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- /**
- * @author sunag / http://www.sunag.com.br/
- */
- import { NodeUniform } from './NodeUniform.js';
- import { NodeUtils } from './NodeUtils.js';
- import { NodeLib } from './NodeLib.js';
- import { FunctionNode } from './FunctionNode.js';
- import { ConstNode } from './ConstNode.js';
- import { StructNode } from './StructNode.js';
- import { Vector2Node } from '../inputs/Vector2Node.js';
- import { Vector3Node } from '../inputs/Vector3Node.js';
- import { Vector4Node } from '../inputs/Vector4Node.js';
- import { TextureNode } from '../inputs/TextureNode.js';
- import { CubeTextureNode } from '../inputs/CubeTextureNode.js';
- var elements = NodeUtils.elements,
- constructors = [ 'float', 'vec2', 'vec3', 'vec4' ],
- convertFormatToType = {
- float: 'f',
- vec2: 'v2',
- vec3: 'v3',
- vec4: 'v4',
- mat4: 'v4',
- int: 'i'
- },
- convertTypeToFormat = {
- t: 'sampler2D',
- tc: 'samplerCube',
- b: 'bool',
- i: 'int',
- f: 'float',
- c: 'vec3',
- v2: 'vec2',
- v3: 'vec3',
- v4: 'vec4',
- m3: 'mat3',
- m4: 'mat4'
- };
-
- function NodeBuilder() {
-
- this.slots = [];
- this.caches = [];
- this.contexts = [];
- this.keywords = {};
-
- this.nodeData = {};
-
- this.requires = {
- uv: [],
- color: [],
- lights: false,
- fog: false
- };
- this.includes = {
- consts: [],
- functions: [],
- structs: []
- };
-
- this.attributes = {};
-
- this.prefixCode = [
- "#ifdef GL_EXT_shader_texture_lod",
- " #define texCube(a, b) textureCube(a, b)",
- " #define texCubeBias(a, b, c) textureCubeLodEXT(a, b, c)",
- " #define tex2D(a, b) texture2D(a, b)",
- " #define tex2DBias(a, b, c) texture2DLodEXT(a, b, c)",
- "#else",
- " #define texCube(a, b) textureCube(a, b)",
- " #define texCubeBias(a, b, c) textureCube(a, b, c)",
- " #define tex2D(a, b) texture2D(a, b)",
- " #define tex2DBias(a, b, c) texture2D(a, b, c)",
- "#endif",
- "#include <packing>"
- ].join( "\n" );
-
- this.parsCode = {
- vertex: '',
- fragment: ''
- };
-
- this.code = {
- vertex: '',
- fragment: ''
- };
-
- this.nodeCode = {
- vertex: '',
- fragment: ''
- };
-
- this.resultCode = {
- vertex: '',
- fragment: ''
- };
-
- this.finalCode = {
- vertex: '',
- fragment: ''
- };
-
- this.inputs = {
- uniforms: {
- list: [],
- vertex: [],
- fragment: []
- },
- vars: {
- varying: [],
- vertex: [],
- fragment: []
- }
- };
-
- // send to material
-
- this.defines = {};
-
- this.uniforms = {};
-
- this.extensions = {};
-
- this.updaters = [];
-
- this.nodes = [];
-
- // --
-
- this.parsing = false;
- this.optimize = true;
- };
- NodeBuilder.prototype = {
- constructor: NodeBuilder,
- build: function( vertex, fragment ) {
-
- this.buildShader( 'vertex', vertex );
- this.buildShader( 'fragment', fragment );
-
- if ( this.requires.uv[ 0 ] ) {
- this.addVaryCode( 'varying vec2 vUv;' );
-
- this.addVertexFinalCode( 'vUv = uv;' );
- }
-
- if ( this.requires.uv[ 1 ] ) {
- this.addVaryCode( 'varying vec2 vUv2;' );
- this.addVertexParsCode( 'attribute vec2 uv2;' );
- this.addVertexFinalCode( 'vUv2 = uv2;' );
- }
-
- if ( this.requires.color[ 0 ] ) {
- this.addVaryCode( 'varying vec4 vColor;' );
- this.addVertexParsCode( 'attribute vec4 color;' );
- this.addVertexFinalCode( 'vColor = color;' );
- }
-
- if ( this.requires.color[ 1 ] ) {
- this.addVaryCode( 'varying vec4 vColor2;' );
