562 lines
12 KiB
JavaScript
562 lines
12 KiB
JavaScript
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import NodeBuilder, { shaderStages } from 'three-nodes/core/NodeBuilder.js';
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import NodeFrame from 'three-nodes/core/NodeFrame.js';
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import SlotNode from './SlotNode.js';
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import GLSLNodeParser from 'three-nodes/parsers/GLSLNodeParser.js';
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import WebGLPhysicalContextNode from './WebGLPhysicalContextNode.js';
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import { PerspectiveCamera, ShaderChunk, ShaderLib, UniformsUtils, UniformsLib,
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LinearEncoding, RGBAFormat, UnsignedByteType, sRGBEncoding } from 'three';
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const nodeFrame = new NodeFrame();
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nodeFrame.camera = new PerspectiveCamera();
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const nodeShaderLib = {
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LineBasicNodeMaterial: ShaderLib.basic,
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MeshBasicNodeMaterial: ShaderLib.basic,
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PointsNodeMaterial: ShaderLib.points,
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MeshStandardNodeMaterial: ShaderLib.standard
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};
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function getIncludeSnippet( name ) {
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return `#include <${name}>`;
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}
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function getShaderStageProperty( shaderStage ) {
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return `${shaderStage}Shader`;
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}
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class WebGLNodeBuilder extends NodeBuilder {
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constructor( object, renderer, shader ) {
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super( object, renderer, new GLSLNodeParser() );
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this.shader = shader;
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this.slots = { vertex: [], fragment: [] };
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this._parseObject();
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}
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addSlot( shaderStage, slotNode ) {
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this.slots[ shaderStage ].push( slotNode );
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return this.addFlow( shaderStage, slotNode );
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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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_parseObject() {
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const material = this.material;
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let type = material.type;
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// shader lib
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if ( material.isMeshStandardNodeMaterial ) type = 'MeshStandardNodeMaterial';
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else if ( material.isMeshBasicNodeMaterial ) type = 'MeshBasicNodeMaterial';
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else if ( material.isPointsNodeMaterial ) type = 'PointsNodeMaterial';
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else if ( material.isLineBasicNodeMaterial ) type = 'LineBasicNodeMaterial';
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if ( nodeShaderLib[ type ] !== undefined ) {
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const shaderLib = nodeShaderLib[ type ];
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const shader = this.shader;
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shader.vertexShader = shaderLib.vertexShader;
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shader.fragmentShader = shaderLib.fragmentShader;
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shader.uniforms = UniformsUtils.merge( [ shaderLib.uniforms, UniformsLib.lights ] );
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}
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// parse inputs
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if ( material.colorNode && material.colorNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.colorNode, 'COLOR', 'vec4' ) );
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}
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if ( material.opacityNode && material.opacityNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.opacityNode, 'OPACITY', 'float' ) );
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}
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if ( material.normalNode && material.normalNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.normalNode, 'NORMAL', 'vec3' ) );
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}
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if ( material.emissiveNode && material.emissiveNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.emissiveNode, 'EMISSIVE', 'vec3' ) );
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}
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if ( material.metalnessNode && material.metalnessNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.metalnessNode, 'METALNESS', 'float' ) );
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}
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if ( material.roughnessNode && material.roughnessNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.roughnessNode, 'ROUGHNESS', 'float' ) );
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}
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if ( material.clearcoatNode && material.clearcoatNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.clearcoatNode, 'CLEARCOAT', 'float' ) );
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}
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if ( material.clearcoatRoughnessNode && material.clearcoatRoughnessNode.isNode ) {
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this.addSlot( 'fragment', new SlotNode( material.clearcoatRoughnessNode, 'CLEARCOAT_ROUGHNESS', 'float' ) );
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}
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if ( material.envNode && material.envNode.isNode ) {
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const envRadianceNode = new WebGLPhysicalContextNode( WebGLPhysicalContextNode.RADIANCE, material.envNode );
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const envIrradianceNode = new WebGLPhysicalContextNode( WebGLPhysicalContextNode.IRRADIANCE, material.envNode );
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this.addSlot( 'fragment', new SlotNode( envRadianceNode, 'RADIANCE', 'vec3' ) );
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this.addSlot( 'fragment', new SlotNode( envIrradianceNode, 'IRRADIANCE', 'vec3' ) );
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}
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if ( material.positionNode && material.positionNode.isNode ) {
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this.addSlot( 'vertex', new SlotNode( material.positionNode, 'POSITION', 'vec3' ) );
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}
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if ( material.sizeNode && material.sizeNode.isNode ) {
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this.addSlot( 'vertex', new SlotNode( material.sizeNode, 'SIZE', 'float' ) );
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}
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}
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getTexture( textureProperty, uvSnippet ) {
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return `texture2D( ${textureProperty}, ${uvSnippet} )`;
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}
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getTextureBias( textureProperty, uvSnippet, biasSnippet ) {
