680 lines
14 KiB
JavaScript
680 lines
14 KiB
JavaScript
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import WebGPUNodeUniformsGroup from './WebGPUNodeUniformsGroup.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 { getVectorLength, getStrideLength } from '../WebGPUBufferUtils.js';
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import NodeBuilder from 'three-nodes/core/NodeBuilder.js';
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import WGSLNodeParser from 'three-nodes/parsers/WGSLNodeParser.js';
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import CodeNode from 'three-nodes/core/CodeNode.js';
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import { NodeMaterial } from 'three-nodes/materials/Materials.js';
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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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inversesqrt: 'inverseSqrt'
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};
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const wgslPolyfill = {
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lessThanEqual: new CodeNode( `
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fn 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 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 repeatWrapping( uv : vec2<f32>, dimension : vec2<i32> ) -> vec2<i32> {
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let uvScaled = vec2<i32>( 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.lightNode = null;
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this.fogNode = null;
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this.bindings = { vertex: [], fragment: [] };
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this.bindingsOffset = { vertex: 0, fragment: 0 };
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this.uniformsGroup = {};
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this.builtins = new Set();
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}
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build() {
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NodeMaterial.fromMaterial( this.material ).build( this );
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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}, repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
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}
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}
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getTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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return this.getSampler( textureProperty, uvSnippet, shaderStage );
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}
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getCubeTexture( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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return this.getSampler( textureProperty, uvSnippet, shaderStage );
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}
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getPropertyName( node, shaderStage = this.shaderStage ) {
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if ( node.isNodeVary === true ) {
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if ( shaderStage === 'vertex' ) {
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return `NodeVarys.${ 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' ) {
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return `NodeBuffer_${node.node.id}.${name}`;
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} else {
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return `NodeUniforms.${name}`;
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}
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}
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return super.getPropertyName( node );
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}
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getBindings() {
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const bindings = this.bindings;
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return [ ...bindings.vertex, ...bindings.fragment ];
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}
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getUniformFromNode( node, shaderStage, type ) {
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const uniformNode = super.getUniformFromNode( node, shaderStage, type );
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const nodeData = this.getDataFromNode( node, shaderStage );
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if ( nodeData.uniformGPU === undefined ) {
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let uniformGPU;
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const bindings = this.bindings[ shaderStage ];
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if ( type === 'texture' || type === 'cubeTexture' ) {
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const sampler = new WebGPUNodeSampler( `${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' ) {
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const buffer = new WebGPUUniformBuffer( 'NodeBuffer_' + node.id, node.value );
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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 WebGPUNodeUniformsGroup( 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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getInstanceIndex( shaderStage = this.shaderStage ) {
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this.builtins.add( 'instance_index' );
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if ( shaderStage === 'vertex' ) {
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return 'instanceIndex';
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}
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}
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getAttributes( shaderStage ) {
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const snippets = [];
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if ( shaderStage === 'vertex' ) {
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if ( this.builtins.has( 'instance_index' ) ) {
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snippets.push( `@builtin( instance_index ) instanceIndex : u32` );
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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 ( let index = 0; index < vars.length; index ++ ) {
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const variable = vars[ index ];
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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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getVarys( shaderStage ) {
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const snippets = [];
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if ( shaderStage === 'vertex' ) {
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snippets.push( '@builtin( position ) Vertex: vec4<f32>' );
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const varys = this.varys;
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for ( let index = 0; index < varys.length; index ++ ) {
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const vary = varys[ index ];
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snippets.push( `@location( ${index} ) ${ vary.name } : ${ this.getType( vary.type ) }` );
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}
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} else if ( shaderStage === 'fragment' ) {
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const varys = this.varys;
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for ( let index = 0; index < varys.length; index ++ ) {
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const vary = varys[ index ];
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snippets.push( `@location( ${index} ) ${ vary.name } : ${ this.getType( vary.type ) }` );
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}
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}
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const code = snippets.join( ',\n\t' );
