|
| 1 | +import { MathNode, GLSLNodeParser, NodeBuilder, NodeMaterial } from 'three/nodes'; |
| 2 | + |
| 3 | +const glslMethods = { |
| 4 | + [ MathNode.ATAN2 ]: 'atan' |
| 5 | +}; |
| 6 | + |
| 7 | +const precisionLib = { |
| 8 | + low: 'lowp', |
| 9 | + medium: 'mediump', |
| 10 | + high: 'highp' |
| 11 | +}; |
| 12 | + |
| 13 | +class GLSLNodeBuilder extends NodeBuilder { |
| 14 | + |
| 15 | + constructor( object, renderer ) { |
| 16 | + |
| 17 | + super( object, renderer, new GLSLNodeParser() ); |
| 18 | + |
| 19 | + } |
| 20 | + |
| 21 | + getMethod( method ) { |
| 22 | + |
| 23 | + return glslMethods[ method ] || method; |
| 24 | + |
| 25 | + } |
| 26 | + |
| 27 | + getTexture( texture, textureProperty, uvSnippet ) { |
| 28 | + |
| 29 | + if ( texture.isTextureCube ) { |
| 30 | + |
| 31 | + return `textureCube( ${textureProperty}, ${uvSnippet} )`; |
| 32 | + |
| 33 | + } else { |
| 34 | + |
| 35 | + return `texture2D( ${textureProperty}, ${uvSnippet} )`; |
| 36 | + |
| 37 | + } |
| 38 | + |
| 39 | + } |
| 40 | + |
| 41 | + getTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) { |
| 42 | + |
| 43 | + if ( this.material.extensions !== undefined ) this.material.extensions.shaderTextureLOD = true; |
| 44 | + |
| 45 | + return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`; |
| 46 | + |
| 47 | + } |
| 48 | + |
| 49 | + getVars( shaderStage ) { |
| 50 | + |
| 51 | + const snippets = []; |
| 52 | + |
| 53 | + const vars = this.vars[ shaderStage ]; |
| 54 | + |
| 55 | + for ( const variable of vars ) { |
| 56 | + |
| 57 | + snippets.push( `${ this.getVar( variable.type, variable.name ) };` ); |
| 58 | + |
| 59 | + } |
| 60 | + |
| 61 | + return snippets.join( '\n\t' ); |
| 62 | + |
| 63 | + } |
| 64 | + |
| 65 | + getUniforms( shaderStage ) { |
| 66 | + |
| 67 | + const uniforms = this.uniforms[ shaderStage ]; |
| 68 | + |
| 69 | + let output = ''; |
| 70 | + |
| 71 | + for ( const uniform of uniforms ) { |
| 72 | + |
| 73 | + let snippet = null; |
| 74 | + |
| 75 | + if ( uniform.type === 'texture' ) { |
| 76 | + |
| 77 | + snippet = `sampler2D ${uniform.name};\n`; |
| 78 | + |
| 79 | + } else if ( uniform.type === 'cubeTexture' ) { |
| 80 | + |
| 81 | + snippet = `samplerCube ${uniform.name};\n`; |
| 82 | + |
| 83 | + } else { |
| 84 | + |
| 85 | + const vectorType = this.getVectorType( uniform.type ); |
| 86 | + |
| 87 | + snippet = `${vectorType} ${uniform.name};\n`; |
| 88 | + |
| 89 | + } |
| 90 | + |
| 91 | + const precision = uniform.node.precision; |
| 92 | + |
| 93 | + if ( precision !== null ) { |
| 94 | + |
| 95 | + snippet = 'uniform ' + precisionLib[ precision ] + ' ' + snippet; |
| 96 | + |
| 97 | + } else { |
| 98 | + |
| 99 | + snippet = 'uniform ' + snippet; |
| 100 | + |
| 101 | + } |
| 102 | + |
| 103 | + output += snippet; |
| 104 | + |
| 105 | + } |
| 106 | + |
| 107 | + return output; |
| 108 | + |
| 109 | + } |
| 110 | + |
