WebGPUNodeBuilder.js 8.8 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 WebGPUNodeSampler from './WebGPUNodeSampler.js';
  7. import { WebGPUNodeSampledTexture } from './WebGPUNodeSampledTexture.js';
  8. import NodeSlot from '../../nodes/core/NodeSlot.js';
  9. import NodeBuilder from '../../nodes/core/NodeBuilder.js';
  10. import MaterialNode from '../../nodes/accessors/MaterialNode.js';
  11. import ModelViewProjectionNode from '../../nodes/accessors/ModelViewProjectionNode.js';
  12. import LightContextNode from '../../nodes/lights/LightContextNode.js';
  13. import ShaderLib from './ShaderLib.js';
  14. class WebGPUNodeBuilder extends NodeBuilder {
  15. constructor( material, renderer ) {
  16. super( material, renderer );
  17. this.bindings = { vertex: [], fragment: [] };
  18. this.bindingsOffset = { vertex: 0, fragment: 0 };
  19. this.uniformsGroup = {};
  20. this.nativeShader = null;
  21. this._parseMaterial();
  22. }
  23. _parseMaterial() {
  24. const material = this.material;
  25. // get shader
  26. let shader = null;
  27. if ( material.isMeshPhongMaterial ) {
  28. shader = ShaderLib.phong;
  29. } else {
  30. shader = ShaderLib.common;
  31. }
  32. this.nativeShader = shader;
  33. // parse inputs
  34. if ( material.isMeshPhongMaterial || material.isMeshBasicMaterial || material.isPointsMaterial || material.isLineBasicMaterial ) {
  35. const mvpNode = new ModelViewProjectionNode();
  36. const lightNode = material.lightNode;
  37. if ( material.positionNode !== undefined ) {
  38. mvpNode.position = material.positionNode;
  39. }
  40. this.addSlot( 'vertex', new NodeSlot( mvpNode, 'MVP', 'vec4' ) );
  41. if ( material.alphaTestNode !== undefined ) {
  42. this.addSlot( 'fragment', new NodeSlot( material.alphaTestNode, 'ALPHA_TEST', 'float' ) );
  43. } else {
  44. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.ALPHA_TEST ), 'ALPHA_TEST', 'float' ) );
  45. }
  46. if ( material.colorNode !== undefined ) {
  47. this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec4' ) );
  48. } else {
  49. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.COLOR ), 'COLOR', 'vec4' ) );
  50. }
  51. if ( material.opacityNode !== undefined ) {
  52. this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
  53. } else {
  54. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.OPACITY ), 'OPACITY', 'float' ) );
  55. }
  56. if ( material.isMeshPhongMaterial ) {
  57. if ( material.specularNode !== undefined ) {
  58. this.addSlot( 'fragment', new NodeSlot( material.specularNode, 'SPECULAR', 'vec3' ) );
  59. } else {
  60. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.SPECULAR ), 'SPECULAR', 'vec3' ) );
  61. }
  62. if ( material.shininessNode !== undefined ) {
  63. this.addSlot( 'fragment', new NodeSlot( material.shininessNode, 'SHININESS', 'float' ) );
  64. } else {
  65. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.SHININESS ), 'SHININESS', 'float' ) );
  66. }
  67. }
  68. if ( lightNode !== undefined ) {
  69. const lightContextNode = new LightContextNode( lightNode );
  70. this.addSlot( 'fragment', new NodeSlot( lightContextNode, 'LIGHT', 'vec3' ) );
  71. }
  72. }
  73. }
  74. getTexture( textureProperty, uvSnippet ) {
  75. return `texture( sampler2D( ${textureProperty}, ${textureProperty}_sampler ), ${uvSnippet} )`;
  76. }
  77. getPropertyName( node ) {
  78. if ( node.isNodeUniform === true ) {
  79. const name = node.name;
  80. const type = node.type;
  81. if ( type === 'texture' ) {
  82. return name;
  83. } else {
  84. return `nodeUniforms.${name}`;
  85. }
  86. }
  87. return super.getPropertyName( node );
  88. }
  89. getBindings() {
  90. const bindings = this.bindings;
  91. return [ ...bindings.vertex, ...bindings.fragment ];
  92. }
  93. getUniformFromNode( node, shaderStage, type ) {
  94. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  95. const nodeData = this.getDataFromNode( node, shaderStage );
  96. if ( nodeData.uniformGPU === undefined ) {
  97. let uniformGPU;
  98. const bindings = this.bindings[ shaderStage ];
  99. if ( type === 'texture' ) {
  100. const sampler = new WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
  101. const texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
  102. // add first textures in sequence and group for last
  103. const lastBinding = bindings[ bindings.length - 1 ];
  104. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  105. bindings.splice( index, 0, sampler, texture );
  106. uniformGPU = { sampler, texture };
  107. } else {
  108. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  109. if ( uniformsGroup === undefined ) {
