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832 lines
17 KiB
832 lines
17 KiB
2 years ago
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import WebGPUUniformsGroup from '../WebGPUUniformsGroup.js';
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import {
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FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
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ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
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} from './WebGPUNodeUniform.js';
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import WebGPUNodeSampler from './WebGPUNodeSampler.js';
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import { WebGPUNodeSampledTexture, WebGPUNodeSampledCubeTexture } from './WebGPUNodeSampledTexture.js';
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import WebGPUUniformBuffer from '../WebGPUUniformBuffer.js';
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import WebGPUStorageBuffer from '../WebGPUStorageBuffer.js';
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import { getVectorLength, getStrideLength } from '../WebGPUBufferUtils.js';
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import { NodeBuilder, WGSLNodeParser, CodeNode, NodeMaterial } from 'three/nodes';
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const gpuShaderStageLib = {
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'vertex': GPUShaderStage.VERTEX,
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'fragment': GPUShaderStage.FRAGMENT,
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'compute': GPUShaderStage.COMPUTE
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};
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const supports = {
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instance: true
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};
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const wgslTypeLib = {
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float: 'f32',
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int: 'i32',
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uint: 'u32',
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bool: 'bool',
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vec2: 'vec2<f32>',
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ivec2: 'vec2<i32>',
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uvec2: 'vec2<u32>',
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bvec2: 'vec2<bool>',
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vec3: 'vec3<f32>',
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ivec3: 'vec3<i32>',
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uvec3: 'vec3<u32>',
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bvec3: 'vec3<bool>',
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vec4: 'vec4<f32>',
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ivec4: 'vec4<i32>',
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uvec4: 'vec4<u32>',
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bvec4: 'vec4<bool>',
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mat3: 'mat3x3<f32>',
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imat3: 'mat3x3<i32>',
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umat3: 'mat3x3<u32>',
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bmat3: 'mat3x3<bool>',
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mat4: 'mat4x4<f32>',
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imat4: 'mat4x4<i32>',
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umat4: 'mat4x4<u32>',
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bmat4: 'mat4x4<bool>'
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};
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const wgslMethods = {
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dFdx: 'dpdx',
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dFdy: 'dpdy',
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mod: 'threejs_mod',
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lessThanEqual: 'threejs_lessThanEqual',
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inversesqrt: 'inverseSqrt'
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};
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const wgslPolyfill = {
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lessThanEqual: new CodeNode( `
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fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
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return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
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}
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` ),
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mod: new CodeNode( `
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fn threejs_mod( x : f32, y : f32 ) -> f32 {
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return x - y * floor( x / y );
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}
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` ),
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repeatWrapping: new CodeNode( `
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fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
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let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
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return ( ( uvScaled % dimension ) + dimension ) % dimension;
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}
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` )
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};
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class WebGPUNodeBuilder extends NodeBuilder {
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constructor( object, renderer ) {
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super( object, renderer, new WGSLNodeParser() );
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this.bindings = { vertex: [], fragment: [], compute: [] };
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this.bindingsOffset = { vertex: 0, fragment: 0, compute: 0 };
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this.uniformsGroup = {};
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this.builtins = {
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vertex: new Map(),
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fragment: new Map(),
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compute: new Map(),
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attribute: new Map()
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};
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}
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build() {
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const { object, material } = this;
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if ( material !== null ) {
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NodeMaterial.fromMaterial( material ).build( this );
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} else {
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this.addFlow( 'compute', object );
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}
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return super.build();
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}
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addFlowCode( code ) {