- this.addVertexParsCode( 'attribute vec4 color2;' );
- this.addVertexFinalCode( 'vColor2 = color2;' );
- }
-
- if ( this.requires.position ) {
- this.addVaryCode( 'varying vec3 vPosition;' );
- this.addVertexFinalCode( 'vPosition = transformed;' );
- }
-
- if ( this.requires.worldPosition ) {
- this.addVaryCode( 'varying vec3 vWPosition;' );
-
- this.addVertexFinalCode( 'vWPosition = ( modelMatrix * vec4( transformed, 1.0 ) ).xyz;' );
- }
-
- if ( this.requires.normal ) {
- this.addVaryCode( 'varying vec3 vObjectNormal;' );
- this.addVertexFinalCode( 'vObjectNormal = normal;' );
- }
-
- if ( this.requires.worldNormal ) {
- this.addVaryCode( 'varying vec3 vWNormal;' );
- this.addVertexFinalCode( 'vWNormal = ( modelMatrix * vec4( objectNormal, 0.0 ) ).xyz;' );
- }
-
- return this;
-
- },
-
- buildShader: function( shader, node ) {
-
- this.resultCode[shader] = node.build( this.setShader( shader ), 'v4' );
-
- },
-
- setMaterial: function( material, renderer ) {
-
- this.material = material;
- this.renderer = renderer;
-
- this.requires.lights = material.lights;
- this.requires.fog = material.fog;
-
- this.mergeDefines( material.defines );
-
- return this;
-
- },
-
- addFlow: function ( slot, cache, context ) {
-
- return this.addSlot( slot ).addCache( cache ).addContext( context );
-
- },
-
- removeFlow: function () {
-
- return this.removeSlot().removeCache().removeContext();
-
- },
-
- addCache: function ( name ) {
- this.cache = name || '';
- this.caches.push( this.cache );
-
- return this;
- },
- removeCache: function () {
- this.caches.pop();
- this.cache = this.caches[ this.caches.length - 1 ] || '';
- return this;
- },
- addContext: function ( context ) {
- this.context = Object.assign( {}, this.context || {}, context || {} );
- this.contexts.push( this.context );
- return this;
- },
- removeContext: function () {
- this.contexts.pop();
- this.context = this.contexts[ this.contexts.length - 1 ] || {};
- return this;
- },
-
- addSlot: function ( name ) {
- this.slot = name || '';
- this.slots.push( this.slot );
- return this;
- },
- removeSlot: function () {
- this.slots.pop();
- this.slot = this.slots[ this.slots.length - 1 ] || '';
- return this;
- },
-
- addVertexCode: function ( code ) {
- this.addCode( code, 'vertex' );
- },
- addFragmentCode: function ( code ) {
- this.addCode( code, 'fragment' );
- },
-
- addCode: function ( code, shader ) {
- this.code[shader || this.shader] += code + '\n';
- },
-
-
- addVertexNodeCode: function ( code ) {
- this.addNodeCode( code, 'vertex' );
- },
- addFragmentNodeCode: function ( code ) {
- this.addNodeCode( code, 'fragment' );
- },
-
- addNodeCode: function ( code, shader ) {
- this.nodeCode[shader || this.shader] += code + '\n';
- },
-
- clearNodeCode: function ( shader ) {
- shader = shader || this.shader;
-
- var code = this.nodeCode[shader];
-
- this.nodeCode[shader] = '';
- return code;
-
- },
-
- clearVertexNodeCode: function ( ) {
- return this.clearNodeCode( 'vertex' );
- },
-
- clearFragmentNodeCode: function ( ) {
- return this.clearNodeCode( 'fragment' );
- },
-
- addVertexFinalCode: function ( code ) {
- this.addFinalCode( code, 'vertex' );
- },
- addFragmentFinalCode: function ( code ) {
- this.addFinalCode( code, 'fragment' );
- },
-
- addFinalCode: function ( code, shader ) {
- this.finalCode[shader || this.shader] += code + '\n';
