mirror of
https://github.com/DanielnetoDotCom/YouPHPTube
synced 2025-10-06 03:50:04 +02:00
This commit is contained in:
parent
f0f62670c5
commit
7e26256cac
4563 changed files with 1246712 additions and 17558 deletions
146
node_modules/three/examples/jsm/renderers/webgpu/nodes/ShaderLib.js
generated
vendored
Normal file
146
node_modules/three/examples/jsm/renderers/webgpu/nodes/ShaderLib.js
generated
vendored
Normal file
|
@ -0,0 +1,146 @@
|
|||
const ShaderLib = {
|
||||
meshBasic: {
|
||||
vertexShader: `#version 450
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(set = 0, binding = 0) uniform ModelUniforms {
|
||||
mat4 modelMatrix;
|
||||
mat4 modelViewMatrix;
|
||||
mat3 normalMatrix;
|
||||
} modelUniforms;
|
||||
|
||||
layout(set = 0, binding = 1) uniform CameraUniforms {
|
||||
mat4 projectionMatrix;
|
||||
mat4 viewMatrix;
|
||||
} cameraUniforms;
|
||||
|
||||
void main(){
|
||||
NODE_BODY_ATTRIBUTES
|
||||
gl_Position = cameraUniforms.projectionMatrix * modelUniforms.modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
fragmentShader: `#version 450
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
|
||||
outColor = vec4( 1.0, 1.0, 1.0, 1.0 );
|
||||
|
||||
#ifdef NODE_COLOR
|
||||
|
||||
outColor = NODE_COLOR;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef NODE_OPACITY
|
||||
|
||||
outColor.a *= NODE_OPACITY;
|
||||
|
||||
#endif
|
||||
|
||||
}`
|
||||
},
|
||||
pointsBasic: {
|
||||
vertexShader: `#version 450
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(set = 0, binding = 0) uniform ModelUniforms {
|
||||
mat4 modelMatrix;
|
||||
mat4 modelViewMatrix;
|
||||
} modelUniforms;
|
||||
|
||||
layout(set = 0, binding = 1) uniform CameraUniforms {
|
||||
mat4 projectionMatrix;
|
||||
mat4 viewMatrix;
|
||||
} cameraUniforms;
|
||||
|
||||
void main(){
|
||||
NODE_BODY_ATTRIBUTES
|
||||
gl_Position = cameraUniforms.projectionMatrix * modelUniforms.modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
fragmentShader: `#version 450
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
|
||||
outColor = vec4( 1.0, 1.0, 1.0, 1.0 );
|
||||
|
||||
#ifdef NODE_COLOR
|
||||
|
||||
outColor = NODE_COLOR;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef NODE_OPACITY
|
||||
|
||||
outColor.a = NODE_OPACITY;
|
||||
|
||||
#endif
|
||||
|
||||
}`
|
||||
},
|
||||
lineBasic: {
|
||||
vertexShader: `#version 450
|
||||
|
||||
layout(location = 0) in vec3 position;
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(set = 0, binding = 0) uniform ModelUniforms {
|
||||
mat4 modelMatrix;
|
||||
mat4 modelViewMatrix;
|
||||
} modelUniforms;
|
||||
|
||||
layout(set = 0, binding = 1) uniform CameraUniforms {
|
||||
mat4 projectionMatrix;
|
||||
mat4 viewMatrix;
|
||||
} cameraUniforms;
|
||||
|
||||
void main(){
|
||||
NODE_BODY_ATTRIBUTES
|
||||
gl_Position = cameraUniforms.projectionMatrix * modelUniforms.modelViewMatrix * vec4( position, 1.0 );
|
||||
}`,
|
||||
fragmentShader: `#version 450
|
||||
|
||||
NODE_HEADER_ATTRIBUTES
|
||||
NODE_HEADER_UNIFORMS
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
|
||||
outColor = vec4( 1.0, 1.0, 1.0, 1.0 );
|
||||
|
||||
#ifdef NODE_COLOR
|
||||
|
||||
outColor = NODE_COLOR;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef NODE_OPACITY
|
||||
|
||||
outColor.a = NODE_OPACITY;
|
||||
|
||||
#endif
|
||||
|
||||
}`
|
||||
}
|
||||
};
|
||||
|
||||
export default ShaderLib;
|
294
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeBuilder.js
generated
vendored
