WebGPUNodeBuilder.js 6.4 KB

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  1. import WebGPUNodeUniformsGroup from './WebGPUNodeUniformsGroup.js';
  2. import {
  3. FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
  4. ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
  5. } from './WebGPUNodeUniform.js';
  6. import WebGPUSampler from '../WebGPUSampler.js';
  7. import { WebGPUSampledTexture } from '../WebGPUSampledTexture.js';
  8. import NodeSlot from '../../nodes/core/NodeSlot.js';
  9. import NodeBuilder from '../../nodes/core/NodeBuilder.js';
  10. import ModelViewProjectionNode from '../../nodes/accessors/ModelViewProjectionNode.js';
  11. import ShaderLib from './ShaderLib.js';
  12. class WebGPUNodeBuilder extends NodeBuilder {
  13. constructor( material, renderer ) {
  14. super( material, renderer );
  15. this.bindings = { vertex: [], fragment: [] };
  16. this.bindingsOffset = { vertex: 0, fragment: 0 };
  17. this.uniformsGroup = {};
  18. this.nativeShader = null;
  19. this._parseMaterial();
  20. }
  21. _parseMaterial() {
  22. const material = this.material;
  23. // get shader
  24. this.nativeShader = ShaderLib.common;
  25. // parse inputs
  26. if ( material.isMeshBasicMaterial || material.isPointsMaterial || material.isLineBasicMaterial ) {
  27. const mvpNode = new ModelViewProjectionNode();
  28. if ( material.positionNode !== undefined ) {
  29. mvpNode.position = material.positionNode;
  30. }
  31. this.addSlot( 'vertex', new NodeSlot( mvpNode, 'MVP', 'vec4' ) );
  32. if ( material.colorNode !== undefined ) {
  33. this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec4' ) );
  34. }
  35. if ( material.opacityNode !== undefined ) {
  36. this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
  37. }
  38. }
  39. }
  40. getTexture( textureProperty, uvSnippet ) {
  41. return `texture( sampler2D( ${textureProperty}, ${textureProperty}_sampler ), ${uvSnippet} )`;
  42. }
  43. getPropertyName( node ) {
  44. if ( node.isNodeUniform ) {
  45. const name = node.name;
  46. const type = node.type;
  47. if ( type === 'texture' ) {
  48. return name;
  49. } else {
  50. return `nodeUniforms.${name}`;
  51. }
  52. }
  53. return super.getPropertyName( node );
  54. }
  55. getBindings() {
  56. const bindings = this.bindings;
  57. return [ ...bindings.vertex, ...bindings.fragment ];
  58. }
  59. getUniformFromNode( node, shaderStage, type ) {
  60. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  61. const nodeData = this.getDataFromNode( node, shaderStage );
  62. if ( nodeData.uniformGPU === undefined ) {
  63. let uniformGPU;
  64. const bindings = this.bindings[ shaderStage ];
  65. if ( type === 'texture' ) {
  66. const sampler = new WebGPUSampler( `${uniformNode.name}_sampler`, uniformNode.value );
  67. const texture = new WebGPUSampledTexture( uniformNode.name, uniformNode.value );
  68. // add first textures in sequence and group for last
  69. const lastBinding = bindings[ bindings.length - 1 ];
  70. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  71. bindings.splice( index, 0, sampler, texture );
  72. uniformGPU = { sampler, texture };
  73. } else {
  74. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  75. if ( uniformsGroup === undefined ) {
  76. uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
  77. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  78. bindings.push( uniformsGroup );
  79. }
  80. if ( type === 'float' ) {