- },
-
-
- addVertexParsCode: function ( code ) {
- this.addParsCode( code, 'vertex' );
- },
-
- addFragmentParsCode: function ( code ) {
- this.addParsCode( code, 'fragment' );
- },
-
- addParsCode: function ( code, shader ) {
- this.parsCode[shader || this.shader] += code + '\n';
- },
-
-
- addVaryCode: function ( code ) {
- this.addVertexParsCode( code );
- this.addFragmentParsCode( code );
- },
-
-
- isCache: function ( name ) {
- return this.caches.indexOf( name ) !== -1;
- },
- isSlot: function ( name ) {
- return this.slots.indexOf( name ) !== -1;
- },
- define: function ( name, value ) {
- this.defines[ name ] = value === undefined ? 1 : value;
- },
-
- isDefined: function ( name ) {
- return this.defines[ name ] !== undefined;
- },
- getVar: function ( uuid, type, ns, shader ) {
- shader = shader || 'varying';
-
- var vars = this.getVars(shader),
- data = vars[ uuid ];
- if ( ! data ) {
- var index = vars.length,
- name = ns ? ns : 'nVv' + index;
- data = { name: name, type: type };
- vars.push( data );
- vars[ uuid ] = data;
- }
- return data;
- },
-
- getTempVar: function ( uuid, type, ns ) {
- return this.getVar( uuid, type, ns, this.shader );
- },
-
- getAttribute: function ( name, type ) {
- if ( ! this.attributes[ name ] ) {
- var varying = this.getVar( name, type );
- this.addVertexParsCode( 'attribute ' + type + ' ' + name + ';' );
- this.addVertexFinalCode( varying.name + ' = ' + name + ';' );
- this.attributes[ name ] = { varying: varying, name: name, type: type };
- }
- return this.attributes[ name ];
- },
-
- getCode: function( shader ) {
-
- return [
- this.prefixCode,
- this.parsCode[ shader ],
- this.getVarListCode( this.getVars('varying'), 'varying' ),
- this.getVarListCode( this.inputs.uniforms[shader], 'uniform' ),
- this.getIncludesCode( 'consts', shader ),
- this.getIncludesCode( 'structs', shader ),
- this.getIncludesCode( 'functions', shader ),
- 'void main() {',
- this.getVarListCode( this.getVars(shader) ),
- this.code[ shader ],
- this.resultCode[ shader ],
- this.finalCode[ shader ],
- '}'
- ].join( "\n" );
-
- },
-
- getVarListCode: function ( vars, prefix ) {
- prefix = prefix || '';
-
- var code = '';
- for ( var i = 0, l = vars.length; i < l; ++ i ) {
- var nVar = vars[i],
- type = nVar.type,
- name = nVar.name;
-
- var formatType = this.getFormatByType( type );
- if ( formatType === undefined ) {
-
- throw new Error( "Node pars " + formatType + " not found." );
-
- }
- code += prefix + ' ' + formatType + ' ' + name + ';\n';
- }
- return code;
- },
-
- getVars: function ( shader ) {
- return this.inputs.vars[ shader || this.shader ];
- },
-
- getNodeData: function ( node ) {
- var uuid = node.isNode ? node.uuid : node;
-
- return this.nodeData[ uuid ] = this.nodeData[ uuid ] || {};
- },
-
- createUniform: function ( shader, type, node, ns, needsUpdate ) {
- var uniforms = this.inputs.uniforms,
- index = uniforms.list.length;
- var uniform = new NodeUniform( {
- type: type,
- name: ns ? ns : 'nVu' + index,
- node: node,
- needsUpdate: needsUpdate
- } );
- uniforms.list.push( uniform );
- uniforms[shader].push( uniform );
- uniforms[shader][ uniform.name ] = uniform;
-
- this.uniforms[ uniform.name ] = uniform;
-
- return uniform;
- },
-
- createVertexUniform: function ( type, node, ns, needsUpdate ) {
