated so that other snippets respect the current tabulation. | |
| * Typically used in codes with If,Else. | |
| * | |
| * @return {NodeBuilder} A reference to this node builder. | |
| */ | |
| addFlowTab() { | |
| this.tab += '\t'; | |
| return this; | |
| } | |
| /** | |
| * Removes a tab. | |
| * | |
| * @return {NodeBuilder} A reference to this node builder. | |
| */ | |
| removeFlowTab() { | |
| this.tab = this.tab.slice( 0, - 1 ); | |
| return this; | |
| } | |
| /** | |
| * Gets the current flow data based on a Node. | |
| * | |
| * @param {Node} node - Node that the flow was started. | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {Object} The flow data. | |
| */ | |
| getFlowData( node/*, shaderStage*/ ) { | |
| return this.flowsData.get( node ); | |
| } | |
| /** | |
| * Executes the node flow based on a root node to generate the final shader code. | |
| * | |
| * @param {Node} node - The node to execute. | |
| * @return {Object} The code flow. | |
| */ | |
| flowNode( node ) { | |
| const output = node.getNodeType( this ); | |
| const flowData = this.flowChildNode( node, output ); | |
| this.flowsData.set( node, flowData ); | |
| return flowData; | |
| } | |
| /** | |
| * Includes a node in the current function node. | |
| * | |
| * @param {Node} node - The node to include. | |
| * @returns {void} | |
| */ | |
| addInclude( node ) { | |
| if ( this.currentFunctionNode !== null ) { | |
| this.currentFunctionNode.includes.push( node ); | |
| } | |
| } | |
| /** | |
| * Returns the native shader operator name for a given generic name. | |
| * It is a similar type of method like {@link NodeBuilder#getMethod}. | |
| * | |
| * @param {ShaderNodeInternal} shaderNode - The shader node to build the function node with. | |
| * @return {FunctionNode} The build function node. | |
| */ | |
| buildFunctionNode( shaderNode ) { | |
| const fn = new FunctionNode(); | |
| const previous = this.currentFunctionNode; | |
| this.currentFunctionNode = fn; | |
| fn.code = this.buildFunctionCode( shaderNode ); | |
| this.currentFunctionNode = previous; | |
| return fn; | |
| } | |
| /** | |
| * Generates a code flow based on a TSL function: Fn(). | |
| * | |
| * @param {ShaderNodeInternal} shaderNode - A function code will be generated based on the input. | |
| * @return {Object} | |
| */ | |
| flowShaderNode( shaderNode ) { | |
| const layout = shaderNode.layout; | |
| const inputs = { | |
| [ Symbol.iterator ]() { | |
| let index = 0; | |
| const values = Object.values( this ); | |
| return { | |
| next: () => ( { | |
| value: values[ index ], | |
| done: index ++ >= values.length | |
| } ) | |
| }; | |
| } | |
| }; | |
| 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; | |
| } | |
| /** | |
| * Runs the node flow through all the steps of creation, 'setup', 'analyze', 'generate'. | |
| * | |
| * @param {Node} node - The node to execute. | |
| * @param {?string} output - Expected output type. For example 'vec3'. | |
| * @return {Object} | |
| */ | |
| flowStagesNode( node, output = null ) { | |
| const previousFlow = this.flow; | |
| const previousVars = this.vars; | |
| const previousDeclarations = this.declarations; | |
| const previousCache = this.cache; | |
| const previousBuildStage = this.buildStage; | |
| const previousStack = this.stack; | |
| const flow = { | |
| code: '' | |
| }; | |
| this.flow = flow; | |
| this.vars = {}; | |
| this.declarations = {}; | |
| 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.declarations = previousDeclarations; | |
| this.cache = previousCache; | |
| this.stack = previousStack; | |
| this.setBuildStage( previousBuildStage ); | |
| return flow; | |
| } | |
| /** | |
| * Returns the native shader operator name for a given generic name. | |
| * It is a similar type of method like {@link NodeBuilder#getMethod}. | |
| * | |
| * @abstract | |
| * @param {string} op - The operator name to resolve. | |
| * @return {?string} The resolved operator name. | |
| */ | |
| getFunctionOperator( /* op */ ) { | |
| return null; | |
| } | |
| /** | |
| * Builds the given shader node. | |
| * | |
| * @abstract | |
| * @param {ShaderNodeInternal} shaderNode - The shader node. | |
| * @return {string} The function code. | |
| */ | |
| buildFunctionCode( /* shaderNode */ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Generates a code flow based on a child Node. | |
| * | |
| * @param {Node} node - The node to execute. | |
