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- import { MathNode, GLSLNodeParser, NodeBuilder, TextureNode, vectorComponents } from '../../../nodes/Nodes.js';
- import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
- import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
- import { NodeSampledTexture, NodeSampledCubeTexture, NodeSampledTexture3D } from '../../common/nodes/NodeSampledTexture.js';
- import { ByteType, ShortType, RGBAIntegerFormat, RGBIntegerFormat, RedIntegerFormat, RGIntegerFormat, UnsignedByteType, UnsignedIntType, UnsignedShortType, RedFormat, RGFormat, IntType, DataTexture, RGBFormat, RGBAFormat, FloatType } from 'three';
- const glslMethods = {
- [ MathNode.ATAN2 ]: 'atan',
- textureDimensions: 'textureSize',
- equals: 'equal'
- };
- const precisionLib = {
- low: 'lowp',
- medium: 'mediump',
- high: 'highp'
- };
- const supports = {
- swizzleAssign: true,
- storageBuffer: false
- };
- const defaultPrecisions = `
- precision highp float;
- precision highp int;
- precision highp sampler2D;
- precision highp sampler3D;
- precision highp samplerCube;
- precision highp sampler2DArray;
- precision highp usampler2D;
- precision highp usampler3D;
- precision highp usamplerCube;
- precision highp usampler2DArray;
- precision highp isampler2D;
- precision highp isampler3D;
- precision highp isamplerCube;
- precision highp isampler2DArray;
- precision lowp sampler2DShadow;
- `;
- class GLSLNodeBuilder extends NodeBuilder {
- constructor( object, renderer ) {
- super( object, renderer, new GLSLNodeParser() );
- this.uniformGroups = {};
- this.transforms = [];
- this.instanceBindGroups = false;
- }
- getMethod( method ) {
- return glslMethods[ method ] || method;
- }
- getOutputStructName() {
- return '';
- }
- buildFunctionCode( shaderNode ) {
- const layout = shaderNode.layout;
- const flowData = this.flowShaderNode( shaderNode );
- const parameters = [];
- for ( const input of layout.inputs ) {
- parameters.push( this.getType( input.type ) + ' ' + input.name );
- }
- //
- const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
- ${ flowData.vars }
- ${ flowData.code }
- return ${ flowData.result };
- }`;
- //
- return code;
- }
- setupPBO( storageBufferNode ) {
- const attribute = storageBufferNode.value;
- if ( attribute.pbo === undefined ) {
- const originalArray = attribute.array;
- const numElements = attribute.count * attribute.itemSize;
- const { itemSize } = attribute;
- const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
- let format = isInteger ? RedIntegerFormat : RedFormat;
- if ( itemSize === 2 ) {
- format = isInteger ? RGIntegerFormat : RGFormat;
- } else if ( itemSize === 3 ) {
- format = isInteger ? RGBIntegerFormat : RGBFormat;
- } else if ( itemSize === 4 ) {
- format = isInteger ? RGBAIntegerFormat : RGBAFormat;
- }
- const typeMap = {
- Float32Array: FloatType,
- Uint8Array: UnsignedByteType,
- Uint16Array: UnsignedShortType,
- Uint32Array: UnsignedIntType,
- Int8Array: ByteType,
- Int16Array: ShortType,
- Int32Array: IntType,
- Uint8ClampedArray: UnsignedByteType,
- };
- const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
- let height = Math.ceil( ( numElements / itemSize ) / width );
- if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
- const newSize = width * height * itemSize;
- const newArray = new originalArray.constructor( newSize );
- newArray.set( originalArray, 0 );
- attribute.array = newArray;
- const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
- pboTexture.needsUpdate = true;
- pboTexture.isPBOTexture = true;
- const pbo = new TextureNode( pboTexture, null, null );
- pbo.setPrecision( 'high' );
- attribute.pboNode = pbo;
- attribute.pbo = pbo.value;
- this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
- }
- }
- getPropertyName( node, shaderStage = this.shaderStage ) {
- if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
- return shaderStage.charAt( 0 ) + '_' + node.name;
- }
- return super.getPropertyName( node, shaderStage );
- }
- generatePBO( storageArrayElementNode ) {
- const { node, indexNode } = storageArrayElementNode;
- const attribute = node.value;
- if ( this.renderer.backend.has( attribute ) ) {
- const attributeData = this.renderer.backend.get( attribute );
- attributeData.pbo = attribute.pbo;
- }
- const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.label );