Normal file
294
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeBuilder.js
generated
vendored
Normal file
|
@ -0,0 +1,294 @@
|
|||
import WebGPUNodeUniformsGroup from './WebGPUNodeUniformsGroup.js';
|
||||
import { FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform, ColorNodeUniform } from './WebGPUNodeUniform.js';
|
||||
import WebGPUSampler from '../WebGPUSampler.js';
|
||||
import { WebGPUSampledTexture } from '../WebGPUSampledTexture.js';
|
||||
|
||||
import NodeSlot from '../../nodes/core/NodeSlot.js';
|
||||
import NodeBuilder from '../../nodes/core/NodeBuilder.js';
|
||||
|
||||
import ShaderLib from './ShaderLib.js';
|
||||
|
||||
class WebGPUNodeBuilder extends NodeBuilder {
|
||||
|
||||
constructor( material, renderer ) {
|
||||
|
||||
super( material, renderer );
|
||||
|
||||
this.bindingIndex = 2;
|
||||
this.bindings = { vertex: [], fragment: [] };
|
||||
|
||||
this.attributeIndex = 1;
|
||||
this.varyIndex = 0;
|
||||
|
||||
this.uniformsGroup = {};
|
||||
|
||||
this.nativeShader = null;
|
||||
|
||||
this._parseMaterial();
|
||||
|
||||
}
|
||||
|
||||
_parseMaterial() {
|
||||
|
||||
const material = this.material;
|
||||
|
||||
// get shader
|
||||
|
||||
if ( material.isMeshBasicMaterial ) {
|
||||
|
||||
this.nativeShader = ShaderLib.meshBasic;
|
||||
|
||||
} else if ( material.isPointsMaterial ) {
|
||||
|
||||
this.nativeShader = ShaderLib.pointsBasic;
|
||||
|
||||
} else if ( material.isLineBasicMaterial ) {
|
||||
|
||||
this.nativeShader = ShaderLib.lineBasic;
|
||||
|
||||
} else {
|
||||
|
||||
console.error( 'THREE.WebGPURenderer: Unknwon shader type.' );
|
||||
|
||||
}
|
||||
|
||||
// parse inputs
|
||||
|
||||
if ( material.isMeshBasicMaterial || material.isPointsMaterial || material.isLineBasicMaterial ) {
|
||||
|
||||
if ( material.colorNode !== undefined ) {
|
||||
|
||||
this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec4' ) );
|
||||
|
||||
}
|
||||
|
||||
if ( material.opacityNode !== undefined ) {
|
||||
|
||||
this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
getTexture( textureProperty, uvSnippet ) {
|
||||
|
||||
return `texture( sampler2D( ${textureProperty}, ${textureProperty}_sampler ), ${uvSnippet} )`;
|
||||
|
||||
}
|
||||
|
||||
getPropertyName( nodeUniform ) {
|
||||
|
||||
if ( nodeUniform.type === 'texture' ) {
|
||||
|
||||
return nodeUniform.name;
|
||||
|
||||
} else {
|
||||
|
||||
return `nodeUniforms.${nodeUniform.name}`;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
getBindings( shaderStage ) {
|
||||
|
||||
return this.bindings[ shaderStage ];
|
||||
|
||||
}
|
||||
|
||||
getUniformFromNode( node, shaderStage, type ) {
|
||||
|
||||
const uniformNode = super.getUniformFromNode( node, shaderStage, type );
|
||||
const nodeData = this.getDataFromNode( node, shaderStage );
|
||||
|
||||
if ( nodeData.uniformGPU === undefined ) {
|
||||
|
||||
let uniformGPU;
|
||||
|
||||
const bindings = this.bindings[ shaderStage ];
|
||||
|
||||
if ( type === 'texture' ) {
|
||||
|
||||
const sampler = new WebGPUSampler( `${uniformNode.name}_sampler`, uniformNode.value );
|
||||
const texture = new WebGPUSampledTexture( uniformNode.name, uniformNode.value );
|
||||
|
||||
// add first textures in sequence and group for last
|
||||
const lastBinding = bindings[ bindings.length - 1 ];
|
||||
const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
|
||||
|
||||
bindings.splice( index, 0, sampler, texture );
|
||||
|
||||
uniformGPU = { sampler, texture };
|
