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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 NodeKeywords from './NodeKeywords.js';
import { NodeUpdateType } from './constants.js';
import { REVISION, LinearEncoding, Color, Vector2, Vector3, Vector4 } from 'three';
export const defaultShaderStages = [ 'fragment', 'vertex' ];
export const shaderStages = [ ...defaultShaderStages, 'compute' ];
export const vector = [ 'x', 'y', 'z', 'w' ];
const typeFromLength = new Map();
typeFromLength.set( 2, 'vec2' );
typeFromLength.set( 3, 'vec3' );
typeFromLength.set( 4, 'vec4' );
typeFromLength.set( 9, 'mat3' );
typeFromLength.set( 16, 'mat4' );
const toFloat = ( value ) => {
value = Number( value );
return value + ( value % 1 ? '' : '.0' );
};
class NodeBuilder {
constructor( object, renderer, parser ) {
this.object = object;
this.material = object.material || null;
this.geometry = object.geometry || null;
this.renderer = renderer;
this.parser = parser;
this.nodes = [];
this.updateNodes = [];
this.hashNodes = {};
this.scene = null;
this.lightsNode = null;
this.fogNode = null;
this.vertexShader = null;
this.fragmentShader = null;
this.computeShader = null;
this.flowNodes = { vertex: [], fragment: [], compute: [] };
this.flowCode = { vertex: '', fragment: '', compute: [] };
this.uniforms = { vertex: [], fragment: [], compute: [], index: 0 };
this.codes = { vertex: [], fragment: [], compute: [] };
this.attributes = [];
this.varyings = [];
this.vars = { vertex: [], fragment: [], compute: [] };
this.flow = { code: '' };
this.stack = [];
this.context = {
keywords: new NodeKeywords(),
material: object.material
};
this.nodesData = new WeakMap();
this.flowsData = new WeakMap();
this.shaderStage = null;
this.buildStage = null;
}
get node() {
return this.stack[ this.stack.length - 1 ];
}
addStack( node ) {
/*
if ( this.stack.indexOf( node ) !== - 1 ) {
console.warn( 'Recursive node: ', node );
}
*/
this.stack.push( node );
}
removeStack( node ) {
const lastStack = this.stack.pop();
if ( lastStack !== node ) {
throw new Error( 'NodeBuilder: Invalid node stack!' );
}
}
setHashNode( node, hash ) {
this.hashNodes[ hash ] = node;
}
addNode( node ) {
if ( this.nodes.indexOf( node ) === - 1 ) {
const updateType = node.getUpdateType( this );
if ( updateType !== NodeUpdateType.NONE ) {
this.updateNodes.push( node );
}
this.nodes.push( node );
this.setHashNode( node, node.getHash( this ) );
}
}
getMethod( method ) {
return method;
}
getNodeFromHash( hash ) {
return this.hashNodes[ hash ];
}
addFlow( shaderStage, node ) {
this.flowNodes[ shaderStage ].push( node );
return node;
}
setContext( context ) {
this.context = context;
}
getContext() {
return this.context;
}
isAvailable( /*name*/ ) {
return false;
}
getInstanceIndex() {
console.warn( 'Abstract function.' );
}
getFrontFacing() {
console.warn( 'Abstract function.' );
}
getFragCoord() {
console.warn( 'Abstract function.' );
}
isFlipY() {
return false;
}
getTexture( /* textureProperty, uvSnippet */ ) {
console.warn( 'Abstract function.' );
}
getTextureLevel( /* textureProperty, uvSnippet, levelSnippet */ ) {
console.warn( 'Abstract function.' );
}
getCubeTexture( /* textureProperty, uvSnippet */ ) {
console.warn( 'Abstract function.' );
}
getCubeTextureLevel( /* textureProperty, uvSnippet, levelSnippet */ ) {
console.warn( 'Abstract function.' );
}
// @TODO: rename to .generateConst()
getConst( 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 ) }, ${ toFloat( value.b ) } )`;
const typeLength = this.getTypeLength( type );
const componentType = this.getComponentType( type );
const getConst = value => this.getConst( componentType, value );
if ( typeLength === 2 ) {
return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) } )`;
} else if ( typeLength === 3 ) {
return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) }, ${ getConst( value.z ) } )`;
