NodeBuilder.js 7.0 KB

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  1. import NodeUniform from './NodeUniform.js';
  2. import NodeAttribute from './NodeAttribute.js';
  3. import NodeVary from './NodeVary.js';
  4. import { NodeUpdateType } from './constants.js';
  5. class NodeBuilder {
  6. constructor( material, renderer ) {
  7. this.material = material;
  8. this.renderer = renderer;
  9. this.nodes = [];
  10. this.updateNodes = [];
  11. this.vertexShader = null;
  12. this.fragmentShader = null;
  13. this.slots = { vertex: [], fragment: [] };
  14. this.defines = { vertex: {}, fragment: {} };
  15. this.uniforms = { vertex: [], fragment: [] };
  16. this.attributes = [];
  17. this.varys = [];
  18. this.nodesData = new WeakMap();
  19. this.shaderStage = null;
  20. }
  21. addNode( node ) {
  22. if ( this.nodes.indexOf( node ) === - 1 ) {
  23. const updateType = node.getUpdateType( this );
  24. if ( updateType !== NodeUpdateType.None ) {
  25. this.updateNodes.push( node );
  26. }
  27. this.nodes.push( node );
  28. }
  29. }
  30. addSlot( shaderStage, slot ) {
  31. this.slots[ shaderStage ].push( slot );
  32. }
  33. define( shaderStage, name, value = '' ) {
  34. this.defines[ shaderStage ][ name ] = value;
  35. }
  36. getTexture( /* textureProperty, uvSnippet */ ) {
  37. }
  38. getConst( type, value ) {
  39. if ( type === 'float' ) return value + ( value % 1 ? '' : '.0' );
  40. if ( type === 'vec2' ) return `vec2( ${value.x}, ${value.y} )`;
  41. if ( type === 'vec3' ) return `vec3( ${value.x}, ${value.y}, ${value.z} )`;
  42. if ( type === 'vec4' ) return `vec4( ${value.x}, ${value.y}, ${value.z}, ${value.w} )`;
  43. if ( type === 'color' ) return `vec3( ${value.r}, ${value.g}, ${value.b} )`;
  44. throw new Error( `Type '${type}' not found in generate constant attempt.` );
  45. }
  46. getAttribute( name, type ) {
  47. const attributes = this.attributes;
  48. // find attribute
  49. for ( const attribute of attributes ) {
  50. if ( attribute.name === name ) {
  51. return attribute;
  52. }
  53. }
  54. // create a new if no exist
  55. const attribute = new NodeAttribute( name, type );
  56. attributes.push( attribute );
  57. return attribute;
  58. }
  59. getPropertyName( node ) {
  60. return node.name;
  61. }
  62. isVector( type ) {
  63. return /vec\d/.test( type );
  64. }
  65. isMatrix( type ) {
  66. return /mat\d/.test( type );
  67. }
  68. isShaderStage( shaderStage ) {
  69. return this.shaderStage === shaderStage;
  70. }
  71. getVectorType( type ) {
  72. if ( type === 'color' ) return 'vec3';
  73. else if ( type === 'texture' ) return 'vec4';
  74. return type;
  75. }
  76. getTypeFromLength( type ) {
  77. if ( type === 1 ) return 'float';
  78. if ( type === 2 ) return 'vec2';
  79. if ( type === 3 ) return 'vec3';
  80. if ( type === 4 ) return 'vec4';
  81. return 0;
  82. }
  83. getTypeLength( type ) {
  84. type = this.getVectorType( type );
  85. if ( type === 'float' ) return 1;
  86. if ( type === 'vec2' ) return 2;
  87. if ( type === 'vec3' ) return 3;
  88. if ( type === 'vec4' ) return 4;
  89. return 0;
  90. }
  91. getDataFromNode( node, shaderStage = null ) {
  92. let nodeData = this.nodesData.get( node );
  93. if ( nodeData === undefined ) {
  94. nodeData = { vertex: {}, fragment: {} };
  95. this.nodesData.set( node, nodeData );
  96. }
  97. return shaderStage ? nodeData[ shaderStage ] : nodeData;
  98. }
  99. getUniformFromNode( node, shaderStage, type ) {
  100. const nodeData = this.getDataFromNode( node, shaderStage );
  101. let nodeUniform = nodeData.uniform;
  102. if ( nodeUniform === undefined ) {
  103. const uniforms = this.uniforms[ shaderStage ];
  104. const index = uniforms.length;
  105. nodeUniform = new NodeUniform( 'nodeU' + index, type, node );
  106. uniforms.push( nodeUniform );
  107. nodeData.uniform = nodeUniform;
  108. }
  109. return nodeUniform;
  110. }
