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https://github.com/DanielnetoDotCom/YouPHPTube
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294 lines
6 KiB
JavaScript
294 lines
6 KiB
JavaScript
import WebGPUNodeUniformsGroup from './WebGPUNodeUniformsGroup.js';
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import { FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform, ColorNodeUniform } from './WebGPUNodeUniform.js';
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import WebGPUSampler from '../WebGPUSampler.js';
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import { WebGPUSampledTexture } from '../WebGPUSampledTexture.js';
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import NodeSlot from '../../nodes/core/NodeSlot.js';
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import NodeBuilder from '../../nodes/core/NodeBuilder.js';
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import ShaderLib from './ShaderLib.js';
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class WebGPUNodeBuilder extends NodeBuilder {
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constructor( material, renderer ) {
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super( material, renderer );
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this.bindingIndex = 2;
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this.bindings = { vertex: [], fragment: [] };
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this.attributeIndex = 1;
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this.varyIndex = 0;
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this.uniformsGroup = {};
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this.nativeShader = null;
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this._parseMaterial();
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}
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_parseMaterial() {
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const material = this.material;
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// get shader
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if ( material.isMeshBasicMaterial ) {
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this.nativeShader = ShaderLib.meshBasic;
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} else if ( material.isPointsMaterial ) {
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this.nativeShader = ShaderLib.pointsBasic;
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} else if ( material.isLineBasicMaterial ) {
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this.nativeShader = ShaderLib.lineBasic;
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} else {
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console.error( 'THREE.WebGPURenderer: Unknwon shader type.' );
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}
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// parse inputs
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if ( material.isMeshBasicMaterial || material.isPointsMaterial || material.isLineBasicMaterial ) {
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if ( material.colorNode !== undefined ) {
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this.addSlot( 'fragment', new NodeSlot( material.colorNode, 'COLOR', 'vec4' ) );
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}
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if ( material.opacityNode !== undefined ) {
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this.addSlot( 'fragment', new NodeSlot( material.opacityNode, 'OPACITY', 'float' ) );
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}
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}
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}
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getTexture( textureProperty, uvSnippet ) {
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return `texture( sampler2D( ${textureProperty}, ${textureProperty}_sampler ), ${uvSnippet} )`;
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}
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getPropertyName( nodeUniform ) {
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if ( nodeUniform.type === 'texture' ) {
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return nodeUniform.name;
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} else {
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return `nodeUniforms.${nodeUniform.name}`;
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}
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}
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getBindings( shaderStage ) {
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return this.bindings[ shaderStage ];
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}
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getUniformFromNode( node, shaderStage, type ) {
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const uniformNode = super.getUniformFromNode( node, shaderStage, type );
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const nodeData = this.getDataFromNode( node, shaderStage );
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if ( nodeData.uniformGPU === undefined ) {
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let uniformGPU;
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const bindings = this.bindings[ shaderStage ];
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if ( type === 'texture' ) {
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const sampler = new WebGPUSampler( `${uniformNode.name}_sampler`, uniformNode.value );
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const texture = new WebGPUSampledTexture( uniformNode.name, uniformNode.value );
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// add first textures in sequence and group for last
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const lastBinding = bindings[ bindings.length - 1 ];
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const index = lastBinding && lastBinding.isUniformsGroup ? bindings.length - 1 : bindings.length;
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bindings.splice( index, 0, sampler, texture );
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uniformGPU = { sampler, texture };
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} else {
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let uniformsGroup = this.uniformsGroup[ shaderStage ];
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if ( uniformsGroup === undefined ) {
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uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
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this.uniformsGroup[ shaderStage ] = uniformsGroup;
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bindings.push( uniformsGroup );
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}
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if ( type === 'float' ) {
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uniformGPU = new FloatNodeUniform( uniformNode );
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} else if ( type === 'vec2' ) {
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uniformGPU = new Vector2NodeUniform( uniformNode );
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} else if ( type === 'vec3' ) {
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uniformGPU = new Vector3NodeUniform( uniformNode );
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} else if ( type === 'vec4' ) {
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uniformGPU = new Vector4NodeUniform( uniformNode );
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} else if ( type === 'color' ) {
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uniformGPU = new ColorNodeUniform( uniformNode );
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} else {
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throw new Error( `Uniform "${type}" not declared.` );
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}
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uniformsGroup.addUniform( uniformGPU );
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}
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nodeData.uniformGPU = uniformGPU;
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}
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return uniformNode;
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}
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getAttributesHeaderSnippet( shaderStage ) {
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let snippet = '';
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const attributes = this.attributes;
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let attributeIndex = this.attributeIndex;
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let varyIndex = this.varyIndex;
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for ( const name in attributes ) {
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const attribute = attributes[ name ];
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const type = attribute.type;
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const property = attribute.property;
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if ( shaderStage === 'vertex' ) {
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snippet += `layout(location = ${attributeIndex ++}) in ${type} ${name};`;
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snippet += `layout(location = ${varyIndex ++}) out ${type} ${property};`;
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} else if ( shaderStage === 'fragment' ) {
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snippet += `layout(location = ${varyIndex ++}) in ${type} ${property};`;
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}
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}
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return snippet;
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}
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getAttributesBodySnippet( /* shaderStage */ ) {
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let snippet = '';
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const attributes = this.attributes;
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for ( const name in attributes ) {
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const attribute = attributes[ name ];
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const property = attribute.property;
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snippet += `${property} = ${name};`;
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}
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return snippet;
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}
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getUniformsHeaderSnippet( shaderStage ) {
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const uniforms = this.uniforms[ shaderStage ];
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let snippet = '';
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let groupSnippet = '';
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let bindingIndex = this.bindingIndex;
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for ( const uniform of uniforms ) {
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if ( uniform.type === 'texture' ) {
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snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform sampler ${uniform.name}_sampler;`;
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snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform texture2D ${uniform.name};`;
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} else {
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const vectorType = this.getVectorType( uniform.type );
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groupSnippet += `uniform ${vectorType} ${uniform.name};`;
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}
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}
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if ( groupSnippet ) {
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snippet += `layout(set = 0, binding = ${bindingIndex ++}) uniform NodeUniforms { ${groupSnippet} } nodeUniforms;`;
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}
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return snippet;
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}
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composeShaderCode( code, snippet ) {
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// use regex maybe for security?
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const versionStrIndex = code.indexOf( '\n' );
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let finalCode = code.substr( 0, versionStrIndex ) + '\n\n';
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finalCode += snippet;
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finalCode += code.substr( versionStrIndex );
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return finalCode;
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}
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build() {
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super.build();
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this.vertexShader = this.composeShaderCode( this.nativeShader.vertexShader, this.vertexShader );
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this.fragmentShader = this.composeShaderCode( this.nativeShader.fragmentShader, this.fragmentShader );
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return this;
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}
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}
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export default WebGPUNodeBuilder;
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