WebGPUNodeBuilder.js 3.4 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. _onBeforeUpdate( object, camera ) {
  15. const material = object.material;
  16. console.log( 1 );
  17. }
  18. }
  19. class WebGPUNodeBuilder extends NodeBuilder {
  20. constructor( material, renderer ) {
  21. super( material, renderer );
  22. this.uniformsGroup = {};
  23. this._parseMaterial();
  24. }
  25. _parseMaterial() {
  26. const material = this.material;
  27. if ( material.isMeshBasicMaterial || material.isPointsMaterial ) {
  28. if ( material.colorNode !== undefined ) {
  29. this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec3' ) );
  30. }
  31. if ( material.opacityNode !== undefined ) {
  32. this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
  33. }
  34. }
  35. }
  36. getUniformNSName( nodeUniform ) {
  37. return `nodeUniforms.${nodeUniform.name}`;
  38. }
  39. getBindings() {
  40. const bindings = [];
  41. const uniformsVertexGroup = this.uniformsGroup[ 'vertex' ];
  42. const uniformsFragmentGroup = this.uniformsGroup[ 'fragment' ];
  43. if ( uniformsVertexGroup ) bindings.push( uniformsVertexGroup );
  44. if ( uniformsFragmentGroup ) bindings.push( uniformsFragmentGroup );
  45. return bindings;
  46. }
  47. getUniformFromNode( node, shaderStage, type ) {
  48. const uniformNode = super.getUniformFromNode( node, shaderStage, type )
  49. const nodeData = this.getDataFromNode( node, shaderStage );
  50. if ( nodeData.uniformGroup === undefined ) {
  51. let uniformsGroup = this.uniformsGroup[shaderStage];
  52. if (uniformsGroup === undefined) {
  53. uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
  54. this.uniformsGroup[shaderStage] = uniformsGroup;
  55. }
  56. let uniformGroup;
  57. if ( type === 'float' ) {
  58. uniformGroup = new FloatUniform( uniformNode.name, uniformNode.value );
  59. } else if ( type === 'vec3' ) {
  60. uniformGroup = new Vector3Uniform( uniformNode.name, uniformNode.value );
  61. } else {
  62. console.error( `Uniform "${type}" not declared.` );
  63. }
  64. uniformsGroup.addUniform( uniformGroup );
  65. nodeData.uniformGroup = uniformGroup;
  66. }
  67. return uniformNode;
  68. }
  69. buildShader( shaderStage, code ) {
  70. // use regex maybe for security?
  71. const versionStrIndex = code.indexOf("\n");
  72. let finalCode = code.substr( 0, versionStrIndex ) + "\n\n";
  73. const shaderCodes = this.build( shaderStage );
  74. finalCode += shaderCodes.defines;
  75. finalCode += code.substr( versionStrIndex );
  76. console.log( finalCode );
  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;