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5.4 KiB
JavaScript

import { MathNode, GLSLNodeParser, NodeBuilder, NodeMaterial } from '../../../nodes/Nodes.js';
const glslMethods = {
[ MathNode.ATAN2 ]: 'atan'
};
const precisionLib = {
low: 'lowp',
medium: 'mediump',
high: 'highp'
};
class GLSL1NodeBuilder extends NodeBuilder {
constructor( object, renderer, scene = null ) {
super( object, renderer, new GLSLNodeParser(), scene );
}
getMethod( method ) {
return glslMethods[ method ] || method;
}
getTexture( texture, textureProperty, uvSnippet ) {
if ( texture.isTextureCube ) {
return `textureCube( ${textureProperty}, ${uvSnippet} )`;
} else {
return `texture2D( ${textureProperty}, ${uvSnippet} )`;
}
}
getTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {
if ( this.material.extensions !== undefined ) this.material.extensions.shaderTextureLOD = true;
return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;
}
getVars( shaderStage ) {
const snippets = [];
const vars = this.vars[ shaderStage ];
for ( const variable of vars ) {
snippets.push( `${ this.getVar( variable.type, variable.name ) };` );
}
return snippets.join( '\n\t' );
}
getUniforms( shaderStage ) {
const uniforms = this.uniforms[ shaderStage ];
let output = '';
for ( const uniform of uniforms ) {
let snippet = null;
if ( uniform.type === 'texture' ) {
snippet = `sampler2D ${uniform.name};\n`;
} else if ( uniform.type === 'cubeTexture' ) {
snippet = `samplerCube ${uniform.name};\n`;
} else {
const vectorType = this.getVectorType( uniform.type );
snippet = `${vectorType} ${uniform.name};\n`;
}
const precision = uniform.node.precision;
if ( precision !== null ) {
snippet = 'uniform ' + precisionLib[ precision ] + ' ' + snippet;
} else {
snippet = 'uniform ' + snippet;
}
output += snippet;
}
return output;
}
getAttributes( shaderStage ) {
let snippet = '';
if ( shaderStage === 'vertex' ) {
const attributes = this.attributes;
for ( const attribute of attributes ) {
snippet += `attribute ${attribute.type} ${attribute.name};\n`;
}
}
return snippet;
}
getVaryings( shaderStage ) {
let snippet = '';
const varyings = this.varyings;
if ( shaderStage === 'vertex' ) {
for ( const varying of varyings ) {
snippet += `${varying.needsInterpolation ? 'varying' : '/*varying*/'} ${varying.type} ${varying.name};\n`;
}
} else if ( shaderStage === 'fragment' ) {
for ( const varying of varyings ) {
if ( varying.needsInterpolation ) {
snippet += `varying ${varying.type} ${varying.name};\n`;
}
}
}
return snippet;
}
getVertexIndex() {
return 'gl_VertexID';
}
getFrontFacing() {
return 'gl_FrontFacing';
}
getFragCoord() {
return 'gl_FragCoord';
}
isFlipY() {
return true;
}
_getGLSLVertexCode( shaderData ) {
return `${ this.getSignature() }
// uniforms
${shaderData.uniforms}
// varyings
${shaderData.varyings}
// attributes
${shaderData.attributes}
// codes
${shaderData.codes}
void main() {
// vars
${shaderData.vars}
// flow
${shaderData.flow}
}
`;
}
_getGLSLFragmentCode( shaderData ) {
return `${ this.getSignature() }
// precision
precision highp float;
precision highp int;
// uniforms
${shaderData.uniforms}
// varyings
${shaderData.varyings}
// codes
${shaderData.codes}
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 = ';
} else if ( shaderStage === 'fragment' ) {
flow += 'gl_FragColor = ';
}
flow += `${ flowSlotData.result };`;
}
}
const stageData = shadersData[ shaderStage ];
stageData.uniforms = this.getUniforms( shaderStage );
stageData.attributes = this.getAttributes( shaderStage );
stageData.varyings = this.getVaryings( shaderStage );
stageData.vars = this.getVars( shaderStage );
stageData.codes = this.getCodes( shaderStage );
stageData.flow = flow;
}
if ( this.material !== null ) {
this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
} else {
console.warn( 'GLSLNodeBuilder: compute shaders are not supported.' );
//this.computeShader = this._getGLSLComputeCode( shadersData.compute );
}
}
build() {
// @TODO: Move this code to super.build()
const { object, material } = this;
if ( material !== null ) {
NodeMaterial.fromMaterial( material ).build( this );
} else {
this.addFlow( 'compute', object );
}
return super.build();
}
}
export default GLSL1NodeBuilder;