232 lines
10 KiB
JavaScript
232 lines
10 KiB
JavaScript
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// core nodes
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import PropertyNode from '../core/PropertyNode.js';
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import VarNode from '../core/VarNode.js';
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import AttributeNode from '../core/AttributeNode.js';
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import UniformNode from '../core/UniformNode.js';
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import BypassNode from '../core/BypassNode.js';
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import InstanceIndexNode from '../core/InstanceIndexNode.js';
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// accessor nodes
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import BufferNode from '../accessors/BufferNode.js';
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import CameraNode from '../accessors/CameraNode.js';
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import MaterialNode from '../accessors/MaterialNode.js';
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import ModelNode from '../accessors/ModelNode.js';
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import ModelViewProjectionNode from '../accessors/ModelViewProjectionNode.js';
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import NormalNode from '../accessors/NormalNode.js';
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import PositionNode from '../accessors/PositionNode.js';
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import SkinningNode from '../accessors/SkinningNode.js';
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import TextureNode from '../accessors/TextureNode.js';
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import UVNode from '../accessors/UVNode.js';
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import InstanceNode from '../accessors/InstanceNode.js';
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// math nodes
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import OperatorNode from '../math/OperatorNode.js';
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import CondNode from '../math/CondNode.js';
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import MathNode from '../math/MathNode.js';
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// util nodes
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import ArrayElementNode from '../utils/ArrayElementNode.js';
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import ConvertNode from '../utils/ConvertNode.js';
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import JoinNode from '../utils/JoinNode.js';
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// other nodes
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import ColorSpaceNode from '../display/ColorSpaceNode.js';
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import LightContextNode from '../lights/LightContextNode.js';
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// utils
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import ShaderNode from './ShaderNode.js';
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import { nodeObject, nodeObjects, nodeArray, nodeProxy, ConvertType, cacheMaps } from './ShaderNodeUtils.js';
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//
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// Node Material Shader Syntax
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//
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export { ShaderNode, nodeObject, nodeObjects, nodeArray, nodeProxy };
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export const color = new ConvertType( 'color' );
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export const float = new ConvertType( 'float', cacheMaps.float );
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export const int = new ConvertType( 'int', cacheMaps.int );
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export const uint = new ConvertType( 'uint', cacheMaps.uint );
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export const bool = new ConvertType( 'bool', cacheMaps.bool );
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export const vec2 = new ConvertType( 'vec2' );
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export const ivec2 = new ConvertType( 'ivec2' );
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export const uvec2 = new ConvertType( 'uvec2' );
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export const bvec2 = new ConvertType( 'bvec2' );
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export const vec3 = new ConvertType( 'vec3' );
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export const ivec3 = new ConvertType( 'ivec3' );
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export const uvec3 = new ConvertType( 'uvec3' );
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export const bvec3 = new ConvertType( 'bvec3' );
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export const vec4 = new ConvertType( 'vec4' );
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export const ivec4 = new ConvertType( 'ivec4' );
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export const uvec4 = new ConvertType( 'uvec4' );
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export const bvec4 = new ConvertType( 'bvec4' );
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export const mat3 = new ConvertType( 'mat3' );
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export const imat3 = new ConvertType( 'imat3' );
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export const umat3 = new ConvertType( 'umat3' );
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export const bmat3 = new ConvertType( 'bmat3' );
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export const mat4 = new ConvertType( 'mat4' );
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export const imat4 = new ConvertType( 'imat4' );
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export const umat4 = new ConvertType( 'umat4' );
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export const bmat4 = new ConvertType( 'bmat4' );
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export const uniform = ( value ) => {
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// TODO: get ConstNode from .traverse() in the future
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value = value.isNode === true ? value.node?.value || value.value : value;
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return nodeObject( new UniformNode( value, value.nodeType ) );