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if ( this.material.extensions !== undefined ) this.material.extensions.shaderTextureLOD = true;
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return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;
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}
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getCubeTexture( textureProperty, uvSnippet ) {
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return `textureCube( ${textureProperty}, ${uvSnippet} )`;
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}
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getCubeTextureBias( textureProperty, uvSnippet, biasSnippet ) {
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if ( this.material.extensions !== undefined ) this.material.extensions.shaderTextureLOD = true;
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return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;
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}
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getUniforms( shaderStage ) {
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const uniforms = this.uniforms[ shaderStage ];
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let snippet = '';
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for ( const uniform of uniforms ) {
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if ( uniform.type === 'texture' ) {
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snippet += `uniform sampler2D ${uniform.name}; `;
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} else if ( uniform.type === 'cubeTexture' ) {
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snippet += `uniform samplerCube ${uniform.name}; `;
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} else {
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const vectorType = this.getVectorType( uniform.type );
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snippet += `uniform ${vectorType} ${uniform.name}; `;
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}
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}
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return snippet;
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}
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getAttributes( shaderStage ) {
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let snippet = '';
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if ( shaderStage === 'vertex' ) {
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const attributes = this.attributes;
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for ( let index = 0; index < attributes.length; index ++ ) {
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const attribute = attributes[ index ];
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// ignore common attributes to prevent redefinitions
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if ( attribute.name === 'uv' || attribute.name === 'position' || attribute.name === 'normal' )
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continue;
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snippet += `attribute ${attribute.type} ${attribute.name}; `;
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}
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}
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return snippet;
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}
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getVarys( /* shaderStage */ ) {
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let snippet = '';
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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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snippet += `varying ${vary.type} ${vary.name}; `;
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}
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return snippet;
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}
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addCodeAfterSnippet( shaderStage, snippet, code ) {
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const shaderProperty = getShaderStageProperty( shaderStage );
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let source = this[ shaderProperty ];
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const index = source.indexOf( snippet );
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if ( index !== - 1 ) {
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const start = source.substring( 0, index + snippet.length );
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const end = source.substring( index + snippet.length );
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source = `${start}\n${code}\n${end}`;
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}
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this[ shaderProperty ] = source;
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}
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addCodeAfterInclude( shaderStage, includeName, code ) {
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const includeSnippet = getIncludeSnippet( includeName );
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this.addCodeAfterSnippet( shaderStage, includeSnippet, code );
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}
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replaceCode( shaderStage, source, target ) {
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const shaderProperty = getShaderStageProperty( shaderStage );
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this.shader[ shaderProperty ] = this.shader[ shaderProperty ].replaceAll( source, target );
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}
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parseInclude( shaderStage, ...includes ) {
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for ( const name of includes ) {
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const includeSnippet = getIncludeSnippet( name );
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const code = ShaderChunk[ name ];
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this.replaceCode( shaderStage, includeSnippet, code );
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}
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}
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getTextureEncodingFromMap( map ) {
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const isWebGL2 = this.renderer.capabilities.isWebGL2;
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if ( isWebGL2 && map && map.isTexture && map.format === RGBAFormat && map.type === UnsignedByteType && map.encoding === sRGBEncoding ) {
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return LinearEncoding; // disable inline decode for sRGB textures in WebGL 2
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}
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return super.getTextureEncodingFromMap( map );
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}
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buildCode() {
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const shaderData = {};
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for ( const shaderStage of shaderStages ) {
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const uniforms = this.getUniforms( shaderStage );
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const attributes = this.getAttributes( shaderStage );
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const varys = this.getVarys( shaderStage );
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const vars = this.getVars( shaderStage );
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const codes = this.getCodes( shaderStage );
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shaderData[ shaderStage ] = `${this.getSignature()}
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// <node_builder>
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// uniforms
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${uniforms}
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// attributes
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${attributes}
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// varys
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${varys}
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// vars
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${vars}