  111. getVaryFromNode( node, type, value ) {
  112. const nodeData = this.getDataFromNode( node );
  113. let nodeVary = nodeData.vary;
  114. if ( nodeVary === undefined ) {
  115. const varys = this.varys;
  116. const index = varys.length;
  117. nodeVary = new NodeVary( 'nodeV' + index, type, value );
  118. varys.push( nodeVary );
  119. nodeData.vary = nodeVary;
  120. }
  121. return nodeVary;
  122. }
  123. /*
  124. analyzeNode( node ) {
  125. }
  126. */
  127. flowNode( node, output ) {
  128. const flowData = {};
  129. flowData.result = node.build( this, output );
  130. return flowData;
  131. }
  132. _buildDefines( shader ) {
  133. const defines = this.defines[ shader ];
  134. let code = '';
  135. for ( const name in defines ) {
  136. code += `#define ${name} ${defines[ name ]}\n`;
  137. }
  138. return code;
  139. }
  140. getAttributesBodySnippet( /*shaderStage*/ ) {
  141. }
  142. getAttributesHeaderSnippet( /*shaderStage*/ ) {
  143. }
  144. getVarysHeaderSnippet( /*shaderStage*/ ) {
  145. }
  146. getVarysBodySnippet( /*shaderStage*/ ) {
  147. }
  148. getUniformsHeaderSnippet( shaderStage ) {
  149. }
  150. getHash() {
  151. return this.vertexShader + this.fragmentShader;
  152. }
  153. build() {
  154. const shaderStages = [ 'vertex', 'fragment' ];
  155. const shaderData = {};
  156. for ( const shaderStage of shaderStages ) {
  157. this.shaderStage = shaderStage;
  158. const slots = this.slots[ shaderStage ];
  159. for ( const slot of slots ) {
  160. const flowData = this.flowNode( slot.node, slot.output );
  161. this.define( shaderStage, `NODE_${slot.name}`, flowData.result );
  162. }
  163. }
  164. this.shaderStage = null;
  165. for ( const shaderStage of shaderStages ) {
  166. this.define( shaderStage, 'NODE_HEADER_UNIFORMS', this.getUniformsHeaderSnippet( shaderStage ) );
  167. this.define( shaderStage, 'NODE_HEADER_ATTRIBUTES', this.getAttributesHeaderSnippet( shaderStage ) );
  168. this.define( shaderStage, 'NODE_HEADER_VARYS', this.getVarysHeaderSnippet( shaderStage ) );
  169. this.define( shaderStage, 'NODE_BODY_VARYS', this.getVarysBodySnippet( shaderStage ) );
  170. shaderData[ shaderStage ] = this._buildDefines( shaderStage );
  171. }
  172. this.vertexShader = shaderData.vertex;
  173. this.fragmentShader = shaderData.fragment;
  174. return this;
  175. }
  176. format( snippet, fromType, toType ) {
  177. fromType = this.getVectorType( fromType );
  178. toType = this.getVectorType( toType );
  179. const typeToType = `${fromType} to ${toType}`;
  180. switch ( typeToType ) {
  181. case 'float to vec2' : return `vec2( ${snippet} )`;
  182. case 'float to vec3' : return `vec3( ${snippet} )`;
  183. case 'float to vec4' : return `vec4( vec3( ${snippet} ), 1.0 )`;
  184. case 'vec2 to float' : return `${snippet}.x`;
  185. case 'vec2 to vec3' : return `vec3( ${snippet}, 0.0 )`;
  186. case 'vec2 to vec4' : return `vec4( ${snippet}.xy, 0.0, 1.0 )`;
  187. case 'vec3 to float' : return `${snippet}.x`;
  188. case 'vec3 to vec2' : return `${snippet}.xy`;
  189. case 'vec3 to vec4' : return `vec4( ${snippet}, 1.0 )`;
  190. case 'vec4 to float' : return `${snippet}.x`;
  191. case 'vec4 to vec2' : return `${snippet}.xy`;
  192. case 'vec4 to vec3' : return `${snippet}.xyz`;
  193. case 'mat3 to float' : return `( ${snippet} * vec3( 1.0 ) ).x`;
  194. case 'mat3 to vec2' : return `( ${snippet} * vec3( 1.0 ) ).xy`;
  195. case 'mat3 to vec3' : return `( ${snippet} * vec3( 1.0 ) ).xyz`;
  196. case 'mat3 to vec4' : return `vec4( ${snippet} * vec3( 1.0 ), 1.0 )`;
  197. case 'mat4 to float' : return `( ${snippet} * vec4( 1.0 ) ).x`;
  198. case 'mat4 to vec2' : return `( ${snippet} * vec4( 1.0 ) ).xy`;
  199. case 'mat4 to vec3' : return `( ${snippet} * vec4( 1.0 ) ).xyz`;
  200. case 'mat4 to vec4' : return `( ${snippet} * vec4( 1.0 ) )`;
  201. }
  202. return snippet;
  203. }
  204. }
  205. export default NodeBuilder;