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if ( ! /;\s*$/.test( code ) ) {
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code += ';';
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}
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super.addFlowCode( code + '\n\t' );
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}
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getSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
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} else {
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this._include( 'repeatWrapping' );
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const dimension = `textureDimensions( ${textureProperty}, 0 )`;
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return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
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}
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}
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getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSampleLevel( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${biasSnippet} )`;
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} else {
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this._include( 'repeatWrapping' );
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const dimension = `textureDimensions( ${textureProperty}, 0 )`;
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return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
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}
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}
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getTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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return this.getSampler( textureProperty, uvSnippet, shaderStage );
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}
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getTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
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return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
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}
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getCubeTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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return this.getSampler( textureProperty, uvSnippet, shaderStage );
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}
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getCubeTextureLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
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return this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
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}
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getPropertyName( node, shaderStage = this.shaderStage ) {
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if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
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if ( shaderStage === 'vertex' ) {
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return `NodeVaryings.${ node.name }`;
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}
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} else if ( node.isNodeUniform === true ) {
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const name = node.name;
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const type = node.type;
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if ( type === 'texture' || type === 'cubeTexture' ) {
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return name;
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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return `NodeBuffer_${node.node.id}.${name}`;
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} else {
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return `NodeUniforms.${name}`;
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}
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}
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return super.getPropertyName( node );
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}
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getBindings() {
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const bindings = this.bindings;
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return this.material !== null ? [ ...bindings.vertex, ...bindings.fragment ] : bindings.compute;
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}
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getUniformFromNode( node, shaderStage, type ) {
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const uniformNode = super.getUniformFromNode( node, shaderStage, type );
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const nodeData = this.getDataFromNode( node, shaderStage );
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if ( nodeData.uniformGPU === undefined ) {
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let uniformGPU;
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const bindings = this.bindings[ shaderStage ];
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if ( type === 'texture' || type === 'cubeTexture' ) {
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const sampler = new WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
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let texture = null;
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if ( type === 'texture' ) {
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texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
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} else if ( type === 'cubeTexture' ) {
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texture = new WebGPUNodeSampledCubeTexture( uniformNode.name, uniformNode.node );
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}
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// add first textures in sequence and group for last
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const lastBinding = bindings[ bindings.length - 1 ];
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const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
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if ( shaderStage === 'fragment' ) {
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bindings.splice( index, 0, sampler, texture );
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uniformGPU = [ sampler, texture ];
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} else {
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bindings.splice( index, 0, texture );
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uniformGPU = [ texture ];
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}
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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const bufferClass = type === 'storageBuffer' ? WebGPUStorageBuffer : WebGPUUniformBuffer;
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const buffer = new bufferClass( 'NodeBuffer_' + node.id, node.value );
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buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
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// add first textures in sequence and group for last
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const lastBinding = bindings[ bindings.length - 1 ];
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const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
