WebGPUNodeBuilder.js 8.5 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.colorNode !== undefined ) {
  42. this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec4' ) );
  43. } else {
  44. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.COLOR ), 'COLOR', 'vec4' ) );
  45. }
  46. if ( material.opacityNode !== undefined ) {
  47. this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
  48. } else {
  49. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.OPACITY ), 'OPACITY', 'float' ) );
  50. }
  51. if ( material.isMeshPhongMaterial ) {
  52. if ( material.specularNode !== undefined ) {
  53. this.addSlot( 'fragment', new NodeSlot( material.specularNode, 'SPECULAR', 'vec3' ) );
  54. } else {
  55. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.SPECULAR ), 'SPECULAR', 'vec3' ) );
  56. }
  57. if ( material.shininessNode !== undefined ) {
  58. this.addSlot( 'fragment', new NodeSlot( material.shininessNode, 'SHININESS', 'float' ) );
  59. } else {
  60. this.addSlot( 'fragment', new NodeSlot( new MaterialNode( MaterialNode.SHININESS ), 'SHININESS', 'float' ) );
  61. }
  62. }
  63. if ( lightNode !== undefined ) {
  64. const lightContextNode = new LightContextNode( lightNode );
  65. this.addSlot( 'fragment', new NodeSlot( lightContextNode, 'LIGHT', 'vec3' ) );
  66. }
  67. }
  68. }
  69. getTexture( textureProperty, uvSnippet ) {
  70. return `texture( sampler2D( ${textureProperty}, ${textureProperty}_sampler ), ${uvSnippet} )`;
  71. }
  72. getPropertyName( node ) {
  73. if ( node.isNodeUniform === true ) {
  74. const name = node.name;
  75. const type = node.type;
  76. if ( type === 'texture' ) {
  77. return name;
  78. } else {
  79. return `nodeUniforms.${name}`;
  80. }
  81. }
  82. return super.getPropertyName( node );
  83. }
  84. getBindings() {
  85. const bindings = this.bindings;
  86. return [ ...bindings.vertex, ...bindings.fragment ];
  87. }
  88. getUniformFromNode( node, shaderStage, type ) {
  89. const uniformNode = super.getUniformFromNode( node, shaderStage, type );
  90. const nodeData = this.getDataFromNode( node, shaderStage );
  91. if ( nodeData.uniformGPU === undefined ) {
  92. let uniformGPU;
  93. const bindings = this.bindings[ shaderStage ];
  94. if ( type === 'texture' ) {
  95. const sampler = new WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
  96. const texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
  97. // add first textures in sequence and group for last
  98. const lastBinding = bindings[ bindings.length - 1 ];
  99. const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
  100. bindings.splice( index, 0, sampler, texture );
  101. uniformGPU = { sampler, texture };
  102. } else {
  103. let uniformsGroup = this.uniformsGroup[ shaderStage ];
  104. if ( uniformsGroup === undefined ) {
  105. uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
  106. this.uniformsGroup[ shaderStage ] = uniformsGroup;
  107. bindings.push( uniformsGroup );
  108. }
  109. if ( type === 'float' ) {
  110. uniformGPU = new FloatNodeUniform( uniformNode );
  111. } else if ( type === 'vec2' ) {
  112. uniformGPU = new Vector2NodeUniform( uniformNode );
  113. } else if ( type === 'vec3' ) {
  114. uniformGPU = new Vector3NodeUniform( uniformNode );
  115. } else if ( type === 'vec4' ) {
  116. uniformGPU = new Vector4NodeUniform( uniformNode );
  117. } else if ( type === 'color' ) {
  118. uniformGPU = new ColorNodeUniform( uniformNode );
  119. } else if ( type === 'mat3' ) {
  120. uniformGPU = new Matrix3NodeUniform( uniformNode );
  121. } else if ( type === 'mat4' ) {
  122. uniformGPU = new Matrix4NodeUniform( uniformNode );
  123. } else {