- const textureName = this.getPropertyName( nodeUniform );
- indexNode.increaseUsage( this ); // force cache generate to be used as index in x,y
- const indexSnippet = indexNode.build( this, 'uint' );
- const elementNodeData = this.getDataFromNode( storageArrayElementNode );
- let propertyName = elementNodeData.propertyName;
- if ( propertyName === undefined ) {
- // property element
- const nodeVar = this.getVarFromNode( storageArrayElementNode );
- propertyName = this.getPropertyName( nodeVar );
- // property size
- const bufferNodeData = this.getDataFromNode( node );
- let propertySizeName = bufferNodeData.propertySizeName;
- if ( propertySizeName === undefined ) {
- propertySizeName = propertyName + 'Size';
- this.getVarFromNode( node, propertySizeName, 'uint' );
- this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )` );
- bufferNodeData.propertySizeName = propertySizeName;
- }
- //
- const { itemSize } = attribute;
- const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
- const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
- const snippet = this.generateTextureLoad( null, textureName, uvSnippet, null, '0' );
- //
- let prefix = 'vec4';
- if ( attribute.pbo.type === UnsignedIntType ) {
- prefix = 'uvec4';
- } else if ( attribute.pbo.type === IntType ) {
- prefix = 'ivec4';
- }
- this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}` );
- elementNodeData.propertyName = propertyName;
- }
- return propertyName;
- }
- generateTextureLoad( texture, textureProperty, uvIndexSnippet, depthSnippet, levelSnippet = '0' ) {
- if ( depthSnippet ) {
- return `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), ${ levelSnippet } )`;
- } else {
- return `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, ${ levelSnippet } )`;
- }
- }
- generateTexture( texture, textureProperty, uvSnippet, depthSnippet ) {
- if ( texture.isDepthTexture ) {
- return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
- } else {
- if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
- return `texture( ${ textureProperty }, ${ uvSnippet } )`;
- }
- }
- generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet ) {
- return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
- }
- generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet ) {
- return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
- }
- generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, shaderStage = this.shaderStage ) {
- if ( shaderStage === 'fragment' ) {
- return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
- } else {
- console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
- }
- }
- getVars( shaderStage ) {
- const snippets = [];
- const vars = this.vars[ shaderStage ];
- if ( vars !== undefined ) {
- for ( const variable of vars ) {
- snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
- }
- }
- return snippets.join( '\n\t' );
- }
- getUniforms( shaderStage ) {
- const uniforms = this.uniforms[ shaderStage ];
- const bindingSnippets = [];
- const uniformGroups = {};
- for ( const uniform of uniforms ) {
- let snippet = null;
- let group = false;
- if ( uniform.type === 'texture' ) {
- const texture = uniform.node.value;
- let typePrefix = '';
- if ( texture.isDataTexture === true ) {
- if ( texture.type === UnsignedIntType ) {
- typePrefix = 'u';
- } else if ( texture.type === IntType ) {
- typePrefix = 'i';
- }
- }
- if ( texture.compareFunction ) {
- snippet = `sampler2DShadow ${ uniform.name };`;
- } else if ( texture.isDataArrayTexture === true ) {
- snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
- } else {
- snippet = `${typePrefix}sampler2D ${ uniform.name };`;
- }
- } else if ( uniform.type === 'cubeTexture' ) {
- snippet = `samplerCube ${ uniform.name };`;
- } else if ( uniform.type === 'texture3D' ) {
- snippet = `sampler3D ${ uniform.name };`;
- } else if ( uniform.type === 'buffer' ) {
- const bufferNode = uniform.node;
- const bufferType = this.getType( bufferNode.bufferType );
- const bufferCount = bufferNode.bufferCount;
- const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
- snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
- } else {
- const vectorType = this.getVectorType( uniform.type );
- snippet = `${ vectorType } ${ this.getPropertyName( uniform, shaderStage ) };`;
- group = true;
- }
- const precision = uniform.node.precision;
- if ( precision !== null ) {