  110. uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
  111. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  112. bindings.push( uniformsGroup );
  113. }
  114. if ( type === 'float' ) {
  115. uniformGPU = new FloatNodeUniform( uniformNode );
  116. } else if ( type === 'vec2' ) {
  117. uniformGPU = new Vector2NodeUniform( uniformNode );
  118. } else if ( type === 'vec3' ) {
  119. uniformGPU = new Vector3NodeUniform( uniformNode );
  120. } else if ( type === 'vec4' ) {
  121. uniformGPU = new Vector4NodeUniform( uniformNode );
  122. } else if ( type === 'color' ) {
  123. uniformGPU = new ColorNodeUniform( uniformNode );
  124. } else if ( type === 'mat3' ) {
  125. uniformGPU = new Matrix3NodeUniform( uniformNode );
  126. } else if ( type === 'mat4' ) {
  127. uniformGPU = new Matrix4NodeUniform( uniformNode );
  128. } else {
  129. throw new Error( `Uniform "${type}" not declared.` );
  130. }
  131. uniformsGroup.addUniform( uniformGPU );
  132. }
  133. nodeData.uniformGPU = uniformGPU;
  134. if ( shaderStage === 'vertex' ) {
  135. this.bindingsOffset[ 'fragment' ] = bindings.length;
  136. }
  137. }
  138. return uniformNode;
  139. }
  140. getAttributesHeaderSnippet( shaderStage ) {
  141. let snippet = '';
  142. if ( shaderStage === 'vertex' ) {
  143. const attributes = this.attributes;
  144. for ( let index = 0; index < attributes.length; index ++ ) {
  145. const attribute = attributes[ index ];
  146. snippet += `layout(location = ${index}) in ${attribute.type} ${attribute.name}; `;
  147. }
  148. }
  149. return snippet;
  150. }
  151. getVarysHeaderSnippet( shaderStage ) {
  152. let snippet = '';
  153. const varys = this.varys;
  154. const ioStage = shaderStage === 'vertex' ? 'out' : 'in';
  155. for ( let index = 0; index < varys.length; index ++ ) {
  156. const vary = varys[ index ];
  157. snippet += `layout(location = ${index}) ${ioStage} ${vary.type} ${vary.name}; `;
  158. }
  159. return snippet;
  160. }
  161. getVarysBodySnippet( shaderStage ) {
  162. let snippet = '';
  163. if ( shaderStage === 'vertex' ) {
  164. for ( const vary of this.varys ) {
  165. snippet += `${vary.name} = ${vary.snippet}; `;
  166. }
  167. }
  168. return snippet;
  169. }
  170. getVarsHeaderSnippet( shaderStage ) {
  171. let snippet = '';
  172. const vars = this.vars[ shaderStage ];
  173. for ( let index = 0; index < vars.length; index ++ ) {
  174. const variable = vars[ index ];
  175. snippet += `${variable.type} ${variable.name}; `;
  176. }
  177. return snippet;
  178. }
  179. getVarsBodySnippet( shaderStage ) {
  180. let snippet = '';
  181. const vars = this.vars[ shaderStage ];
  182. for ( const variable of vars ) {
  183. if ( variable.snippet !== '' ) {
  184. snippet += `${variable.name} = ${variable.snippet}; `;
  185. }
  186. }
  187. return snippet;
  188. }
  189. getUniformsHeaderSnippet( shaderStage ) {
  190. const uniforms = this.uniforms[ shaderStage ];
  191. let snippet = '';
  192. let groupSnippet = '';
  193. let index = this.bindingsOffset[ shaderStage ];
  194. for ( const uniform of uniforms ) {
  195. if ( uniform.type === 'texture' ) {
  196. snippet += `layout(set = 0, binding = ${index ++}) uniform sampler ${uniform.name}_sampler; `;
  197. snippet += `layout(set = 0, binding = ${index ++}) uniform texture2D ${uniform.name}; `;
  198. } else {
  199. const vectorType = this.getVectorType( uniform.type );
  200. groupSnippet += `uniform ${vectorType} ${uniform.name}; `;
  201. }
  202. }
  203. if ( groupSnippet ) {
  204. snippet += `layout(set = 0, binding = ${index ++}) uniform NodeUniforms { ${groupSnippet} } nodeUniforms; `;
  205. }
  206. return snippet;
  207. }
  208. composeShaderCode( code, snippet ) {
  209. // use regex maybe for security?
  210. const versionStrIndex = code.indexOf( '\n' );
  211. let finalCode = code.substr( 0, versionStrIndex ) + '\n\n';
  212. finalCode += snippet;
  213. finalCode += code.substr( versionStrIndex );
  214. return finalCode;
  215. }
  216. build() {
  217. const keywords = this.getContextParameter( 'keywords' );
  218. for ( const shaderStage of [ 'vertex', 'fragment' ] ) {
  219. this.shaderStage = shaderStage;
  220. keywords.include( this, this.nativeShader.fragmentShader );
  221. }
  222. super.build();
  223. this.vertexShader = this.composeShaderCode( this.nativeShader.vertexShader, this.vertexShader );
  224. this.fragmentShader = this.composeShaderCode( this.nativeShader.fragmentShader, this.fragmentShader );
  225. return this;
  226. }
  227. }
  228. export default WebGPUNodeBuilder;