123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393 |
- import Node, { addNodeClass } from '../core/Node.js';
- import ArrayElementNode from '../utils/ArrayElementNode.js';
- import ConvertNode from '../utils/ConvertNode.js';
- import JoinNode from '../utils/JoinNode.js';
- import SplitNode from '../utils/SplitNode.js';
- import ConstNode from '../core/ConstNode.js';
- import { getValueFromType, getValueType } from '../core/NodeUtils.js';
- const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others
- export function addNodeElement( name, nodeElement ) {
- if ( NodeElements.has( name ) ) throw new Error( `Redefinition of node element ${ name }` );
- if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
- NodeElements.set( name, nodeElement );
- }
- const shaderNodeHandler = {
- construct( NodeClosure, params ) {
- const inputs = params.shift();
- return NodeClosure( nodeObjects( inputs ), ...params );
- },
- get: function ( node, prop, nodeObj ) {
- if ( typeof prop === 'string' && node[ prop ] === undefined ) {
- if ( NodeElements.has( prop ) ) {
- const nodeElement = NodeElements.get( prop );
- return ( ...params ) => nodeElement( nodeObj, ...params );
- } else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
- const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
- return ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
- } else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
- // accessing properties ( swizzle )
- prop = prop
- .replace( /r|s/g, 'x' )
- .replace( /g|t/g, 'y' )
- .replace( /b|p/g, 'z' )
- .replace( /a|q/g, 'w' );
- return nodeObject( new SplitNode( node, prop ) );
- } else if ( prop === 'width' || prop === 'height' ) {
- // accessing property
- return nodeObject( new SplitNode( node, prop === 'width' ? 'x' : 'y' ) );
- } else if ( /^\d+$/.test( prop ) === true ) {
- // accessing array
- return nodeObject( new ArrayElementNode( node, new ConstNode( Number( prop ), 'uint' ) ) );
- }
- }
- return node[ prop ];
- }
- };
- const nodeObjectsCacheMap = new WeakMap();
- const ShaderNodeObject = function ( obj ) {
- const type = getValueType( obj );
- if ( type === 'node' ) {
- let nodeObject = nodeObjectsCacheMap.get( obj );
- if ( nodeObject === undefined ) {
- nodeObject = new Proxy( obj, shaderNodeHandler );
- nodeObjectsCacheMap.set( obj, nodeObject );
- nodeObjectsCacheMap.set( nodeObject, nodeObject );
- }
- return nodeObject;
- } else if ( ( type === 'float' ) || ( type === 'boolean' ) ) {
- return nodeObject( getAutoTypedConstNode( obj ) );
- } else if ( type && type !== 'string' ) {
- return nodeObject( new ConstNode( obj ) );
- }
- return obj;
- };
- const ShaderNodeObjects = function ( objects ) {
- for ( const name in objects ) {
- objects[ name ] = nodeObject( objects[ name ] );
- }
- return objects;
- };
- const ShaderNodeArray = function ( array ) {
- const len = array.length;
- for ( let i = 0; i < len; i ++ ) {
- array[ i ] = nodeObject( array[ i ] );
- }
- return array;
- };
- const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
- const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
- if ( scope === null ) {
- return ( ...params ) => {
- return assignNode( new NodeClass( ...nodeArray( params ) ) );
- };
- } else if ( factor !== null ) {
- factor = nodeObject( factor );
- return ( ...params ) => {
- return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
- };
- } else {
- return ( ...params ) => {
- return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
- };
- }
- };
- const ShaderNodeImmutable = function ( NodeClass, ...params ) {
- return nodeObject( new NodeClass( ...nodeArray( params ) ) );
- };
- class ShaderNodeInternal extends Node {
- constructor( jsFunc ) {
- super();
- this._jsFunc = jsFunc;
- }
- call( inputs, stack, builder ) {
- inputs = nodeObjects( inputs );
- return nodeObject( this._jsFunc( inputs, stack, builder ) );
- }
- getNodeType( builder ) {
- const { outputNode } = builder.getNodeProperties( this );
- return outputNode ? outputNode.getNodeType( builder ) : super.getNodeType( builder );
- }
- construct( builder ) {
- builder.addStack();
- builder.stack.outputNode = nodeObject( this._jsFunc( builder.stack, builder ) );
- return builder.removeStack();
- }
- }
- const bools = [ false, true ];
- const uints = [ 0, 1, 2, 3 ];
- const ints = [ - 1, - 2 ];
- const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
- const boolsCacheMap = new Map();
- for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
- const uintsCacheMap = new Map();
- for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
- const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
- for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
- const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