- snippet = precisionLib[ precision ] + ' ' + snippet;
- }
- if ( group ) {
- snippet = '\t' + snippet;
- const groupName = uniform.groupNode.name;
- const groupSnippets = uniformGroups[ groupName ] || ( uniformGroups[ groupName ] = [] );
- groupSnippets.push( snippet );
- } else {
- snippet = 'uniform ' + snippet;
- bindingSnippets.push( snippet );
- }
- }
- let output = '';
- for ( const name in uniformGroups ) {
- const groupSnippets = uniformGroups[ name ];
- output += this._getGLSLUniformStruct( shaderStage + '_' + name, groupSnippets.join( '\n' ) ) + '\n';
- }
- output += bindingSnippets.join( '\n' );
- return output;
- }
- getTypeFromAttribute( attribute ) {
- let nodeType = super.getTypeFromAttribute( attribute );
- if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
- let dataAttribute = attribute;
- if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
- const array = dataAttribute.array;
- if ( ( array instanceof Uint32Array || array instanceof Int32Array || array instanceof Uint16Array || array instanceof Int16Array ) === false ) {
- nodeType = nodeType.slice( 1 );
- }
- }
- return nodeType;
- }
- getAttributes( shaderStage ) {
- let snippet = '';
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- const attributes = this.getAttributesArray();
- let location = 0;
- for ( const attribute of attributes ) {
- snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
- }
- }
- return snippet;
- }
- getStructMembers( struct ) {
- const snippets = [];
- const members = struct.getMemberTypes();
- for ( let i = 0; i < members.length; i ++ ) {
- const member = members[ i ];
- snippets.push( `layout( location = ${i} ) out ${ member} m${i};` );
- }
- return snippets.join( '\n' );
- }
- getStructs( shaderStage ) {
- const snippets = [];
- const structs = this.structs[ shaderStage ];
- if ( structs.length === 0 ) {
- return 'layout( location = 0 ) out vec4 fragColor;\n';
- }
- for ( let index = 0, length = structs.length; index < length; index ++ ) {
- const struct = structs[ index ];
- let snippet = '\n';
- snippet += this.getStructMembers( struct );
- snippet += '\n';
- snippets.push( snippet );
- }
- return snippets.join( '\n\n' );
- }
- getVaryings( shaderStage ) {
- let snippet = '';
- const varyings = this.varyings;
- if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
- for ( const varying of varyings ) {
- if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
- const type = varying.type;
- const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
- snippet += `${flat}${varying.needsInterpolation ? 'out' : '/*out*/'} ${type} ${varying.name};\n`;
- }
- } else if ( shaderStage === 'fragment' ) {
- for ( const varying of varyings ) {
- if ( varying.needsInterpolation ) {
- const type = varying.type;
- const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
- snippet += `${flat}in ${type} ${varying.name};\n`;
- }
- }
- }
- return snippet;
- }
- getVertexIndex() {
- return 'uint( gl_VertexID )';
- }
- getInstanceIndex() {
- return 'uint( gl_InstanceID )';
- }
- getDrawIndex() {
- const extensions = this.renderer.backend.extensions;
- if ( extensions.has( 'WEBGL_multi_draw' ) ) {
- return 'uint( gl_DrawID )';
- }
- return null;
- }
- getFrontFacing() {
- return 'gl_FrontFacing';
- }
- getFragCoord() {
- return 'gl_FragCoord';
- }
- getFragDepth() {
- return 'gl_FragDepth';
- }
- getExtensions( shaderStage ) {
- let extensions = '';
- if ( shaderStage === 'vertex' ) {
- const ext = this.renderer.backend.extensions;
- const isBatchedMesh = this.object.isBatchedMesh;
- if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
- extensions += '#extension GL_ANGLE_multi_draw : require\n';
- }
- }
- return extensions;
- }
- isAvailable( name ) {
- let result = supports[ name ];
- if ( result === undefined ) {
- if ( name === 'float32Filterable' ) {
- const extensions = this.renderer.backend.extensions;
- if ( extensions.has( 'OES_texture_float_linear' ) ) {
- extensions.get( 'OES_texture_float_linear' );
- result = true;
- } else {
- result = false;
- }
- }
- supports[ name ] = result;
- }
- return result;
- }
- isFlipY() {
- return true;
- }
- registerTransform( varyingName, attributeNode ) {
- this.transforms.push( { varyingName, attributeNode } );
- }
- getTransforms( /* shaderStage */ ) {
- const transforms = this.transforms;
- let snippet = '';
- for ( let i = 0; i < transforms.length; i ++ ) {