||||
|
||||
} else {
|
||||
|
||||
let uniformsGroup = this.uniformsGroup[ shaderStage ];
|
||||
|
||||
if ( uniformsGroup === undefined ) {
|
||||
|
||||
uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
|
||||
|
||||
this.uniformsGroup[ shaderStage ] = uniformsGroup;
|
||||
|
||||
bindings.push( uniformsGroup );
|
||||
|
||||
}
|
||||
|
||||
if ( type === 'float' ) {
|
||||
|
||||
uniformGPU = new FloatNodeUniform( uniformNode );
|
||||
|
||||
} else if ( type === 'vec2' ) {
|
||||
|
||||
uniformGPU = new Vector2NodeUniform( uniformNode );
|
||||
|
||||
} else if ( type === 'vec3' ) {
|
||||
|
||||
uniformGPU = new Vector3NodeUniform( uniformNode );
|
||||
|
||||
} else if ( type === 'vec4' ) {
|
||||
|
||||
uniformGPU = new Vector4NodeUniform( uniformNode );
|
||||
|
||||
} else if ( type === 'color' ) {
|
||||
|
||||
uniformGPU = new ColorNodeUniform( uniformNode );
|
||||
|
||||
} else {
|
||||
|
||||
throw new Error( `Uniform "${type}" not declared.` );
|
||||
|
||||
}
|
||||
|
||||
uniformsGroup.addUniform( uniformGPU );
|
||||
|
||||
}
|
||||
|
||||
nodeData.uniformGPU = uniformGPU;
|
||||
|
||||
}
|
||||
|
||||
return uniformNode;
|
||||
|
||||
}
|
||||
|
||||
getAttributesHeaderSnippet( shaderStage ) {
|
||||
|
||||
let snippet = '';
|
||||
|
||||
const attributes = this.attributes;
|
||||
|
||||
let attributeIndex = this.attributeIndex;
|
||||
let varyIndex = this.varyIndex;
|
||||
|
||||
for ( const name in attributes ) {
|
||||
|
||||
const attribute = attributes[ name ];
|
||||
|
||||
const type = attribute.type;
|
||||
const property = attribute.property;
|
||||
|
||||
if ( shaderStage === 'vertex' ) {
|
||||
|
||||
snippet += `layout(location = ${attributeIndex ++}) in ${type} ${name};`;
|
||||
snippet += `layout(location = ${varyIndex ++}) out ${type} ${property};`;
|
||||
|
||||
} else if ( shaderStage === 'fragment' ) {
|
||||
|
||||
snippet += `layout(location = ${varyIndex ++}) in ${type} ${property};`;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return snippet;
|
||||
|
||||
}
|
||||
|
||||
getAttributesBodySnippet( /* shaderStage */ ) {
|
||||
|
||||
let snippet = '';
|
||||
|
||||
const attributes = this.attributes;
|
||||
|
||||
for ( const name in attributes ) {
|
||||
|
||||
const attribute = attributes[ name ];
|
||||
|
||||
const property = attribute.property;
|
||||
|
||||
snippet += `${property} = ${name};`;
|
||||
|
||||
}
|
||||
|
||||
return snippet;
|
||||
|
||||
}
|
||||
|
||||
getUniformsHeaderSnippet( shaderStage ) {
|
||||
|
||||
const uniforms = this.uniforms[ shaderStage ];
|
||||
|
||||
let snippet = '';
|
||||
let groupSnippet = '';
|
||||
|
||||
let bindingIndex = this.bindingIndex;
|
||||
|
||||
for ( const uniform of uniforms ) {
|
||||
|
||||
if ( uniform.type === 'texture' ) {
|
||||
|
||||
snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform sampler ${uniform.name}_sampler;`;
|
||||
snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform texture2D ${uniform.name};`;
|
||||
|
||||
} else {
|
||||
|
||||
const vectorType = this.getVectorType( uniform.type );
|
||||
|
||||
groupSnippet += `uniform ${vectorType} ${uniform.name};`;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( groupSnippet ) {
|
||||
|
||||
snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform NodeUniforms { ${groupSnippet} } nodeUniforms;`;
|
||||
|
||||
}
|
||||
|
||||
return snippet;
|
||||
|
||||
}
|
||||
|
||||
composeShaderCode( code, snippet ) {
|
||||
|
||||
// use regex maybe for security?