- for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
- for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
- const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
- const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
- const getAutoTypedConstNode = ( value ) => {
- if ( constNodesCacheMap.has( value ) ) {
- return constNodesCacheMap.get( value );
- } else if ( value.isNode === true ) {
- return value;
- } else {
- return new ConstNode( value );
- }
- };
- const ConvertType = function ( type, cacheMap = null ) {
- return ( ...params ) => {
- if ( params.length === 0 ) {
- return nodeObject( new ConstNode( getValueFromType( type ), type ) );
- } else {
- if ( type === 'color' && params[ 0 ].isNode !== true ) {
- params = [ getValueFromType( type, ...params ) ];
- }
- if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
- return cacheMap.get( params[ 0 ] );
- }
- const nodes = params.map( getAutoTypedConstNode );
- if ( nodes.length === 1 ) {
- return nodeObject( nodes[ 0 ].nodeType === type || getValueType( nodes[ 0 ].value ) === type ? nodes[ 0 ] : new ConvertNode( nodes[ 0 ], type ) );
- }
- return nodeObject( new JoinNode( nodes, type ) );
- }
- };
- };
- // exports
- // utils
- export const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
- // shader node base
- export function ShaderNode( jsFunc ) {
- return new Proxy( new ShaderNodeInternal( jsFunc ), shaderNodeHandler );
- }
- export const nodeObject = ( val ) => /* new */ ShaderNodeObject( val );
- export const nodeObjects = ( val ) => new ShaderNodeObjects( val );
- export const nodeArray = ( val ) => new ShaderNodeArray( val );
- export const nodeProxy = ( ...val ) => new ShaderNodeProxy( ...val );
- export const nodeImmutable = ( ...val ) => new ShaderNodeImmutable( ...val );
- export const shader = ( ...val ) => new ShaderNode( ...val );
- addNodeClass( ShaderNode );
- // types
- // @TODO: Maybe export from ConstNode.js?
- export const color = new ConvertType( 'color' );
- export const float = new ConvertType( 'float', cacheMaps.float );
- export const int = new ConvertType( 'int', cacheMaps.int );
- export const uint = new ConvertType( 'uint', cacheMaps.uint );
- export const bool = new ConvertType( 'bool', cacheMaps.bool );
- export const vec2 = new ConvertType( 'vec2' );
- export const ivec2 = new ConvertType( 'ivec2' );
- export const uvec2 = new ConvertType( 'uvec2' );
- export const bvec2 = new ConvertType( 'bvec2' );
- export const vec3 = new ConvertType( 'vec3' );
- export const ivec3 = new ConvertType( 'ivec3' );
- export const uvec3 = new ConvertType( 'uvec3' );
- export const bvec3 = new ConvertType( 'bvec3' );
- export const vec4 = new ConvertType( 'vec4' );
- export const ivec4 = new ConvertType( 'ivec4' );
- export const uvec4 = new ConvertType( 'uvec4' );
- export const bvec4 = new ConvertType( 'bvec4' );
- export const mat3 = new ConvertType( 'mat3' );
- export const imat3 = new ConvertType( 'imat3' );
- export const umat3 = new ConvertType( 'umat3' );
- export const bmat3 = new ConvertType( 'bmat3' );
- export const mat4 = new ConvertType( 'mat4' );
- export const imat4 = new ConvertType( 'imat4' );
- export const umat4 = new ConvertType( 'umat4' );
- export const bmat4 = new ConvertType( 'bmat4' );
- export const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
- export const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
- addNodeElement( 'color', color );
- addNodeElement( 'float', float );
- addNodeElement( 'int', int );
- addNodeElement( 'uint', uint );
- addNodeElement( 'bool', bool );
- addNodeElement( 'vec2', vec2 );
- addNodeElement( 'ivec2', ivec2 );
- addNodeElement( 'uvec2', uvec2 );
- addNodeElement( 'bvec2', bvec2 );
- addNodeElement( 'vec3', vec3 );
- addNodeElement( 'ivec3', ivec3 );
- addNodeElement( 'uvec3', uvec3 );
- addNodeElement( 'bvec3', bvec3 );
- addNodeElement( 'vec4', vec4 );
- addNodeElement( 'ivec4', ivec4 );
- addNodeElement( 'uvec4', uvec4 );
- addNodeElement( 'bvec4', bvec4 );
- addNodeElement( 'mat3', mat3 );
- addNodeElement( 'imat3', imat3 );
- addNodeElement( 'umat3', umat3 );
- addNodeElement( 'bmat3', bmat3 );
- addNodeElement( 'mat4', mat4 );
- addNodeElement( 'imat4', imat4 );
- addNodeElement( 'umat4', umat4 );
- addNodeElement( 'bmat4', bmat4 );
- addNodeElement( 'string', string );
- addNodeElement( 'arrayBuffer', arrayBuffer );
- // basic nodes
- // HACK - we cannot export them from the corresponding files because of the cyclic dependency
- export const element = nodeProxy( ArrayElementNode );
- export const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
- export const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
- addNodeElement( 'element', element );
- addNodeElement( 'convert', convert );
|