} else if ( typeLength === 4 ) {
return `${ this.getType( type ) }( ${ getConst( value.x ) }, ${ getConst( value.y ) }, ${ getConst( value.z ) }, ${ getConst( value.w ) } )`;
} else if ( typeLength > 4 ) {
return `${ this.getType( type ) }()`;
}
throw new Error( `NodeBuilder: Type '${type}' not found in generate constant attempt.` );
}
getType( type ) {
return type;
}
generateMethod( method ) {
return method;
}
hasGeometryAttribute( name ) {
return this.geometry?.getAttribute( name ) !== undefined;
}
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 );
attributes.push( attribute );
return attribute;
}
getPropertyName( node/*, shaderStage*/ ) {
return node.name;
}
isVector( type ) {
return /vec\d/.test( type );
}
isMatrix( type ) {
return /mat\d/.test( type );
}
isReference( type ) {
return type === 'void' || type === 'property' || type === 'sampler' || type === 'texture' || type === 'cubeTexture';
}
isShaderStage( shaderStage ) {
return this.shaderStage === shaderStage;
}
getTextureEncodingFromMap( map ) {
let encoding;
if ( map && map.isTexture ) {
encoding = map.encoding;
} else if ( map && map.isWebGLRenderTarget ) {
encoding = map.texture.encoding;
} else {
encoding = LinearEncoding;
}
return encoding;
}
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';
}
getVectorType( type ) {
if ( type === 'color' ) return 'vec3';
if ( type === 'texture' ) return 'vec4';
return type;
}
getTypeFromLength( length, componentType = 'float' ) {
if ( length === 1 ) return componentType;
const baseType = typeFromLength.get( length );
const prefix = componentType === 'float' ? '' : componentType[ 0 ];
return prefix + baseType;
}
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 ( /mat3/.test( type ) === true ) return 9;
if ( /mat4/.test( type ) === true ) return 16;
return 0;
}
getVectorFromMatrix( type ) {
return type.replace( 'mat', 'vec' );
}
changeComponentType( type, newComponentType ) {
return this.getTypeFromLength( this.getTypeLength( type ), newComponentType );
}
getIntegerType( type ) {
const componentType = this.getComponentType( type );
if ( componentType === 'int' || componentType === 'uint' ) return type;
return this.changeComponentType( type, 'int' );
}
getDataFromNode( node, shaderStage = this.shaderStage ) {
let nodeData = this.nodesData.get( node );
if ( nodeData === undefined ) {
nodeData = { vertex: {}, fragment: {}, compute: {} };
this.nodesData.set( node, nodeData );
}
return shaderStage !== null ? nodeData[ shaderStage ] : nodeData;
}
getNodeProperties( node, shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( this, shaderStage );
const constructHash = node.getConstructHash( this );
nodeData.properties = nodeData.properties || {};
nodeData.properties[ constructHash ] = nodeData.properties[ constructHash ] || { outputNode: null };
return nodeData.properties[ constructHash ];
}
getUniformFromNode( node, shaderStage, type ) {
const nodeData = this.getDataFromNode( node, shaderStage );
let nodeUniform = nodeData.uniform;
if ( nodeUniform === undefined ) {
const index = this.uniforms.index ++;
nodeUniform = new NodeUniform( 'nodeUniform' + index, type, node );
this.uniforms[ shaderStage ].push( nodeUniform );
nodeData.uniform = nodeUniform;
}
return nodeUniform;
}
getVarFromNode( node, type, shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( node, shaderStage );
let nodeVar = nodeData.variable;
if ( nodeVar === undefined ) {
const vars = this.vars[ shaderStage ];
const index = vars.length;
nodeVar = new NodeVar( 'nodeVar' + index, type );
vars.push( nodeVar );
nodeData.variable = nodeVar;
}
return nodeVar;
}
getVaryingFromNode( node, type ) {
const nodeData = this.getDataFromNode( node, null );
let nodeVarying = nodeData.varying;
if ( nodeVarying === undefined ) {
const varyings = this.varyings;
const index = varyings.length;