|
||||
const versionStrIndex = code.indexOf( '\n' );
|
||||
|
||||
let finalCode = code.substr( 0, versionStrIndex ) + '\n\n';
|
||||
|
||||
finalCode += snippet;
|
||||
|
||||
finalCode += code.substr( versionStrIndex );
|
||||
|
||||
return finalCode;
|
||||
|
||||
}
|
||||
|
||||
build() {
|
||||
|
||||
super.build();
|
||||
|
||||
this.vertexShader = this.composeShaderCode( this.nativeShader.vertexShader, this.vertexShader );
|
||||
this.fragmentShader = this.composeShaderCode( this.nativeShader.fragmentShader, this.fragmentShader );
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WebGPUNodeBuilder;
|
135
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeUniform.js
generated
vendored
Normal file
135
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeUniform.js
generated
vendored
Normal file
|
@ -0,0 +1,135 @@
|
|||
import {
|
||||
FloatUniform, Vector2Uniform, Vector3Uniform, Vector4Uniform,
|
||||
ColorUniform, Matrix3Uniform, Matrix4Uniform
|
||||
} from '../WebGPUUniform.js';
|
||||
|
||||
class FloatNodeUniform extends FloatUniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Vector2NodeUniform extends Vector2Uniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Vector3NodeUniform extends Vector3Uniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Vector4NodeUniform extends Vector4Uniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class ColorNodeUniform extends ColorUniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Matrix3NodeUniform extends Matrix3Uniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class Matrix4NodeUniform extends Matrix4Uniform {
|
||||
|
||||
constructor( nodeUniform ) {
|
||||
|
||||
super( nodeUniform.name, nodeUniform.value );
|
||||
|
||||
this.nodeUniform = nodeUniform;
|
||||
|
||||
}
|
||||
|
||||
getValue() {
|
||||
|
||||
return this.nodeUniform.value;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export {
|
||||
FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
|
||||
ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
|
||||
};
|
29
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.js
generated
vendored
Normal file
29
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodeUniformsGroup.js
generated
vendored
Normal file
|
@ -0,0 +1,29 @@
|
|||
import WebGPUUniformsGroup from '../WebGPUUniformsGroup.js';
|
||||
|
||||
class WebGPUNodeUniformsGroup extends WebGPUUniformsGroup {
|
||||
|
||||
constructor( shaderStage ) {
|
||||
|
||||
super( 'nodeUniforms' );
|
||||
|
||||
let shaderStageVisibility;
|
||||
|
||||
if ( shaderStage === 'vertex' ) shaderStageVisibility = GPUShaderStage.VERTEX;
|
||||
else if ( shaderStage === 'fragment' ) shaderStageVisibility = GPUShaderStage.FRAGMENT;
|
||||
|
||||
this.setVisibility( shaderStageVisibility );
|
||||
|
||||
//this.setOnBeforeUpdate( this._onBeforeUpdate );
|
||||
|
||||
}
|
||||
/*
|
||||
_onBeforeUpdate( object, camera ) {
|
||||
|
||||
const material = object.material;
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
export default WebGPUNodeUniformsGroup;
|
68
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodes.js
generated
vendored
Normal file
68
node_modules/three/examples/jsm/renderers/webgpu/nodes/WebGPUNodes.js
generated
vendored
Normal file
|
@ -0,0 +1,68 @@
|
|||
import WebGPUNodeBuilder from './WebGPUNodeBuilder.js';
|
||||
import NodeFrame from '../../nodes/core/NodeFrame.js';
|
||||
|
||||
class WebGPUNodes {
|
||||
|
||||
constructor( renderer ) {
|
||||
|
||||
this.renderer = renderer;
|
||||
|
||||
this.nodeFrame = new NodeFrame();
|
||||
|
||||
this.builders = new WeakMap();
|
||||
|
||||
}
|
||||
|
||||
get( material ) {
|
||||
|
||||
let nodeBuilder = this.builders.get( material );
|
||||
|
||||
if ( nodeBuilder === undefined ) {
|
||||
|
||||
nodeBuilder = new WebGPUNodeBuilder( material, this.renderer ).build();
|
||||
|
||||
this.builders.set( material, nodeBuilder );
|
||||
|
||||
}
|
||||
|
||||
return nodeBuilder;
|
||||
|
||||
}
|
||||
|
||||
remove( object ) {
|
||||
|
||||
this.builders.delete( object );
|
||||
|
||||
}
|
||||
|
||||
updateFrame() {
|
||||
|
||||
this.nodeFrame.update();
|
||||
|
||||
}
|
||||
|
||||
update( object/*, camera*/ ) {
|
||||
|
||||
const material = object.material;
|
||||
|
||||
const nodeBuilder = this.get( material );
|
||||
|
||||
this.nodeFrame.material = object.material;
|
||||
|
||||
for ( const node of nodeBuilder.updateNodes ) {
|
||||
|
||||
this.nodeFrame.updateNode( node );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
dispose() {
|
||||
|
||||
this.builders = new WeakMap();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WebGPUNodes;
|
Loading…
Add table
Add a link
Reference in a new issue