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bindings.splice( index, 0, buffer );
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uniformGPU = buffer;
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} else {
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let uniformsGroup = this.uniformsGroup[ shaderStage ];
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if ( uniformsGroup === undefined ) {
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uniformsGroup = new WebGPUUniformsGroup( 'nodeUniforms' );
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uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
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this.uniformsGroup[ shaderStage ] = uniformsGroup;
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bindings.push( uniformsGroup );
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}
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if ( node.isArrayUniformNode === true ) {
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uniformGPU = [];
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for ( const uniformNode of node.nodes ) {
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const uniformNodeGPU = this._getNodeUniform( uniformNode, type );
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// fit bounds to buffer
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uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
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uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
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uniformsGroup.addUniform( uniformNodeGPU );
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uniformGPU.push( uniformNodeGPU );
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}
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} else {
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uniformGPU = this._getNodeUniform( uniformNode, type );
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uniformsGroup.addUniform( uniformGPU );
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}
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}
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nodeData.uniformGPU = uniformGPU;
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if ( shaderStage === 'vertex' ) {
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this.bindingsOffset[ 'fragment' ] = bindings.length;
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}
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}
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return uniformNode;
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}
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isReference( type ) {
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return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube';
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}
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getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
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const map = this.builtins[ shaderStage ];
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if ( map.has( name ) === false ) {
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map.set( name, {
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name,
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property,
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type
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} );
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}
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return property;
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}
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getInstanceIndex() {
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if ( this.shaderStage === 'vertex' ) {
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return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
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}
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return 'instanceIndex';
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}
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getFrontFacing() {
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return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
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}
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getFragCoord() {
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return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>', 'fragment' );
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}
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isFlipY() {
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return false;
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}
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getAttributes( shaderStage ) {
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const snippets = [];
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if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
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if ( shaderStage === 'compute' ) {
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this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
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}
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for ( const { name, property, type } of this.builtins.attribute.values() ) {
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snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
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}
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const attributes = this.attributes;
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const length = attributes.length;
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for ( let index = 0; index < length; index ++ ) {
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const attribute = attributes[ index ];
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const name = attribute.name;
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const type = this.getType( attribute.type );
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snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
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}
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}
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return snippets.join( ',\n\t' );
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}
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getVars( shaderStage ) {
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const snippets = [];
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const vars = this.vars[ shaderStage ];
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for ( const variable of vars ) {
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const name = variable.name;
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const type = this.getType( variable.type );
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snippets.push( `\tvar ${name} : ${type};` );
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}
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return `\n${ snippets.join( '\n' ) }\n`;
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}
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getVaryings( shaderStage ) {
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const snippets = [];
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if ( shaderStage === 'vertex' ) {