| 111 | + getAttributes( shaderStage ) { |
| 112 | + |
| 113 | + let snippet = ''; |
| 114 | + |
| 115 | + if ( shaderStage === 'vertex' ) { |
| 116 | + |
| 117 | + const attributes = this.attributes; |
| 118 | + |
| 119 | + for ( const attribute of attributes ) { |
| 120 | + |
| 121 | + snippet += `attribute ${attribute.type} ${attribute.name};\n`; |
| 122 | + |
| 123 | + } |
| 124 | + |
| 125 | + } |
| 126 | + |
| 127 | + return snippet; |
| 128 | + |
| 129 | + } |
| 130 | + |
| 131 | + getVaryings( shaderStage ) { |
| 132 | + |
| 133 | + let snippet = ''; |
| 134 | + |
| 135 | + const varyings = this.varyings; |
| 136 | + |
| 137 | + if ( shaderStage === 'vertex' ) { |
| 138 | + |
| 139 | + for ( const varying of varyings ) { |
| 140 | + |
| 141 | + snippet += `${varying.needsInterpolation ? 'varying' : '/*varying*/'} ${varying.type} ${varying.name};\n`; |
| 142 | + |
| 143 | + } |
| 144 | + |
| 145 | + } else if ( shaderStage === 'fragment' ) { |
| 146 | + |
| 147 | + for ( const varying of varyings ) { |
| 148 | + |
| 149 | + if ( varying.needsInterpolation ) { |
| 150 | + |
| 151 | + snippet += `varying ${varying.type} ${varying.name};\n`; |
| 152 | + |
| 153 | + } |
| 154 | + |
| 155 | + } |
| 156 | + |
| 157 | + } |
| 158 | + |
| 159 | + return snippet; |
| 160 | + |
| 161 | + } |
| 162 | + |
| 163 | + getFrontFacing() { |
| 164 | + |
| 165 | + return 'gl_FrontFacing'; |
| 166 | + |
| 167 | + } |
| 168 | + |
| 169 | + getFragCoord() { |
| 170 | + |
| 171 | + return 'gl_FragCoord'; |
| 172 | + |
| 173 | + } |
| 174 | + |
| 175 | + isFlipY() { |
| 176 | + |
| 177 | + return true; |
| 178 | + |
| 179 | + } |
| 180 | + |
| 181 | + _getGLSLVertexCode( shaderData ) { |
| 182 | + |
| 183 | + return `${ this.getSignature() } |
| 184 | +
|
| 185 | +// uniforms |
| 186 | +${shaderData.uniforms} |
| 187 | +
|
| 188 | +// varyings |
| 189 | +${shaderData.varyings} |
| 190 | +
|
| 191 | +// attributes |
| 192 | +${shaderData.attributes} |
| 193 | +
|
| 194 | +// codes |
| 195 | +${shaderData.codes} |
| 196 | +
|
| 197 | +void main() { |
| 198 | +
|
| 199 | + // vars |
| 200 | + ${shaderData.vars} |
| 201 | +
|
| 202 | + // flow |
| 203 | + ${shaderData.flow} |
| 204 | +
|
| 205 | +} |
| 206 | +`; |
| 207 | + |
| 208 | + } |
| 209 | + |
| 210 | + _getGLSLFragmentCode( shaderData ) { |
| 211 | + |
| 212 | + return `${ this.getSignature() } |
| 213 | +
|
| 214 | +// precision |
| 215 | +precision highp float; |
| 216 | +precision highp int; |
| 217 | +
|
| 218 | +// uniforms |
| 219 | +${shaderData.uniforms} |
| 220 | +
|
| 221 | +// varyings |
| 222 | +${shaderData.varyings} |
| 223 | +
|
| 224 | +// codes |
| 225 | +${shaderData.codes} |
| 226 | +
|
| 227 | +void main() { |
| 228 | +
|
| 229 | + // vars |
| 230 | + ${shaderData.vars} |
| 231 | +
|
| 232 | + // flow |
| 233 | + ${shaderData.flow} |
| 234 | +
|
| 235 | +} |
| 236 | +`; |
| 237 | + |
| 238 | + } |
| 239 | + |