  124. throw new Error( `Uniform "${type}" not declared.` );
  125. }
  126. uniformsGroup.addUniform( uniformGPU );
  127. }
  128. nodeData.uniformGPU = uniformGPU;
  129. if ( shaderStage === 'vertex' ) {
  130. this.bindingsOffset[ 'fragment' ] = bindings.length;
  131. }
  132. }
  133. return uniformNode;
  134. }
  135. getAttributesHeaderSnippet( shaderStage ) {
  136. let snippet = '';
  137. if ( shaderStage === 'vertex' ) {
  138. const attributes = this.attributes;
  139. for ( let index = 0; index < attributes.length; index ++ ) {
  140. const attribute = attributes[ index ];
  141. snippet += `layout(location = ${index}) in ${attribute.type} ${attribute.name}; `;
  142. }
  143. }
  144. return snippet;
  145. }
  146. getVarysHeaderSnippet( shaderStage ) {
  147. let snippet = '';
  148. const varys = this.varys;
  149. const ioStage = shaderStage === 'vertex' ? 'out' : 'in';
  150. for ( let index = 0; index < varys.length; index ++ ) {
  151. const vary = varys[ index ];
  152. snippet += `layout(location = ${index}) ${ioStage} ${vary.type} ${vary.name}; `;
  153. }
  154. return snippet;
  155. }
  156. getVarysBodySnippet( shaderStage ) {
  157. let snippet = '';
  158. if ( shaderStage === 'vertex' ) {
  159. for ( const vary of this.varys ) {
  160. snippet += `${vary.name} = ${vary.snippet}; `;
  161. }
  162. }
  163. return snippet;
  164. }
  165. getVarsHeaderSnippet( shaderStage ) {
  166. let snippet = '';
  167. const vars = this.vars[ shaderStage ];
  168. for ( let index = 0; index < vars.length; index ++ ) {
  169. const variable = vars[ index ];
  170. snippet += `${variable.type} ${variable.name}; `;
  171. }
  172. return snippet;
  173. }
  174. getVarsBodySnippet( shaderStage ) {
  175. let snippet = '';
  176. const vars = this.vars[ shaderStage ];
  177. for ( const variable of vars ) {
  178. if ( variable.snippet !== '' ) {
  179. snippet += `${variable.name} = ${variable.snippet}; `;
  180. }
  181. }
  182. return snippet;
  183. }
  184. getUniformsHeaderSnippet( shaderStage ) {
  185. const uniforms = this.uniforms[ shaderStage ];
  186. let snippet = '';
  187. let groupSnippet = '';
  188. let index = this.bindingsOffset[ shaderStage ];
  189. for ( const uniform of uniforms ) {
  190. if ( uniform.type === 'texture' ) {
  191. snippet += `layout(set = 0, binding = ${index ++}) uniform sampler ${uniform.name}_sampler; `;
  192. snippet += `layout(set = 0, binding = ${index ++}) uniform texture2D ${uniform.name}; `;
  193. } else {
  194. const vectorType = this.getVectorType( uniform.type );
  195. groupSnippet += `uniform ${vectorType} ${uniform.name}; `;
  196. }
  197. }
  198. if ( groupSnippet ) {
  199. snippet += `layout(set = 0, binding = ${index ++}) uniform NodeUniforms { ${groupSnippet} } nodeUniforms; `;
  200. }
  201. return snippet;
  202. }
  203. composeShaderCode( code, snippet ) {
  204. // use regex maybe for security?
  205. const versionStrIndex = code.indexOf( '\n' );
  206. let finalCode = code.substr( 0, versionStrIndex ) + '\n\n';
  207. finalCode += snippet;
  208. finalCode += code.substr( versionStrIndex );
  209. return finalCode;
  210. }
  211. build() {
  212. const keywords = this.getContextParameter( 'keywords' );
  213. for ( const shaderStage of [ 'vertex', 'fragment' ] ) {
  214. this.shaderStage = shaderStage;
  215. keywords.include( this, this.nativeShader.fragmentShader );
  216. }
  217. super.build();
  218. this.vertexShader = this.composeShaderCode( this.nativeShader.vertexShader, this.vertexShader );
  219. this.fragmentShader = this.composeShaderCode( this.nativeShader.fragmentShader, this.fragmentShader );
  220. return this;
  221. }
  222. }
  223. export default WebGPUNodeBuilder;