nodeVarying = new NodeVarying( 'nodeVarying' + index, type );
varyings.push( nodeVarying );
nodeData.varying = nodeVarying;
}
return nodeVarying;
}
getCodeFromNode( node, type, shaderStage = this.shaderStage ) {
const nodeData = this.getDataFromNode( node );
let nodeCode = nodeData.code;
if ( nodeCode === undefined ) {
const codes = this.codes[ shaderStage ];
const index = codes.length;
nodeCode = new NodeCode( 'nodeCode' + index, type );
codes.push( nodeCode );
nodeData.code = nodeCode;
}
return nodeCode;
}
addFlowCode( code ) {
this.flow.code += code;
}
getFlowData( node/*, shaderStage*/ ) {
return this.flowsData.get( node );
}
flowNode( node ) {
const output = node.getNodeType( this );
const flowData = this.flowChildNode( node, output );
this.flowsData.set( node, flowData );
return flowData;
}
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;
}
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 += `${propertyName} = ${flowData.result};\n\t`;
}
this.flowCode[ shaderStage ] = this.flowCode[ shaderStage ] + flowData.code;
this.setShaderStage( previousShaderStage );
return flowData;
}
getAttributes( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getVaryings( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getVars( shaderStage ) {
let snippet = '';
const vars = this.vars[ shaderStage ];
for ( const variable of vars ) {
snippet += `${variable.type} ${variable.name}; `;
}
return snippet;
}
getUniforms( /*shaderStage*/ ) {
console.warn( 'Abstract function.' );
}
getCodes( shaderStage ) {
const codes = this.codes[ shaderStage ];
let code = '';
for ( const nodeCode of codes ) {
code += nodeCode.code + '\n';
}
return code;
}
getHash() {
return this.vertexShader + this.fragmentShader + this.computeShader;
}
setShaderStage( shaderStage ) {
this.shaderStage = shaderStage;
}
getShaderStage() {
return this.shaderStage;
}
setBuildStage( buildStage ) {
this.buildStage = buildStage;
}
getBuildStage() {
return this.buildStage;
}
buildCode() {
console.warn( 'Abstract function.' );
}
build() {
// stage 1: generate shader node
this.setBuildStage( 'construct' );
for ( const shaderStage of shaderStages ) {
this.setShaderStage( shaderStage );
const flowNodes = this.flowNodes[ shaderStage ];
for ( const node of flowNodes ) {
node.build( this );
}
}
// stage 2: analyze nodes to possible optimization and validation
this.setBuildStage( 'analyze' );
for ( const shaderStage of shaderStages ) {
this.setShaderStage( shaderStage );
const flowNodes = this.flowNodes[ shaderStage ];
for ( const node of flowNodes ) {
node.build( this );
}
}
// stage 3: pre-build vertex code used in fragment shader
this.setBuildStage( 'generate' );
if ( this.context.vertex && this.context.vertex.isNode ) {
this.flowNodeFromShaderStage( 'vertex', this.context.vertex );
}
// stage 4: generate shader
this.setBuildStage( 'generate' );
for ( const shaderStage of shaderStages ) {
this.setShaderStage( shaderStage );
const flowNodes = this.flowNodes[ shaderStage ];
for ( const node of flowNodes ) {
this.flowNode( node );
}
}
this.setBuildStage( null );
this.setShaderStage( null );
// stage 5: build code for a specific output
this.buildCode();
return this;
}
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 > 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 ) }( ${ snippet } )`;
}
if ( fromTypeLength > toTypeLength ) {
return this.format( `${ snippet }.${ 'xyz'.slice( 0, toTypeLength ) }`, this.getTypeFromLength( toTypeLength ), toType );
}
if ( toTypeLength === 4 ) { // toType is vec4-like
return `${ 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 ) }( ${ this.format( snippet, fromType, 'vec2' ) }, 0.0 )`;
}
return `${ this.getType( toType ) }( ${ snippet } )`; // fromType is float-like
}
getSignature() {
return `// Three.js r${ REVISION } - NodeMaterial System\n`;
}
}
export default NodeBuilder;