| * @param {?string} output - Expected output type. For example 'vec3'. | |
| * @return {Object} The code flow. | |
| */ | |
| 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; | |
| } | |
| /** | |
| * Executes a flow of code in a different stage. | |
| * | |
| * Some nodes like `varying()` have the ability to compute code in vertex-stage and | |
| * return the value in fragment-stage even if it is being executed in an input fragment. | |
| * | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @param {Node} node - The node to execute. | |
| * @param {?string} output - Expected output type. For example 'vec3'. | |
| * @param {?string} propertyName - The property name to assign the result. | |
| * @return {Object} | |
| */ | |
| 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 } = ${ flowData.result };\n`; | |
| } | |
| this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code; | |
| this.setShaderStage( previousShaderStage ); | |
| return flowData; | |
| } | |
| /** | |
| * Returns an array holding all node attributes of this node builder. | |
| * | |
| * @return {Array<NodeAttribute>} The node attributes of this builder. | |
| */ | |
| getAttributesArray() { | |
| return this.attributes.concat( this.bufferAttributes ); | |
| } | |
| /** | |
| * Returns the attribute definitions as a shader string for the given shader stage. | |
| * | |
| * @abstract | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The attribute code section. | |
| */ | |
| getAttributes( /*shaderStage*/ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the varying definitions as a shader string for the given shader stage. | |
| * | |
| * @abstract | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The varying code section. | |
| */ | |
| getVaryings( /*shaderStage*/ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns a single variable definition as a shader string for the given variable type and name. | |
| * | |
| * @param {string} type - The variable's type. | |
| * @param {string} name - The variable's name. | |
| * @param {?number} [count=null] - The array length. | |
| * @return {string} The shader string. | |
| */ | |
| getVar( type, name, count = null ) { | |
| return `${ count !== null ? this.generateArrayDeclaration( type, count ) : this.getType( type ) } ${ name }`; | |
| } | |
| /** | |
| * Returns the variable definitions as a shader string for the given shader stage. | |
| * | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The variable code section. | |
| */ | |
| getVars( shaderStage ) { | |
| let snippet = ''; | |
| const vars = this.vars[ shaderStage ]; | |
| if ( vars !== undefined ) { | |
| for ( const variable of vars ) { | |
| snippet += `${ this.getVar( variable.type, variable.name ) }; `; | |
| } | |
| } | |
| return snippet; | |
| } | |
| /** | |
| * Returns the uniform definitions as a shader string for the given shader stage. | |
| * | |
| * @abstract | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The uniform code section. | |
| */ | |
| getUniforms( /*shaderStage*/ ) { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Returns the native code definitions as a shader string for the given shader stage. | |
| * | |
| * @param {('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage. | |
| * @return {string} The native code section. | |
| */ | |
| getCodes( shaderStage ) { | |
| const codes = this.codes[ shaderStage ]; | |
| let code = ''; | |
| if ( codes !== undefined ) { | |
| for ( const nodeCode of codes ) { | |
| code += nodeCode.code + '\n'; | |
| } | |
| } | |
| return code; | |
| } | |
| /** | |
| * Returns the hash of this node builder. | |
| * | |
| * @return {string} The hash. | |
| */ | |
| getHash() { | |
| return this.vertexShader + this.fragmentShader + this.computeShader; | |
| } | |
| /** | |
| * Sets the current shader stage. | |
| * | |
| * @param {?('vertex'|'fragment'|'compute'|'any')} shaderStage - The shader stage to set. | |
| */ | |
| setShaderStage( shaderStage ) { | |
| this.shaderStage = shaderStage; | |
| } | |
| /** | |
| * Returns the current shader stage. | |
| * | |
| * @return {?('vertex'|'fragment'|'compute'|'any')} The current shader stage. | |
| */ | |
| getShaderStage() { | |
| return this.shaderStage; | |
| } | |
| /** | |
| * Sets the current build stage. | |
| * | |
| * @param {?('setup'|'analyze'|'generate')} buildStage - The build stage to set. | |