  81. uniformGPU = new FloatNodeUniform( uniformNode );
  82. } else if ( type === 'vec2' ) {
  83. uniformGPU = new Vector2NodeUniform( uniformNode );
  84. } else if ( type === 'vec3' ) {
  85. uniformGPU = new Vector3NodeUniform( uniformNode );
  86. } else if ( type === 'vec4' ) {
  87. uniformGPU = new Vector4NodeUniform( uniformNode );
  88. } else if ( type === 'color' ) {
  89. uniformGPU = new ColorNodeUniform( uniformNode );
  90. } else if ( type === 'mat3' ) {
  91. uniformGPU = new Matrix3NodeUniform( uniformNode );
  92. } else if ( type === 'mat4' ) {
  93. uniformGPU = new Matrix4NodeUniform( uniformNode );
  94. } else {
  95. throw new Error( `Uniform "${type}" not declared.` );
  96. }
  97. uniformsGroup.addUniform( uniformGPU );
  98. }
  99. nodeData.uniformGPU = uniformGPU;
  100. if ( shaderStage === 'vertex' ) {
  101. this.bindingsOffset[ 'fragment' ] = bindings.length;
  102. }
  103. }
  104. return uniformNode;
  105. }
  106. getAttributesHeaderSnippet( shaderStage ) {
  107. let snippet = '';
  108. if ( shaderStage === 'vertex' ) {
  109. const attributes = this.attributes;
  110. for ( let index = 0; index < attributes.length; index ++ ) {
  111. const attribute = attributes[ index ];
  112. snippet += `layout(location = ${index}) in ${attribute.type} ${attribute.name};`;
  113. }
  114. }
  115. return snippet;
  116. }
  117. getVarysHeaderSnippet( shaderStage ) {
  118. let snippet = '';
  119. const varys = this.varys;
  120. const ioStage = shaderStage === 'vertex' ? 'out' : 'in';
  121. for ( let index = 0; index < varys.length; index ++ ) {
  122. const vary = varys[ index ];
  123. snippet += `layout(location = ${index}) ${ioStage} ${vary.type} ${vary.name};`;
  124. }
  125. return snippet;
  126. }
  127. getVarysBodySnippet( shaderStage ) {
  128. let snippet = '';
  129. if ( shaderStage === 'vertex' ) {
  130. for ( const vary of this.varys ) {
  131. snippet += `${vary.name} = ${vary.snippet};`;
  132. }
  133. }
  134. return snippet;
  135. }
  136. getUniformsHeaderSnippet( shaderStage ) {
  137. const uniforms = this.uniforms[ shaderStage ];
  138. let snippet = '';
  139. let groupSnippet = '';
  140. let index = this.bindingsOffset[ shaderStage ];
  141. for ( const uniform of uniforms ) {
  142. if ( uniform.type === 'texture' ) {
  143. snippet += `layout(set = 0, binding = ${index ++}) uniform sampler ${uniform.name}_sampler;`;
  144. snippet += `layout(set = 0, binding = ${index ++}) uniform texture2D ${uniform.name};`;
  145. } else {
  146. const vectorType = this.getVectorType( uniform.type );
  147. groupSnippet += `uniform ${vectorType} ${uniform.name};`;
  148. }
  149. }
  150. if ( groupSnippet ) {
  151. snippet += `layout(set = 0, binding = ${index ++}) uniform NodeUniforms { ${groupSnippet} } nodeUniforms;`;
  152. }
  153. return snippet;
  154. }
  155. composeShaderCode( code, snippet ) {
  156. // use regex maybe for security?
  157. const versionStrIndex = code.indexOf( '\n' );
  158. let finalCode = code.substr( 0, versionStrIndex ) + '\n\n';
  159. finalCode += snippet;
  160. finalCode += code.substr( versionStrIndex );
  161. return finalCode;
  162. }
  163. build() {
  164. super.build();
  165. this.vertexShader = this.composeShaderCode( this.nativeShader.vertexShader, this.vertexShader );
  166. this.fragmentShader = this.composeShaderCode( this.nativeShader.fragmentShader, this.fragmentShader );
  167. return this;
  168. }
  169. }
  170. export default WebGPUNodeBuilder;