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- import { RenderTarget, NoColorSpace } from 'three';
- import UniformsGroup from '../../common/UniformsGroup.js';
- import {
- FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
- ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
- } from '../../common/nodes/NodeUniform.js';
- import NodeSampler from '../../common/nodes/NodeSampler.js';
- import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
- import UniformBuffer from '../../common/UniformBuffer.js';
- import StorageBuffer from '../../common/StorageBuffer.js';
- import { getVectorLength, getStrideLength } from '../../common/BufferUtils.js';
- import CubeRenderTarget from '../../common/CubeRenderTarget.js';
- import { NodeBuilder, CodeNode, NodeMaterial } from '../../../nodes/Nodes.js';
- import WGSLNodeParser from './WGSLNodeParser.js';
- const gpuShaderStageLib = {
- 'vertex': GPUShaderStage.VERTEX,
- 'fragment': GPUShaderStage.FRAGMENT,
- 'compute': GPUShaderStage.COMPUTE
- };
- const supports = {
- instance: true
- };
- const wgslTypeLib = {
- float: 'f32',
- int: 'i32',
- uint: 'u32',
- bool: 'bool',
- color: 'vec3<f32>',
- vec2: 'vec2<f32>',
- ivec2: 'vec2<i32>',
- uvec2: 'vec2<u32>',
- bvec2: 'vec2<bool>',
- vec3: 'vec3<f32>',
- ivec3: 'vec3<i32>',
- uvec3: 'vec3<u32>',
- bvec3: 'vec3<bool>',
- vec4: 'vec4<f32>',
- ivec4: 'vec4<i32>',
- uvec4: 'vec4<u32>',
- bvec4: 'vec4<bool>',
- mat3: 'mat3x3<f32>',
- imat3: 'mat3x3<i32>',
- umat3: 'mat3x3<u32>',
- bmat3: 'mat3x3<bool>',
- mat4: 'mat4x4<f32>',
- imat4: 'mat4x4<i32>',
- umat4: 'mat4x4<u32>',
- bmat4: 'mat4x4<bool>'
- };
- const wgslMethods = {
- dFdx: 'dpdx',
- dFdy: 'dpdy',
- mod: 'threejs_mod',
- lessThanEqual: 'threejs_lessThanEqual',
- inversesqrt: 'inverseSqrt'
- };
- const wgslPolyfill = {
- lessThanEqual: new CodeNode( `
- fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
- return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
- }
- ` ),
- mod: new CodeNode( `
- fn threejs_mod( x : f32, y : f32 ) -> f32 {
- return x - y * floor( x / y );
- }
- ` ),
- repeatWrapping: new CodeNode( `
- fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
- let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
- return ( ( uvScaled % dimension ) + dimension ) % dimension;
- }
- ` )
- };
- class WGSLNodeBuilder extends NodeBuilder {
- constructor( object, renderer, scene = null ) {
- super( object, renderer, new WGSLNodeParser(), scene );
- this.uniformsGroup = {};
- this.builtins = {
- vertex: new Map(),
- fragment: new Map(),
- compute: new Map(),
- attribute: new Map()
- };
- }
- build() {
- const { object, material } = this;
- if ( material !== null ) {
- NodeMaterial.fromMaterial( material ).build( this );
- } else {
- this.addFlow( 'compute', object );
- }
- return super.build();
- }
- needsColorSpaceToLinear( texture ) {
- return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
- }
- getSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
- } else {
- this._include( 'repeatWrapping' );
- const dimension = `textureDimensions( ${textureProperty}, 0 )`;
- return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
- }
- }
- getVideoSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSampleBaseClampToEdge( ${textureProperty}, ${textureProperty}_sampler, vec2<f32>( ${uvSnippet}.x, 1.0 - ${uvSnippet}.y ) )`;
- } else {
- console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
- }
- }
- getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSampleLevel( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${biasSnippet} )`;
- } else {
- this._include( 'repeatWrapping' );
- const dimension = `textureDimensions( ${textureProperty}, 0 )`;
- return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
- }
- }
- getTexture( texture, textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
- let snippet = null;
- if ( texture.isVideoTexture === true ) {
- snippet = this.getVideoSampler( textureProperty, uvSnippet, shaderStage );
- } else {
- snippet = this.getSampler( textureProperty, uvSnippet, shaderStage );
- }
- return snippet;
- }
- getTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `textureSampleCompare( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${compareSnippet} )`;
- } else {
- console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
- }
- }
- getTextureLevel( texture, textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
- let snippet = null;
- if ( texture.isVideoTexture === true ) {
- snippet = this.getVideoSampler( textureProperty, uvSnippet, shaderStage );
- } else {
- snippet = this.getSamplerLevel( textureProperty, uvSnippet, biasSnippet, shaderStage );
- }
- return snippet;
- }
- getPropertyName( node, shaderStage = this.shaderStage ) {
- if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
- if ( shaderStage === 'vertex' ) {
- return `NodeVaryings.${ node.name }`;
- }
- } else if ( node.isNodeUniform === true ) {
- const name = node.name;
- const type = node.type;
- if ( type === 'texture' || type === 'cubeTexture' ) {
- return name;
- } else if ( type === 'buffer' || type === 'storageBuffer' ) {
- return `NodeBuffer_${node.node.id}.${name}`;
- } else {
- return `NodeUniforms.${name}`;
- }
- }
- return super.getPropertyName( node );
- }
- getUniformFromNode( node, type, shaderStage, name = null ) {
- const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
- const nodeData = this.getDataFromNode( node, shaderStage );
- if ( nodeData.uniformGPU === undefined ) {
- let uniformGPU;