| */ | |
| setBuildStage( buildStage ) { | |
| this.buildStage = buildStage; | |
| } | |
| /** | |
| * Returns the current build stage. | |
| * | |
| * @return {?('setup'|'analyze'|'generate')} The current build stage. | |
| */ | |
| getBuildStage() { | |
| return this.buildStage; | |
| } | |
| /** | |
| * Controls the code build of the shader stages. | |
| * | |
| * @abstract | |
| */ | |
| buildCode() { | |
| console.warn( 'Abstract function.' ); | |
| } | |
| /** | |
| * Central build method which controls the build for the given object. | |
| * | |
| * @return {NodeBuilder} A reference to this node builder. | |
| */ | |
| build() { | |
| const { object, material, renderer } = this; | |
| if ( material !== null ) { | |
| let nodeMaterial = renderer.library.fromMaterial( material ); | |
| if ( nodeMaterial === null ) { | |
| console.error( `NodeMaterial: Material "${ material.type }" is not compatible.` ); | |
| nodeMaterial = new NodeMaterial(); | |
| } | |
| nodeMaterial.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; | |
| } | |
| /** | |
| * Returns a uniform representation which is later used for UBO generation and rendering. | |
| * | |
| * @param {NodeUniform} uniformNode - The uniform node. | |
| * @param {string} type - The requested type. | |
| * @return {Uniform} The uniform. | |
| */ | |
| 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 === 'mat2' ) return new Matrix2NodeUniform( uniformNode ); | |
| if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode ); | |
| if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode ); | |
| throw new Error( `Uniform "${type}" not declared.` ); | |
| } | |
| /** | |
| * Formats the given shader snippet from a given type into another one. E.g. | |
| * this method might be used to convert a simple float string `"1.0"` into a | |
| * `vec3` representation: `"vec3<f32>( 1.0 )"`. | |
| * | |
| * @param {string} snippet - The shader snippet. | |
| * @param {string} fromType - The source type. | |
| * @param {string} toType - The target type. | |
| * @return {string} The updated shader string. | |
| */ | |
| 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 === 16 && toTypeLength === 9 ) { | |
| return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xyz, ${ snippet }[ 1 ].xyz, ${ snippet }[ 2 ].xyz )`; | |
| } | |
| if ( fromTypeLength === 9 && toTypeLength === 4 ) { | |
| return `${ this.getType( toType ) }( ${ snippet }[ 0 ].xy, ${ snippet }[ 1 ].xy )`; | |
| } | |
| if ( fromTypeLength > 4 ) { // fromType is matrix-like | |
| // @TODO: ignore for now | |
| return snippet; | |
| } | |
| if ( toTypeLength > 4 || toTypeLength === 0 ) { // toType is matrix-like or unknown | |
| // @TODO: ignore for now | |
| return snippet; | |
| } | |
| if ( fromTypeLength === toTypeLength ) { | |
| return `${ this.getType( toType ) }( ${ snippet } )`; | |
| } | |
| if ( fromTypeLength > toTypeLength ) { | |
| snippet = toType === 'bool' ? `all( ${ snippet } )` : `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`; | |
| return this.format( snippet, this.getTypeFromLength( toTypeLength, this.getComponentType( fromType ) ), toType ); | |
| } | |
| if ( toTypeLength === 4 && fromTypeLength > 1 ) { // toType is vec4-like | |
| return `${ 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 ) }( ${ snippet } )`; // fromType is float-like | |
| } | |
| /** | |
| * Returns a signature with the engine's current revision. | |
| * | |
| * @return {string} The signature. | |
| */ | |
| getSignature() { | |
| return `// Three.js r${ REVISION } - Node System\n`; | |
| } | |
| /** | |
| * Prevents the node builder from being used as an iterable in TSL.Fn(), avoiding potential runtime errors. | |
| */ | |
| *[ Symbol.iterator ]() { } | |
| // Deprecated | |
| /** | |
| * @function | |
| * @deprecated since r168. Use `new NodeMaterial()` instead, with targeted node material name. | |
| * | |
| * @param {string} [type='NodeMaterial'] - The node material type. | |
| * @throws {Error} | |
| */ | |
| createNodeMaterial( type = 'NodeMaterial' ) { // @deprecated, r168 | |
| throw new Error( `THREE.NodeBuilder: createNodeMaterial() was deprecated. Use new ${ type }() instead.` ); | |
| } | |
| } | |
| export default NodeBuilder; | |
Xet Storage Details
- Size:
- 62.7 kB
- Xet hash:
- 7bdc902dcfe1cb3153bcd6f2e0a65c4633e782ccb20e3f9a88a12a0d0ebf0fe4
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.