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// codes
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${codes}
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// </node_builder>
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${this.shader[ getShaderStageProperty( shaderStage ) ]}
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`;
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}
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this.vertexShader = shaderData.vertex;
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this.fragmentShader = shaderData.fragment;
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}
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build() {
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super.build();
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this._addSnippets();
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this._addUniforms();
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this._updateUniforms();
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this.shader.vertexShader = this.vertexShader;
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this.shader.fragmentShader = this.fragmentShader;
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return this;
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}
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getSlot( shaderStage, name ) {
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const slots = this.slots[ shaderStage ];
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for ( const node of slots ) {
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if ( node.name === name ) {
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return this.getFlowData( shaderStage, node );
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}
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}
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}
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_addSnippets() {
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this.parseInclude( 'fragment', 'lights_physical_fragment' );
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const colorSlot = this.getSlot( 'fragment', 'COLOR' );
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const opacityNode = this.getSlot( 'fragment', 'OPACITY' );
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const normalSlot = this.getSlot( 'fragment', 'NORMAL' );
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const emissiveNode = this.getSlot( 'fragment', 'EMISSIVE' );
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const roughnessNode = this.getSlot( 'fragment', 'ROUGHNESS' );
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const metalnessNode = this.getSlot( 'fragment', 'METALNESS' );
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const clearcoatNode = this.getSlot( 'fragment', 'CLEARCOAT' );
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const clearcoatRoughnessNode = this.getSlot( 'fragment', 'CLEARCOAT_ROUGHNESS' );
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const positionNode = this.getSlot( 'vertex', 'POSITION' );
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const sizeNode = this.getSlot( 'vertex', 'SIZE' );
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if ( colorSlot !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'color_fragment',
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`${colorSlot.code}\n\tdiffuseColor = ${colorSlot.result};`
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);
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}
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if ( opacityNode !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'alphatest_fragment',
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`${opacityNode.code}\n\tdiffuseColor.a = ${opacityNode.result};`
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);
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}
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if ( normalSlot !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'normal_fragment_begin',
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`${normalSlot.code}\n\tnormal = ${normalSlot.result};`
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);
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}
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if ( emissiveNode !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'emissivemap_fragment',
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`${emissiveNode.code}\n\ttotalEmissiveRadiance = ${emissiveNode.result};`
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);
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}
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if ( roughnessNode !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'roughnessmap_fragment',
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`${roughnessNode.code}\n\troughnessFactor = ${roughnessNode.result};`
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);
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}
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if ( metalnessNode !== undefined ) {
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this.addCodeAfterInclude(
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'fragment',
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'metalnessmap_fragment',
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`${metalnessNode.code}\n\tmetalnessFactor = ${metalnessNode.result};`
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);
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}
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if ( clearcoatNode !== undefined ) {
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this.addCodeAfterSnippet(
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'fragment',
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'material.clearcoatRoughness = clearcoatRoughness;',
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`${clearcoatNode.code}\n\tmaterial.clearcoat = ${clearcoatNode.result};`
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);
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}
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if ( clearcoatRoughnessNode !== undefined ) {
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this.addCodeAfterSnippet(
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'fragment',
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'material.clearcoatRoughness = clearcoatRoughness;',
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`${clearcoatRoughnessNode.code}\n\tmaterial.clearcoatRoughness = ${clearcoatRoughnessNode.result};`
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);
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}
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if ( positionNode !== undefined ) {
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this.addCodeAfterInclude(
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'vertex',
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'begin_vertex',
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`${positionNode.code}\n\ttransformed = ${positionNode.result};`
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);
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}
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if ( sizeNode !== undefined ) {
|
||
|
|
||
|
this.addCodeAfterSnippet(
|
||
|
'vertex',
|
||
|
'gl_PointSize = size;',
|
||
|
`${sizeNode.code}\n\tgl_PointSize = ${sizeNode.result};`
|
||
|
);
|
||
|
|
||
|
}
|
||
|
|
||
|
for ( const shaderStage of shaderStages ) {
|
||
|
|
||
|
this.addCodeAfterSnippet(
|
||
|
shaderStage,
|
||
|
'main() {',
|
||
|
this.flowCode[ shaderStage ]
|
||
|
);
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
_addUniforms() {
|
||
|
|
||
|
for ( const shaderStage of shaderStages ) {
|
||
|
|
||
|
// uniforms
|
||
|
|
||
|
for ( const uniform of this.uniforms[ shaderStage ] ) {
|
||
|
|
||
|
this.shader.uniforms[ uniform.name ] = uniform;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
_updateUniforms() {
|
||
|
|
||
|
nodeFrame.object = this.object;
|
||
|
nodeFrame.renderer = this.renderer;
|
||
|
|
||
|
for ( const node of this.updateNodes ) {
|
||
|
|
||
|
nodeFrame.updateNode( node );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export { WebGLNodeBuilder };
|