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};
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export const label = ( node, name ) => {
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node = nodeObject( node );
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if ( ( node.isVarNode === true ) && ( node.name === name ) ) {
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return node;
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}
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return nodeObject( new VarNode( node, name ) );
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};
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export const temp = nodeProxy( VarNode );
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export const join = ( ...params ) => nodeObject( new JoinNode( nodeArray( params ) ) );
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export const uv = ( ...params ) => nodeObject( new UVNode( ...params ) );
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export const attribute = ( ...params ) => nodeObject( new AttributeNode( ...params ) );
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export const buffer = ( ...params ) => nodeObject( new BufferNode( ...params ) );
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export const texture = ( ...params ) => nodeObject( new TextureNode( ...params ) );
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export const sampler = ( texture ) => nodeObject( new ConvertNode( texture.isNode === true ? texture : new TextureNode( texture ), 'sampler' ) );
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export const cond = nodeProxy( CondNode );
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export const addTo = ( varNode, ...params ) => {
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varNode.node = add( varNode.node, ...nodeArray( params ) );
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return nodeObject( varNode );
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};
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export const add = nodeProxy( OperatorNode, '+' );
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export const sub = nodeProxy( OperatorNode, '-' );
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export const mul = nodeProxy( OperatorNode, '*' );
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export const div = nodeProxy( OperatorNode, '/' );
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export const remainder = nodeProxy( OperatorNode, '%' );
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export const equal = nodeProxy( OperatorNode, '==' );
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export const assign = nodeProxy( OperatorNode, '=' );
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export const lessThan = nodeProxy( OperatorNode, '<' );
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export const greaterThan = nodeProxy( OperatorNode, '>' );
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export const lessThanEqual = nodeProxy( OperatorNode, '<=' );
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export const greaterThanEqual = nodeProxy( OperatorNode, '>=' );
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export const and = nodeProxy( OperatorNode, '&&' );
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export const or = nodeProxy( OperatorNode, '||' );
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export const xor = nodeProxy( OperatorNode, '^^' );
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export const bitAnd = nodeProxy( OperatorNode, '&' );
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export const bitOr = nodeProxy( OperatorNode, '|' );
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export const bitXor = nodeProxy( OperatorNode, '^' );
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export const shiftLeft = nodeProxy( OperatorNode, '<<' );
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export const shiftRight = nodeProxy( OperatorNode, '>>' );
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export const element = nodeProxy( ArrayElementNode );
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export const instanceIndex = nodeObject( new InstanceIndexNode() );
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export const modelViewProjection = nodeProxy( ModelViewProjectionNode );
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export const normalGeometry = nodeObject( new NormalNode( NormalNode.GEOMETRY ) );
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export const normalLocal = nodeObject( new NormalNode( NormalNode.LOCAL ) );
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export const normalWorld = nodeObject( new NormalNode( NormalNode.WORLD ) );
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export const normalView = nodeObject( new NormalNode( NormalNode.VIEW ) );
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export const transformedNormalView = nodeObject( new VarNode( new NormalNode( NormalNode.VIEW ), 'TransformedNormalView', 'vec3' ) );
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export const positionGeometry = nodeObject( new PositionNode( PositionNode.GEOMETRY ) );
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export const positionLocal = nodeObject( new PositionNode( PositionNode.LOCAL ) );
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export const positionWorld = nodeObject( new PositionNode( PositionNode.WORLD ) );
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export const positionView = nodeObject( new PositionNode( PositionNode.VIEW ) );
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export const positionViewDirection = nodeObject( new PositionNode( PositionNode.VIEW_DIRECTION ) );
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export const viewMatrix = nodeObject( new ModelNode( ModelNode.VIEW_MATRIX ) );
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export const cameraPosition = nodeObject( new CameraNode( CameraNode.POSITION ) );
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export const diffuseColor = nodeObject( new PropertyNode( 'DiffuseColor', 'vec4' ) );
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export const roughness = nodeObject( new PropertyNode( 'Roughness', 'float' ) );
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export const metalness = nodeObject( new PropertyNode( 'Metalness', 'float' ) );
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export const alphaTest = nodeObject( new PropertyNode( 'AlphaTest', 'float' ) );
