WebGPUNodeBuilder.js 3.2 KB

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  1. import WebGPUUniformsGroup from './WebGPUUniformsGroup.js';
  2. import { FloatUniform, Vector3Uniform } from './WebGPUUniform.js';
  3. import NodeSlot from '../nodes/core/NodeSlot.js';
  4. import NodeBuilder from '../nodes/core/NodeBuilder.js';
  5. class WebGPUNodeUniformsGroup extends WebGPUUniformsGroup {
  6. constructor( shaderStage ) {
  7. super( 'nodeUniforms' );
  8. let shaderStageVisibility;
  9. if ( shaderStage === 'vertex' ) shaderStageVisibility = GPUShaderStage.VERTEX;
  10. else if ( shaderStage === 'fragment' ) shaderStageVisibility = GPUShaderStage.FRAGMENT;
  11. this.setVisibility( shaderStageVisibility );
  12. //this.setOnBeforeUpdate( this._onBeforeUpdate );
  13. }
  14. /*
  15. _onBeforeUpdate( object, camera ) {
  16. const material = object.material;
  17. }
  18. */
  19. }
  20. class WebGPUNodeBuilder extends NodeBuilder {
  21. constructor( material, renderer ) {
  22. super( material, renderer );
  23. this.uniformsGroup = {};
  24. this._parseMaterial();
  25. }
  26. _parseMaterial() {
  27. const material = this.material;
  28. if ( material.isMeshBasicMaterial || material.isPointsMaterial ) {
  29. if ( material.colorNode !== undefined ) {
  30. this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec3' ) );
  31. }
  32. if ( material.opacityNode !== undefined ) {
  33. this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
  34. }
  35. }
  36. }
  37. getUniformNSName( nodeUniform ) {
  38. return `nodeUniforms.${nodeUniform.name}`;
  39. }
  40. getBindings() {
  41. const bindings = [];
  42. const uniformsVertexGroup = this.uniformsGroup[ 'vertex' ];
  43. const uniformsFragmentGroup = this.uniformsGroup[ 'fragment' ];
  44. if ( uniformsVertexGroup ) bindings.push( uniformsVertexGroup );
  45. if ( uniformsFragmentGroup ) bindings.push( uniformsFragmentGroup );
  46. return bindings;
  47. }
  48. getUniformFromNode( node, shaderStage, type ) {
  49. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  50. const nodeData = this.getDataFromNode( node, shaderStage );
  51. if ( nodeData.webgpuUniform === undefined ) {
  52. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  53. if ( uniformsGroup === undefined ) {
  54. uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
  55. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  56. }
  57. let uniform;
  58. if ( type === 'float' ) {
  59. uniform = new FloatUniform( uniformNode.name, uniformNode.value );
  60. } else if ( type === 'vec3' ) {
  61. uniform = new Vector3Uniform( uniformNode.name, uniformNode.value );
  62. } else {
  63. console.error( `Uniform "${type}" not declared.` );
  64. }
  65. uniformsGroup.addUniform( uniform );
  66. nodeData.webgpuUniform = uniform;
  67. }
  68. return uniformNode;
  69. }
  70. buildShader( shaderStage, code ) {
  71. // use regex maybe for security?
  72. const versionStrIndex = code.indexOf( "\n" );
  73. let finalCode = code.substr( 0, versionStrIndex ) + "\n\n";
  74. const shaderCodes = this.build( shaderStage );
  75. finalCode += shaderCodes.defines;
  76. finalCode += code.substr( versionStrIndex );
  77. return finalCode;
  78. }
  79. parse( vertexShader, fragmentShader ) {
  80. vertexShader = this.buildShader( 'vertex', vertexShader );
  81. fragmentShader = this.buildShader( 'fragment', fragmentShader );
  82. return {
  83. vertexShader,
  84. fragmentShader
  85. };
  86. }
  87. }
  88. export default WebGPUNodeBuilder;