- const transform = transforms[ i ];
- const attributeName = this.getPropertyName( transform.attributeNode );
- snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
- }
- return snippet;
- }
- _getGLSLUniformStruct( name, vars ) {
- return `
- layout( std140 ) uniform ${name} {
- ${vars}
- };`;
- }
- _getGLSLVertexCode( shaderData ) {
- return `#version 300 es
- // extensions
- ${shaderData.extensions}
- // precision
- ${ defaultPrecisions }
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- // attributes
- ${shaderData.attributes}
- // codes
- ${shaderData.codes}
- void main() {
- // vars
- ${shaderData.vars}
- // transforms
- ${shaderData.transforms}
- // flow
- ${shaderData.flow}
- gl_PointSize = 1.0;
- }
- `;
- }
- _getGLSLFragmentCode( shaderData ) {
- return `#version 300 es
- ${ this.getSignature() }
- // precision
- ${ defaultPrecisions }
- // uniforms
- ${shaderData.uniforms}
- // varyings
- ${shaderData.varyings}
- // codes
- ${shaderData.codes}
- ${shaderData.structs}
- void main() {
- // vars
- ${shaderData.vars}
- // flow
- ${shaderData.flow}
- }
- `;
- }
- buildCode() {
- const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
- for ( const shaderStage in shadersData ) {
- let flow = '// code\n\n';
- flow += this.flowCode[ shaderStage ];
- const flowNodes = this.flowNodes[ shaderStage ];
- const mainNode = flowNodes[ flowNodes.length - 1 ];
- for ( const node of flowNodes ) {
- const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
- const slotName = node.name;
- if ( slotName ) {
- if ( flow.length > 0 ) flow += '\n';
- flow += `\t// flow -> ${ slotName }\n\t`;
- }
- flow += `${ flowSlotData.code }\n\t`;
- if ( node === mainNode && shaderStage !== 'compute' ) {
- flow += '// result\n\t';
- if ( shaderStage === 'vertex' ) {
- flow += 'gl_Position = ';
- flow += `${ flowSlotData.result };`;
- } else if ( shaderStage === 'fragment' ) {
- if ( ! node.outputNode.isOutputStructNode ) {
- flow += 'fragColor = ';
- flow += `${ flowSlotData.result };`;
- }
- }
- }
- }
- const stageData = shadersData[ shaderStage ];
- stageData.extensions = this.getExtensions( shaderStage );
- stageData.uniforms = this.getUniforms( shaderStage );
- stageData.attributes = this.getAttributes( shaderStage );
- stageData.varyings = this.getVaryings( shaderStage );
- stageData.vars = this.getVars( shaderStage );
- stageData.structs = this.getStructs( shaderStage );
- stageData.codes = this.getCodes( shaderStage );
- stageData.transforms = this.getTransforms( shaderStage );
- stageData.flow = flow;
- }
- if ( this.material !== null ) {
- this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
- this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
- } else {
- this.computeShader = this._getGLSLVertexCode( shadersData.compute );
- }
- }
- getUniformFromNode( node, type, shaderStage, name = null ) {
- const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
- const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
- let uniformGPU = nodeData.uniformGPU;
- if ( uniformGPU === undefined ) {
- const group = node.groupNode;
- const groupName = group.name;
- const bindings = this.getBindGroupArray( groupName, shaderStage );
- if ( type === 'texture' ) {
- uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'cubeTexture' ) {
- uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'texture3D' ) {
- uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
- bindings.push( uniformGPU );
- } else if ( type === 'buffer' ) {
- node.name = `NodeBuffer_${ node.id }`;
- uniformNode.name = `buffer${ node.id }`;
- const buffer = new NodeUniformBuffer( node, group );
- buffer.name = node.name;
- bindings.push( buffer );
- uniformGPU = buffer;
- } else {
- const uniformsStage = this.uniformGroups[ shaderStage ] || ( this.uniformGroups[ shaderStage ] = {} );
- let uniformsGroup = uniformsStage[ groupName ];
- if ( uniformsGroup === undefined ) {
- uniformsGroup = new NodeUniformsGroup( shaderStage + '_' + groupName, group );
- //uniformsGroup.setVisibility( gpuShaderStageLib[ shaderStage ] );
- uniformsStage[ groupName ] = uniformsGroup;
- bindings.push( uniformsGroup );
- }
- uniformGPU = this.getNodeUniform( uniformNode, type );
- uniformsGroup.addUniform( uniformGPU );
- }
- nodeData.uniformGPU = uniformGPU;
- }
- return uniformNode;
- }
- }
- export default GLSLNodeBuilder;
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