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export const specularColor = nodeObject( new PropertyNode( 'SpecularColor', 'color' ) );
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export const materialAlphaTest = nodeObject( new MaterialNode( MaterialNode.ALPHA_TEST ) );
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export const materialColor = nodeObject( new MaterialNode( MaterialNode.COLOR ) );
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export const materialOpacity = nodeObject( new MaterialNode( MaterialNode.OPACITY ) );
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export const materialSpecular = nodeObject( new MaterialNode( MaterialNode.SPECULAR ) );
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export const materialRoughness = nodeObject( new MaterialNode( MaterialNode.ROUGHNESS ) );
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export const materialMetalness = nodeObject( new MaterialNode( MaterialNode.METALNESS ) );
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export const skinning = nodeProxy( SkinningNode );
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export const instance = nodeProxy( InstanceNode );
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export const lightContext = nodeProxy( LightContextNode );
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export const colorSpace = ( node, encoding ) => nodeObject( new ColorSpaceNode( null, nodeObject( node ) ).fromEncoding( encoding ) );
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export const bypass = nodeProxy( BypassNode );
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export const abs = nodeProxy( MathNode, 'abs' );
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export const acos = nodeProxy( MathNode, 'acos' );
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export const asin = nodeProxy( MathNode, 'asin' );
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export const atan = nodeProxy( MathNode, 'atan' );
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export const ceil = nodeProxy( MathNode, 'ceil' );
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export const clamp = nodeProxy( MathNode, 'clamp' );
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export const cos = nodeProxy( MathNode, 'cos' );
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export const cross = nodeProxy( MathNode, 'cross' );
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export const degrees = nodeProxy( MathNode, 'degrees' );
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export const dFdx = nodeProxy( MathNode, 'dFdx' );
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export const dFdy = nodeProxy( MathNode, 'dFdy' );
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export const distance = nodeProxy( MathNode, 'distance' );
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export const dot = nodeProxy( MathNode, 'dot' );
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export const exp = nodeProxy( MathNode, 'exp' );
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export const exp2 = nodeProxy( MathNode, 'exp2' );
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export const faceforward = nodeProxy( MathNode, 'faceforward' );
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export const floor = nodeProxy( MathNode, 'floor' );
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export const fract = nodeProxy( MathNode, 'fract' );
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export const invert = nodeProxy( MathNode, 'invert' );
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export const inversesqrt = nodeProxy( MathNode, 'inversesqrt' );
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export const length = nodeProxy( MathNode, 'length' );
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export const log = nodeProxy( MathNode, 'log' );
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export const log2 = nodeProxy( MathNode, 'log2' );
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export const max = nodeProxy( MathNode, 'max' );
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export const min = nodeProxy( MathNode, 'min' );
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export const mix = nodeProxy( MathNode, 'mix' );
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export const mod = nodeProxy( MathNode, 'mod' );
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export const negate = nodeProxy( MathNode, 'negate' );
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export const normalize = nodeProxy( MathNode, 'normalize' );
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export const pow = nodeProxy( MathNode, 'pow' );
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export const pow2 = nodeProxy( MathNode, 'pow', 2 );
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export const pow3 = nodeProxy( MathNode, 'pow', 3 );
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export const pow4 = nodeProxy( MathNode, 'pow', 4 );
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export const radians = nodeProxy( MathNode, 'radians' );
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export const reflect = nodeProxy( MathNode, 'reflect' );
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export const refract = nodeProxy( MathNode, 'refract' );
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export const round = nodeProxy( MathNode, 'round' );
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export const saturate = nodeProxy( MathNode, 'saturate' );
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export const sign = nodeProxy( MathNode, 'sign' );
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export const sin = nodeProxy( MathNode, 'sin' );
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export const smoothstep = nodeProxy( MathNode, 'smoothstep' );
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export const sqrt = nodeProxy( MathNode, 'sqrt' );
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export const step = nodeProxy( MathNode, 'step' );
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export const tan = nodeProxy( MathNode, 'tan' );
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export const transformDirection = nodeProxy( MathNode, 'transformDirection' );
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export const EPSILON = float( 1e-6 );
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export const INFINITY = float( 1e6 );
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