3D-Demo/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js

562 lines
12 KiB
JavaScript

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