- return this.createUniform( 'vertex', type, node, ns, needsUpdate );
- },
-
- createFragmentUniform: function ( type, node, ns, needsUpdate ) {
- return this.createUniform( 'fragment', type, node, ns, needsUpdate );
- },
-
- include: function ( node, parent, source ) {
- var includesStruct;
- node = typeof node === 'string' ? NodeLib.get( node ) : node;
- if (this.context.include === false) {
-
- return node.name;
-
- }
-
-
- if ( node instanceof FunctionNode ) {
- includesStruct = this.includes.functions;
- } else if ( node instanceof ConstNode ) {
- includesStruct = this.includes.consts;
-
- } else if ( node instanceof StructNode ) {
- includesStruct = this.includes.structs;
- }
-
- var includes = includesStruct[ this.shader ] = includesStruct[ this.shader ] || [];
- if (node) {
-
- var included = includes[ node.name ];
- if ( ! included ) {
- included = includes[ node.name ] = {
- node: node,
- deps: []
- };
- includes.push( included );
- included.src = node.build( this, 'source' );
- }
- if ( node instanceof FunctionNode && parent && includes[ parent.name ] && includes[ parent.name ].deps.indexOf( node ) == - 1 ) {
- includes[ parent.name ].deps.push( node );
- if ( node.includes && node.includes.length ) {
- var i = 0;
- do {
- this.include( node.includes[ i ++ ], parent );
- } while ( i < node.includes.length );
- }
- }
- if ( source ) {
- included.src = source;
- }
-
- return node.name;
-
- } else {
-
- throw new Error("Include not found.");
-
- }
- },
- colorToVectorProperties: function ( color ) {
- return color.replace( 'r', 'x' ).replace( 'g', 'y' ).replace( 'b', 'z' ).replace( 'a', 'w' );
- },
-
- colorToVector: function ( color ) {
- return color.replace( /c/g, 'v3' );
- },
- getIncludes: function ( type, shader ) {
- return this.includes[type][shader || this.shader];
- },
-
- getIncludesCode: function () {
- function sortByPosition( a, b ) {
- return a.deps.length - b.deps.length;
- }
- return function getIncludesCode( type, shader ) {
- var includes = this.getIncludes( type, shader );
-
- if ( ! includes ) return '';
- var code = '',
- includes = includes.sort( sortByPosition );
- for ( var i = 0; i < includes.length; i ++ ) {
- if ( includes[ i ].src ) code += includes[ i ].src + '\n';
- }
- return code;
- };
- }(),
-
- getConstructorFromLength: function ( len ) {
- return constructors[ len - 1 ];
- },
- isTypeMatrix: function ( format ) {
- return /^m/.test( format );
- },
- getTypeLength: function ( type ) {
- if ( type === 'f' ) return 1;
-
- return parseInt( this.colorToVector( type ).substr( 1 ) );
- },
- getTypeFromLength: function ( len ) {
- if ( len === 1 ) return 'f';
- return 'v' + len;
- },
-
- findNode: function() {
-
- for(var i = 0; i < arguments.length; i++) {
-
- var nodeCandidate = arguments[i];
-
- if (nodeCandidate !== undefined && nodeCandidate.isNode) {
-
- return nodeCandidate;
-
- }
-
- }
-
- },
-
- resolve: function() {
-
- for(var i = 0; i < arguments.length; i++) {
-
- var nodeCandidate = arguments[i];
-
- if (nodeCandidate !== undefined) {
-
- if (nodeCandidate.isNode) {
-
- return nodeCandidate;
-
- } else if (nodeCandidate.isTexture) {
-
- switch( nodeCandidate.mapping ) {
-
- case THREE.CubeReflectionMapping:
- case THREE.CubeRefractionMapping:
- return new CubeTextureNode( nodeCandidate );
- break;
-
- case THREE.CubeUVReflectionMapping:
- case THREE.CubeUVRefractionMapping:
- return new TextureCubeNode( new TextureNode( nodeCandidate ) );
- break;
-
- default:
-
- return new TextureNode( nodeCandidate );
-
- }
-
- } else if (nodeCandidate.isVector2) {
-
- return new Vector2Node( nodeCandidate );
-
- } else if (nodeCandidate.isVector3) {
-
- return new Vector3Node( nodeCandidate );
-
- } else if (nodeCandidate.isVector4) {
-
- return new Vector4Node( nodeCandidate );
-
- }
-
- }
-
- }
-
- },
- format: function ( code, from, to ) {
- var typeToType = this.colorToVector( to + ' <- ' + from );
- switch ( typeToType ) {
- case 'f <- v2': return code + '.x';
- case 'f <- v3': return code + '.x';
- case 'f <- v4': return code + '.x';
- case 'f <- i': return 'float( ' + code + ' )';
- case 'v2 <- f': return 'vec2( ' + code + ' )';
- case 'v2 <- v3': return code + '.xy';
- case 'v2 <- v4': return code + '.xy';
- case 'v2 <- i': return 'vec2( float( ' + code + ' ) )';
- case 'v3 <- f': return 'vec3( ' + code + ' )';
- case 'v3 <- v2': return 'vec3( ' + code + ', 0.0 )';
- case 'v3 <- v4': return code + '.xyz';
- case 'v3 <- i': return 'vec2( float( ' + code + ' ) )';
- case 'v4 <- f': return 'vec4( ' + code + ' )';
- case 'v4 <- v2': return 'vec4( ' + code + ', 0.0, 1.0 )';
- case 'v4 <- v3': return 'vec4( ' + code + ', 1.0 )';
- case 'v4 <- i': return 'vec4( float( ' + code + ' ) )';
- case 'i <- f': return 'int( ' + code + ' )';
- case 'i <- v2': return 'int( ' + code + '.x )';
- case 'i <- v3': return 'int( ' + code + '.x )';
- case 'i <- v4': return 'int( ' + code + '.x )';
- }
- return code;
- },
- getTypeByFormat: function ( format ) {
- return convertFormatToType[ format ] || format;
- },
-
- getFormatByType: function ( type ) {
- return convertTypeToFormat[ type ] || type;
- },
- getUuid: function ( uuid, useCache ) {
- useCache = useCache !== undefined ? useCache : true;
- if ( useCache && this.cache ) uuid = this.cache + '-' + uuid;
- return uuid;
- },
- getElementByIndex: function ( index ) {
- return elements[ index ];
- },
- getIndexByElement: function ( elm ) {
- return elements.indexOf( elm );
- },
- isShader: function ( shader ) {
- return this.shader === shader;
- },
- setShader: function ( shader ) {
- this.shader = shader;
- return this;
- },
-
- mergeDefines: function ( defines ) {
- for ( var name in defines ) {
- this.defines[ name ] = defines[ name ];
- }
-
- return this.defines;
- },
-
- mergeUniform: function ( uniforms ) {
- for ( var name in uniforms ) {
- this.uniforms[ name ] = uniforms[ name ];
- }
-
- return this.uniforms;
- },
-
- getTextureEncodingFromMap: function ( map, gammaOverrideLinear ) {
- gammaOverrideLinear = gammaOverrideLinear !== undefined ? gammaOverrideLinear : this.context.gamma && ( this.renderer ? this.renderer.gammaInput : false );
-
- var encoding;
- if ( ! map ) {
- encoding = THREE.LinearEncoding;
- } else if ( map.isTexture ) {
- encoding = map.encoding;
- } else if ( map.isWebGLRenderTarget ) {
- console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
- encoding = map.texture.encoding;
- }
- // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
- if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) {
- encoding = THREE.GammaEncoding;
- }
- return encoding;
- }
- };
- export { NodeBuilder };
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