| 240 | + buildCode() { |
| 241 | + |
| 242 | + const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} }; |
| 243 | + |
| 244 | + for ( const shaderStage in shadersData ) { |
| 245 | + |
| 246 | + let flow = '// code\n\n'; |
| 247 | + flow += this.flowCode[ shaderStage ]; |
| 248 | + |
| 249 | + const flowNodes = this.flowNodes[ shaderStage ]; |
| 250 | + const mainNode = flowNodes[ flowNodes.length - 1 ]; |
| 251 | + |
| 252 | + for ( const node of flowNodes ) { |
| 253 | + |
| 254 | + const flowSlotData = this.getFlowData( node/*, shaderStage*/ ); |
| 255 | + const slotName = node.name; |
| 256 | + |
| 257 | + if ( slotName ) { |
| 258 | + |
| 259 | + if ( flow.length > 0 ) flow += '\n'; |
| 260 | + |
| 261 | + flow += `\t// flow -> ${ slotName }\n\t`; |
| 262 | + |
| 263 | + } |
| 264 | + |
| 265 | + flow += `${ flowSlotData.code }\n\t`; |
| 266 | + |
| 267 | + if ( node === mainNode && shaderStage !== 'compute' ) { |
| 268 | + |
| 269 | + flow += '// result\n\t'; |
| 270 | + |
| 271 | + if ( shaderStage === 'vertex' ) { |
| 272 | + |
| 273 | + flow += 'gl_Position = '; |
| 274 | + |
| 275 | + } else if ( shaderStage === 'fragment' ) { |
| 276 | + |
| 277 | + flow += 'gl_FragColor = '; |
| 278 | + |
| 279 | + } |
| 280 | + |
| 281 | + flow += `${ flowSlotData.result };`; |
| 282 | + |
| 283 | + } |
| 284 | + |
| 285 | + } |
| 286 | + |
| 287 | + const stageData = shadersData[ shaderStage ]; |
| 288 | + |
| 289 | + stageData.uniforms = this.getUniforms( shaderStage ); |
| 290 | + stageData.attributes = this.getAttributes( shaderStage ); |
| 291 | + stageData.varyings = this.getVaryings( shaderStage ); |
| 292 | + stageData.vars = this.getVars( shaderStage ); |
| 293 | + stageData.codes = this.getCodes( shaderStage ); |
| 294 | + stageData.flow = flow; |
| 295 | + |
| 296 | + } |
| 297 | + |
| 298 | + if ( this.material !== null ) { |
| 299 | + |
| 300 | + this.vertexShader = this._getGLSLVertexCode( shadersData.vertex ); |
| 301 | + this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment ); |
| 302 | + |
| 303 | + } else { |
| 304 | + |
| 305 | + console.warn( 'GLSLNodeBuilder: compute shaders are not supported.' ); |
| 306 | + //this.computeShader = this._getGLSLComputeCode( shadersData.compute ); |
| 307 | + |
| 308 | + } |
| 309 | + |
| 310 | + } |
| 311 | + |
| 312 | + build() { |
| 313 | + |
| 314 | + // @TODO: Move this code to super.build() |
| 315 | + |
| 316 | + const { object, material } = this; |
| 317 | + |
| 318 | + if ( material !== null ) { |
| 319 | + |
| 320 | + NodeMaterial.fromMaterial( material ).build( this ); |
| 321 | + |
| 322 | + } else { |
| 323 | + |
| 324 | + this.addFlow( 'compute', object ); |
| 325 | + |
| 326 | + } |
| 327 | + |
| 328 | + return super.build(); |
| 329 | + |
| 330 | + } |
| 331 | + |
| 332 | +} |
| 333 | + |
| 334 | +export default GLSLNodeBuilder; |
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