- const bindings = this.bindings[ shaderStage ];
- if ( type === 'texture' || type === 'cubeTexture' ) {
- let texture = null;
- if ( type === 'texture' ) {
- texture = new NodeSampledTexture( uniformNode.name, uniformNode.node );
- } else if ( type === 'cubeTexture' ) {
- texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
- }
- texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
- // add first textures in sequence and group for last
- const lastBinding = bindings[ bindings.length - 1 ];
- const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
- if ( shaderStage === 'fragment' ) {
- const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
- sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
- bindings.splice( index, 0, sampler, texture );
- uniformGPU = [ sampler, texture ];
- } else {
- bindings.splice( index, 0, texture );
- uniformGPU = [ texture ];
- }
- } else if ( type === 'buffer' || type === 'storageBuffer' ) {
- const bufferClass = type === 'storageBuffer' ? StorageBuffer : UniformBuffer;
- const buffer = new bufferClass( 'NodeBuffer_' + node.id, node.value );
- buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
- // add first textures in sequence and group for last
- const lastBinding = bindings[ bindings.length - 1 ];
- const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
- bindings.splice( index, 0, buffer );
- uniformGPU = buffer;
- } else {
- let uniformsGroup = this.uniformsGroup[ shaderStage ];
- if ( uniformsGroup === undefined ) {
- uniformsGroup = new UniformsGroup( 'nodeUniforms' );
- uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
- this.uniformsGroup[ shaderStage ] = uniformsGroup;
- bindings.push( uniformsGroup );
- }
- if ( node.isArrayUniformNode === true ) {
- uniformGPU = [];
- for ( const uniformNode of node.nodes ) {
- const uniformNodeGPU = this._getNodeUniform( uniformNode, type );
- // fit bounds to buffer
- uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
- uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
- uniformsGroup.addUniform( uniformNodeGPU );
- uniformGPU.push( uniformNodeGPU );
- }
- } else {
- uniformGPU = this._getNodeUniform( uniformNode, type );
- uniformsGroup.addUniform( uniformGPU );
- }
- }
- nodeData.uniformGPU = uniformGPU;
- if ( shaderStage === 'vertex' ) {
- this.bindingsOffset[ 'fragment' ] = bindings.length;
- }
- }
- return uniformNode;
- }
- isReference( type ) {
- return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube';
- }
- getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
- const map = this.builtins[ shaderStage ];
- if ( map.has( name ) === false ) {
- map.set( name, {
- name,
- property,
- type
- } );
- }
- return property;
- }
- getVertexIndex() {
- if ( this.shaderStage === 'vertex' ) {
- return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
- }
- return 'vertexIndex';
- }
- getInstanceIndex() {
- if ( this.shaderStage === 'vertex' ) {
- return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
- }
- return 'instanceIndex';
- }
- getFrontFacing() {
- return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
- }
- getFragCoord() {
- return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>', 'fragment' );
- }
- isFlipY() {
- return false;
- }
- getAttributes( shaderStage ) {
- const snippets = [];
- if ( shaderStage === 'compute' ) {
- this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
- }
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- for ( const { name, property, type } of this.builtins.attribute.values() ) {
- snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
- }
- const attributes = this.getAttributesArray();
- for ( let index = 0, length = attributes.length; index < length; index ++ ) {
- const attribute = attributes[ index ];
- const name = attribute.name;
- const type = this.getType( attribute.type );
- snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
- }
- }
- return snippets.join( ',\n\t' );
- }
- getVar( type, name ) {
- return `var ${ name } : ${ this.getType( type ) }`;
- }
- getVars( shaderStage ) {
- const snippets = [];
- const vars = this.vars[ shaderStage ];
- for ( const variable of vars ) {
- snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
- }
- return `\n${ snippets.join( '\n' ) }\n`;
- }
- getVaryings( shaderStage ) {
- const snippets = [];
- if ( shaderStage === 'vertex' ) {
- this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
- }
- if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
- const varyings = this.varyings;
- const vars = this.vars[ shaderStage ];
- for ( let index = 0; index < varyings.length; index ++ ) {
- const varying = varyings[ index ];
- if ( varying.needsInterpolation ) {
- let attributesSnippet = `@location( ${index} )`;
- if ( varying.type === 'int' || varying.type === 'uint' ) {
- attributesSnippet += ' @interpolate( flat )';
- }
- snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
- } else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
- vars.push( varying );
- }
- }
- }
- for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
- snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
- }
- const code = snippets.join( ',\n\t' );
- return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
- }
- getUniforms( shaderStage ) {
- const uniforms = this.uniforms[ shaderStage ];
- const bindingSnippets = [];
- const bufferSnippets = [];
- const groupSnippets = [];
- let index = this.bindingsOffset[ shaderStage ];
- for ( const uniform of uniforms ) {
- if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' ) {
