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- import NodeUniform from './NodeUniform.js';
- class NodeBuilder {
- constructor( material, renderer ) {
- this.material = material;
- this.renderer = renderer;
- this.nodes = [];
- this.updateNodes = [];
- this.vertexShader = null;
- this.fragmentShader = null;
- this.slots = { vertex: [], fragment: [] };
- this.defines = { vertex: {}, fragment: {} };
- this.uniforms = { vertex: [], fragment: [] };
- this.attributes = {};
- this.attributeCount = 0;
- this.nodesData = new WeakMap();
- this.shaderStage = null;
- }
- addNode( node ) {
- if ( this.nodes.indexOf( node ) === - 1 ) {
- if ( node.needsUpdate === true ) {
- this.updateNodes.push( node );
- }
- this.nodes.push( node );
- }
- }
- addSlot( shaderStage, slot ) {
- this.slots[ shaderStage ].push( slot );
- }
- define( shaderStage, name, value = '' ) {
- this.defines[ shaderStage ][ name ] = value;
- }
- getTexture( /* textureProperty, uvSnippet */ ) {
- }
- getConst( type, value ) {
- if ( type === 'float' ) return value + ( value % 1 ? '' : '.0' );
- if ( type === 'vec2' ) return `vec2( ${value.x}, ${value.y} )`;
- if ( type === 'vec3' ) return `vec3( ${value.x}, ${value.y}, ${value.z} )`;
- if ( type === 'vec4' ) return `vec4( ${value.x}, ${value.y}, ${value.z}, ${value.w} )`;
- if ( type === 'color' ) return `vec3( ${value.r}, ${value.g}, ${value.b} )`;
- throw new Error( `Type '${type}' not found in generate constant attempt.` );
- }
- getAttribute( type, name, property = null ) {
- let attribute = this.attributes[ name ];
- if ( attribute === undefined ) {
- const index = this.attributeCount ++;
- if ( property === null ) {
- property = `node_A${index}`;
- }
- attribute = {
- type,
- name,
- index,
- property
- };
- this.attributes[ name ] = attribute;
- }
- return attribute;
- }
- getPropertyName( nodeUniform ) {
- return nodeUniform.name;
- }
- getVectorType( type ) {
- if ( type === 'color' ) return 'vec3';
- else if ( type === 'texture' ) return 'vec4';
- return type;
- }
- getTypeFromLength( type ) {
- if ( type === 1 ) return 'float';
- if ( type === 2 ) return 'vec2';
- if ( type === 3 ) return 'vec3';
- if ( type === 4 ) return 'vec4';
- return 0;
- }
- getTypeLength( type ) {
- type = this.getVectorType( type );
- if ( type === 'float' ) return 1;
- if ( type === 'vec2' ) return 2;
- if ( type === 'vec3' ) return 3;
- if ( type === 'vec4' ) return 4;
- return 0;
- }
- getDataFromNode( node, shaderStage = null ) {
- let nodeData = this.nodesData.get( node );
- if ( nodeData === undefined ) {
- nodeData = { vertex: {}, fragment: {} };
- this.nodesData.set( node, nodeData );
- }
- return shaderStage ? nodeData[ shaderStage ] : nodeData;
- }
- getUniformFromNode( node, shaderStage, type ) {
- const nodeData = this.getDataFromNode( node, shaderStage );
- let nodeUniform = nodeData.uniform;
- if ( nodeUniform === undefined ) {
- const uniforms = this.uniforms[ shaderStage ];
- const index = uniforms.length;
- nodeUniform = new NodeUniform( 'nodeU' + index, type, node );
- uniforms.push( nodeUniform );
- nodeData.uniform = nodeUniform;
- }
- return nodeUniform;
- }
- /*
- analyzeNode( node ) {
- }
- */
- flowNode( node, output ) {
- const flowData = {};
- flowData.result = node.build( this, output );
- return flowData;
- }
- _buildDefines( shader ) {
- const defines = this.defines[ shader ];
- let code = '';
- for ( const name in defines ) {
- code += `#define ${name} ${defines[ name ]}\n`;
- }
- return code;
- }
- getAttributesBodySnippet( /*shaderStage*/ ) {
- }
- getAttributesHeaderSnippet( /*shaderStage*/ ) {
- }
- getUniformsHeaderSnippet( shaderStage ) {
- const uniforms = this.uniforms[ shaderStage ];
- let snippet = '';
- for ( const uniform of uniforms ) {
- snippet += `${uniform.type} ${uniform.name}; `;
- }
- return snippet;
- }
- format( snippet, fromType, toType ) {
- fromType = this.getVectorType( fromType );
- toType = this.getVectorType( toType );
- const typeToType = `${fromType} to ${toType}`;
- switch ( typeToType ) {
- case 'float to vec2' : return `vec2( ${snippet} )`;
- case 'float to vec3' : return `vec3( ${snippet} )`;
- case 'float to vec4' : return `vec4( vec3( ${snippet} ), 1.0 )`;
- case 'vec2 to float' : return `${snippet}.x`;
- case 'vec2 to vec3' : return `vec3( ${snippet}.x, ${snippet}.y, 0.0 )`;
- case 'vec2 to vec4' : return `vec4( ${snippet}.x, ${snippet}.y, 0.0, 1.0 )`;
- case 'vec3 to float' : return `${snippet}.x`;
- case 'vec3 to vec2' : return `${snippet}.xy`;
- case 'vec3 to vec4' : return `vec4( ${snippet}.x, ${snippet}.y, ${snippet}.z, 1.0 )`;
- case 'vec4 to float' : return `${snippet}.x`;
- case 'vec4 to vec2' : return `${snippet}.xy`;
- case 'vec4 to vec3' : return `${snippet}.xyz`;
- }
- return snippet;
- }
- getHash() {
- return this.vertexShader + this.fragmentShader;
- }
- build() {
- const shaderStages = [ 'vertex', 'fragment' ];
- const shaderData = {};
- for ( const shaderStage of shaderStages ) {
- this.shaderStage = shaderStage;
- const slots = this.slots[ shaderStage ];
- for ( const slot of slots ) {
- const flowData = this.flowNode( slot.node, slot.output );
- this.define( shaderStage, `NODE_${slot.name}`, flowData.result );
- }
- }
- this.shaderStage = null;
- for ( const shaderStage of shaderStages ) {
- this.define( shaderStage, 'NODE_HEADER_UNIFORMS', this.getUniformsHeaderSnippet( shaderStage ) );
- this.define( shaderStage, 'NODE_HEADER_ATTRIBUTES', this.getAttributesHeaderSnippet( shaderStage ) );
- this.define( shaderStage, 'NODE_BODY_ATTRIBUTES', this.getAttributesBodySnippet( shaderStage ) );
- shaderData[ shaderStage ] = this._buildDefines( shaderStage );
- }
- this.vertexShader = shaderData.vertex;
- this.fragmentShader = shaderData.fragment;
- return this;
- }
- }
- export default NodeBuilder;
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