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return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVarysStruct', '\t' + code ) : code;
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}
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getUniforms( shaderStage ) {
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const uniforms = this.uniforms[ shaderStage ];
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const bindingSnippets = [];
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const bufferSnippets = [];
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const groupSnippets = [];
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let index = this.bindingsOffset[ shaderStage ];
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for ( const uniform of uniforms ) {
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if ( uniform.type === 'texture' ) {
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if ( shaderStage === 'fragment' ) {
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bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
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}
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bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_2d<f32>;` );
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} else if ( uniform.type === 'cubeTexture' ) {
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if ( shaderStage === 'fragment' ) {
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bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name}_sampler : sampler;` );
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}
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bindingSnippets.push( `@group( 0 ) @binding( ${index ++} ) var ${uniform.name} : texture_cube<f32>;` );
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} else if ( uniform.type === 'buffer' ) {
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const bufferNode = uniform.node;
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const bufferType = this.getType( bufferNode.bufferType );
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const bufferCount = bufferNode.bufferCount;
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const bufferSnippet = `\t${uniform.name} : array< ${bufferType}, ${bufferCount} >\n`;
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bufferSnippets.push( this._getWGSLUniforms( 'NodeBuffer_' + bufferNode.id, bufferSnippet, index ++ ) );
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} else {
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const vectorType = this.getType( this.getVectorType( uniform.type ) );
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if ( Array.isArray( uniform.value ) === true ) {
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const length = uniform.value.length;
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groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
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} else {
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groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
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}
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}
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}
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let code = bindingSnippets.join( '\n' );
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code += bufferSnippets.join( '\n' );
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if ( groupSnippets.length > 0 ) {
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code += this._getWGSLUniforms( 'NodeUniforms', groupSnippets.join( ',\n' ), index ++ );
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}
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return code;
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}
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buildCode() {
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const shadersData = { fragment: {}, vertex: {} };
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for ( const shaderStage in shadersData ) {
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let flow = '// code\n';
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flow += `\t${ this.flowCode[ shaderStage ] }`;
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flow += '\n\t';
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const flowNodes = this.flowNodes[ shaderStage ];
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|
const mainNode = flowNodes[ flowNodes.length - 1 ];
|
||
|
|
||
|
for ( const node of flowNodes ) {
|
||
|
|
||
|
const flowSlotData = this.getFlowData( shaderStage, node );
|
||
|
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 ) {
|
||
|
|
||
|
flow += '// FLOW RESULT\n\t';
|
||
|
|
||
|
if ( shaderStage === 'vertex' ) {
|
||
|
|
||
|
flow += 'NodeVarys.Vertex = ';
|
||
|
|
||
|
} else if ( shaderStage === 'fragment' ) {
|
||
|
|
||
|
flow += 'return ';
|
||
|
|
||
|
}
|
||
|
|
||
|
flow += `${ flowSlotData.result };`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
const stageData = shadersData[ shaderStage ];
|
||
|
|
||
|
stageData.uniforms = this.getUniforms( shaderStage );
|
||
|
stageData.attributes = this.getAttributes( shaderStage );
|
||
|
stageData.varys = this.getVarys( shaderStage );
|
||
|
stageData.vars = this.getVars( shaderStage );
|
||
|
stageData.codes = this.getCodes( shaderStage );
|
||
|
stageData.flow = flow;
|
||
|
|
||
|
}
|
||
|
|
||
|
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
|
||
|
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
|
||
|
|
||
|
}
|
||
|
|
||
|
getMethod( method ) {
|
||
|
|
||
|
if ( wgslPolyfill[ method ] !== undefined ) {
|
||
|
|
||
|
this._include( method );
|
||
|
|
||
|
}
|
||
|
|
||
|
return wgslMethods[ method ] || method;
|
||
|
|
||
|
}
|
||
|
|
||
|
getType( type ) {
|
||
|
|
||
|
return wgslTypeLib[ type ] || type;
|
||
|
|
||
|
}
|
||
|
|
||
|
isAvailable( name ) {
|
||
|
|
||
|
return supports[ name ] === true;
|
||
|
|
||
|
}
|
||
|
|
||
|
_include( name ) {
|
||
|
|
||
|
wgslPolyfill[ name ].build( this );
|
||
|
|
||
|
}
|
||
|
|
||
|
_getNodeUniform( uniformNode, type ) {
|
||
|
|
||
|
if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
|
||
|
if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
|
||
|
if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
|
||
|
if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
|
||
|
if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
|
||
|
if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
|
||
|
if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
|
||
|
|
||
|
throw new Error( `Uniform "${type}" not declared.` );
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLVertexCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// varys
|
||
|
${shaderData.varys}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@stage( vertex )
|
||
|
fn main( ${shaderData.attributes} ) -> NodeVarysStruct {
|
||
|
|
||
|
// system
|
||
|
var NodeVarys: NodeVarysStruct;
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
return NodeVarys;
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLFragmentCode( shaderData ) {
|
||
|
|
||
|
return `${ this.getSignature() }
|
||
|
|
||
|
// uniforms
|
||
|
${shaderData.uniforms}
|
||
|
|
||
|
// codes
|
||
|
${shaderData.codes}
|
||
|
|
||
|
@stage( fragment )
|
||
|
fn main( ${shaderData.varys} ) -> @location( 0 ) vec4<f32> {
|
||
|
|
||
|
// vars
|
||
|
${shaderData.vars}
|
||
|
|
||
|
// flow
|
||
|
${shaderData.flow}
|
||
|
|
||
|
}
|
||
|
`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLStruct( name, vars ) {
|
||
|
|
||
|
return `
|
||
|
struct ${name} {
|
||
|
${vars}
|
||
|
};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
_getWGSLUniforms( name, vars, binding = 0, group = 0 ) {
|
||
|
|
||
|
const structName = name + 'Struct';
|
||
|
const structSnippet = this._getWGSLStruct( structName, vars );
|
||
|
|
||
|
return `${structSnippet}
|
||
|
@binding( ${binding} ) @group( ${group} )
|
||
|
var<uniform> ${name} : ${structName};`;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export default WebGPUNodeBuilder;
|