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this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
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const varyings = this.varyings;
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const vars = this.vars[ shaderStage ];
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for ( let index = 0; index < varyings.length; index ++ ) {
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const varying = varyings[ index ];
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if ( varying.needsInterpolation ) {
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snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
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} else if ( vars.includes( varying ) === false ) {
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vars.push( varying );
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}
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}
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} else if ( shaderStage === 'fragment' ) {
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const varyings = this.varyings;
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const vars = this.vars[ shaderStage ];
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for ( let index = 0; index < varyings.length; index ++ ) {
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const varying = varyings[ index ];
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|
if ( varying.needsInterpolation ) {
|
||
|
|
||
|
snippets.push( `@location( ${index} ) ${ varying.name } : ${ this.getType( varying.type ) }` );
|
||
|
|
||
|
} else if ( vars.includes( varying ) === false ) {
|
||
|
|
||
|
vars.push( varying );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
|
||
|
|
||
|
snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
|
||
|
|
||
|
}
|
||
|
|
||
|
const code = snippets.join( ',\n\t' );
|
||
|
|
||
|
return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
|
||
|
|
||
|
}
|
||
|
|
||
|
getUniforms( shaderStage ) {
|
||
|
|
||
|
const uniforms = this.uniforms[ shaderStage ];
|
||
|
|
||
|
const bindingSnippets = [];
|
||
|
const bufferSnippets = [];
|
||
|
const groupSnippets = [];
|
||
|
|
||
|
let index = this.bindingsOffset[ shaderStage ];
|
||
|
|
||
|
for ( const uniform of uniforms ) {
|
||
|
|
||
|
if ( uniform.type === 'texture' ) {
|
||
|
|
||
|
if ( shaderStage === 'fragment' ) {
|
||
|
|
||
|
bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
|
||
|
|
||
|
}
|
||
|
|
||
|
bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_2d<f32>;` );
|
||
|
|
||
|
} else if ( uniform.type === 'cubeTexture' ) {
|
||
|
|
||
|
if ( shaderStage === 'fragment' ) {
|
||
|
|
||
|
bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
|
||
|
|
||
|
}
|
||
|
|
||
|
bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_cube<f32>;` );
|
||
|
|
||
|
} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
|
||
|
|
||
|
const bufferNode = uniform.node;
|
||
|
const bufferType = this.getType( bufferNode.bufferType );
|
||
|
const bufferCount = bufferNode.bufferCount;
|
||
|
|
||
|
const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
|
||
|
const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
|
||
|
const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
|
||
|
|
||
|
bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
const vectorType = this.getType( this.getVectorType( uniform.type ) );
|
||
|
|
||
|
if ( Array.isArray( uniform.value ) === true ) {
|
||
|
|
||
|
const length = uniform.value.length;
|
||
|
|
||
|
groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
let code = bindingSnippets.join( '\n' );
|
||
|
code += bufferSnippets.join( '\n' );
|
||
|
|
||
|
if ( groupSnippets.length > 0 ) {
|
||
|
|
||
|
code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
|
||
|
|
||
|
}
|
||
|
|
||
|
return code;
|
||
|
|
||
|
}
|
||
|
|
||
|
buildCode() {
|
||
|
|
||
|
const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
|
||
|
|
||
|
for ( const shaderStage in shadersData ) {
|
||
|
|
||
|
let flow = '// code\n';
|
||
|
flow += `\t${ this.flowCode[ shaderStage ] }`;
|
||
|
flow += '\n\t';
|
||
|
|
||
|
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 += '// FLOW RESULT\n\t';
|
||
|
|
||
|
if ( shaderStage === 'vertex' ) {
|
||
|
|
||
|
flow += 'NodeVaryings.Vertex = ';
|
||
|
|
||
|
} else if ( shaderStage === 'fragment' ) {
|
||
|
|
||
|
flow += 'return ';
|
||
|
|
||
|
}
|
||
|
|
||
|
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.codes = this.getCodes( shaderStage );
|
||
|
stageData.flow = flow;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( this.material !== null ) {
|
||
|
|
||
|
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
|
||
|
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
|
||
|
|
||
|
} else {
|
||
|
|
||
|
this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
getMethod( method ) {
|
||
|
|
||
|
if ( wgslPolyfill[ method ] !== undefined ) {
|
||
|
|
||
|
this._include( method );
|
||
|
|
||
|
}
|
||
|
|
||
|
return wgslMethods[ method ] || method;
|
||
|
|
||
|
}
|
||
|
|
||
|
getType( type ) {
|
||
|
|
||
|
return wgslTypeLib[ type ] || type;
|
||
|
|
||
|
}
|
||
|
|
||
|
isAvailable( name ) {
|
||
|
|
||
|
return supports[ name ] === true;
|
||
|
|
||
|
}
|
||
|
|
||
|
_include( name ) {
|
||
|
|
||
|
wgslPolyfill[ name ].build( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
_getNodeUniform( uniformNode, type ) {
|
||
|
|
||
|
if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
|
||
|
if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
|
||
|
if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
|
||
|
if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
|
||
|
if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
|
||
|
if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
|
||
|
if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
|
||
|
|
||
|
throw new Error( `Uniform "${type}" not declared.` );
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLVertexCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// varyings
|
||
|
${shaderData.varyings}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@vertex
|
||
|
fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
|
||
|
|
||
|
// system
|
||
|
var NodeVaryings: NodeVaryingsStruct;
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
return NodeVaryings;
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLFragmentCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@fragment
|
||
|
fn main( ${shaderData.varyings} ) -> @location( 0 ) vec4<f32> {
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLComputeCode( shaderData, workgroupSize ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
// system
|
||
|
var<private> instanceIndex : u32;
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@compute @workgroup_size( ${workgroupSize} )
|
||
|
fn main( ${shaderData.attributes} ) {
|
||
|
|
||
|
// system
|
||
|
instanceIndex = id.x;
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLStruct( name, vars ) {
|
||
|
|
||
|
return `
|
||
|
struct ${name} {
|
||
|
${vars}
|
||
|
};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
|
||
|
|
||
|
const structName = name + 'Struct';
|
||
|
const structSnippet = this._getWGSLStruct( structName, vars );
|
||
|
|
||
|
return `${structSnippet}
|
||
|
@binding( ${binding} ) @group( ${group} )
|
||
|
var<${access}> ${name} : ${structName};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export default WebGPUNodeBuilder;
|