- if ( shaderStage === 'fragment' ) {
- const texture = uniform.node.value;
- if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
- bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler_comparison;` );
- } else {
- bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler;` );
- }
- }
- const texture = uniform.node.value;
- let textureType;
- if ( texture.isCubeTexture === true ) {
- textureType = 'texture_cube<f32>';
- } else if ( texture.isDepthTexture === true ) {
- textureType = 'texture_depth_2d';
- } else if ( texture.isVideoTexture === true ) {
- textureType = 'texture_external';
- } else {
- textureType = 'texture_2d<f32>';
- }
- bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name} : ${textureType};` );
- } else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
- const bufferNode = uniform.node;
- const bufferType = this.getType( bufferNode.bufferType );
- const bufferCount = bufferNode.bufferCount;
- const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
- const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
- const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
- bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
- } else {
- const vectorType = this.getType( this.getVectorType( uniform.type ) );
- if ( Array.isArray( uniform.value ) === true ) {
- const length = uniform.value.length;
- groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
- } else {
- groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
- }
- }
- }
- let code = bindingSnippets.join( '\n' );
- code += bufferSnippets.join( '\n' );
- if ( groupSnippets.length > 0 ) {
- code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
- }
- return code;
- }
- buildCode() {
- const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
- for ( const shaderStage in shadersData ) {
- let flow = '// code\n\n';
- flow += this.flowCode[ shaderStage ];
- const flowNodes = this.flowNodes[ shaderStage ];
- const mainNode = flowNodes[ flowNodes.length - 1 ];
- for ( const node of flowNodes ) {
- const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
- 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 && shaderStage !== 'compute' ) {
- flow += '// result\n\t';
- if ( shaderStage === 'vertex' ) {
- flow += 'NodeVaryings.Vertex = ';
- } else if ( shaderStage === 'fragment' ) {
- flow += 'return ';
- }
- flow += `${ flowSlotData.result };`;
- }
- }
- const stageData = shadersData[ shaderStage ];
- stageData.uniforms = this.getUniforms( shaderStage );
- stageData.attributes = this.getAttributes( shaderStage );
- stageData.varyings = this.getVaryings( shaderStage );
- stageData.vars = this.getVars( shaderStage );
- stageData.codes = this.getCodes( shaderStage );
- stageData.flow = flow;
- }
- if ( this.material !== null ) {
- this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
- this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
- } else {
- this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
- }
- }
- getRenderTarget( width, height, options ) {
- return new RenderTarget( width, height, options );
- }
- getCubeRenderTarget( size, options ) {
- return new CubeRenderTarget( size, options );
- }
- getMethod( method ) {
- if ( wgslPolyfill[ method ] !== undefined ) {
- this._include( method );
- }
- return wgslMethods[ method ] || method;
- }
- getType( type ) {
- return wgslTypeLib[ type ] || type;
- }
- isAvailable( name ) {
- return supports[ name ] === true;
- }
- _include( name ) {
- wgslPolyfill[ name ].build( this );
- }
- _getNodeUniform( uniformNode, type ) {
- if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
- if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
- if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
- if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
- if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
- if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
- if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
- throw new Error( `Uniform "${type}" not declared.` );
- }
- _getWGSLVertexCode( shaderData ) {
- return `${ this.getSignature() }
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- // codes
- ${shaderData.codes}
- @vertex
- fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
- // system
- var NodeVaryings: NodeVaryingsStruct;
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- return NodeVaryings;
- }
- `;
- }
- _getWGSLFragmentCode( shaderData ) {
- return `${ this.getSignature() }
- // uniforms
- ${shaderData.uniforms}
- // codes
- ${shaderData.codes}
- @fragment
- fn main( ${shaderData.varyings} ) -> @location( 0 ) vec4<f32> {
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- _getWGSLComputeCode( shaderData, workgroupSize ) {
- return `${ this.getSignature() }
- // system
- var<private> instanceIndex : u32;
- // uniforms
- ${shaderData.uniforms}
- // codes
- ${shaderData.codes}
- @compute @workgroup_size( ${workgroupSize} )
- fn main( ${shaderData.attributes} ) {
- // system
- instanceIndex = id.x;
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- _getWGSLStruct( name, vars ) {
- return `
- struct ${name} {
- ${vars}
- };`;
- }
- _getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
- const structName = name + 'Struct';
- const structSnippet = this._getWGSLStruct( structName, vars );
- return `${structSnippet}
- @binding( ${binding} ) @group( ${group} )
- var<${access}> ${name} : ${structName};`;
- }
- }
- export default WGSLNodeBuilder;
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