锦水大屏
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import WebGPUNodeUniformsGroup from './WebGPUNodeUniformsGroup.js';
import {
FloatNodeUniform, Vector2NodeUniform, Vector3NodeUniform, Vector4NodeUniform,
ColorNodeUniform, Matrix3NodeUniform, Matrix4NodeUniform
} from './WebGPUNodeUniform.js';
import WebGPUNodeSampler from './WebGPUNodeSampler.js';
import { WebGPUNodeSampledTexture } from './WebGPUNodeSampledTexture.js';
import WebGPUUniformBuffer from '../WebGPUUniformBuffer.js';
import { getVectorLength, getStrideLength } from '../WebGPUBufferUtils.js';
import VarNode from '../../nodes/core/VarNode.js';
import CodeNode from '../../nodes/core/CodeNode.js';
import BypassNode from '../../nodes/core/BypassNode.js';
import ExpressionNode from '../../nodes/core/ExpressionNode.js';
import NodeBuilder from '../../nodes/core/NodeBuilder.js';
import MaterialNode from '../../nodes/accessors/MaterialNode.js';
import PositionNode from '../../nodes/accessors/PositionNode.js';
import NormalNode from '../../nodes/accessors/NormalNode.js';
import ModelViewProjectionNode from '../../nodes/accessors/ModelViewProjectionNode.js';
import SkinningNode from '../../nodes/accessors/SkinningNode.js';
import LightContextNode from '../../nodes/lights/LightContextNode.js';
import OperatorNode from '../../nodes/math/OperatorNode.js';
import WGSLNodeParser from '../../nodes/parsers/WGSLNodeParser.js';
const wgslTypeLib = {
float: 'f32',
int: 'i32',
vec2: 'vec2<f32>',
vec3: 'vec3<f32>',
vec4: 'vec4<f32>',
uvec4: 'vec4<u32>',
mat3: 'mat3x3<f32>',
mat4: 'mat4x4<f32>'
};
const wgslMethods = {
dFdx: 'dpdx',
dFdy: 'dpdy'
};
const wgslPolyfill = {
mod: new CodeNode( `
fn mod( x : f32, y : f32 ) -> f32 {
return x - y * floor( x / y );
}
` ),
repeatWrapping: new CodeNode( `
fn repeatWrapping( uv : vec2<f32>, dimension : vec2<i32> ) -> vec2<i32> {
let uvScaled = vec2<i32>( uv * vec2<f32>( dimension ) );
return ( ( uvScaled % dimension ) + dimension ) % dimension;
}
` ),
inversesqrt: new CodeNode( `
fn inversesqrt( x : f32 ) -> f32 {
return 1.0 / sqrt( x );
}
` )
};
class WebGPUNodeBuilder extends NodeBuilder {
constructor( object, renderer, lightNode = null ) {
super( object, renderer, new WGSLNodeParser() );
this.lightNode = lightNode;
this.bindings = { vertex: [], fragment: [] };
this.bindingsOffset = { vertex: 0, fragment: 0 };
this.uniformsGroup = {};
this._parseObject();
}
_parseObject() {
const object = this.object;
const material = this.material;
// parse inputs
if ( material.isMeshStandardMaterial || material.isMeshBasicMaterial || material.isPointsMaterial || material.isLineBasicMaterial ) {
let lightNode = material.lightNode;
// VERTEX STAGE
let vertex = new PositionNode( PositionNode.GEOMETRY );
if ( lightNode === null && this.lightNode && this.lightNode.hasLights === true ) {
lightNode = this.lightNode;
}
if ( material.positionNode && material.positionNode.isNode ) {
const assignPositionNode = new OperatorNode( '=', new PositionNode( PositionNode.LOCAL ), material.positionNode );
vertex = new BypassNode( vertex, assignPositionNode );
}
if ( object.isSkinnedMesh === true ) {
vertex = new BypassNode( vertex, new SkinningNode( object ) );
}
this.context.vertex = vertex;
this.addFlow( 'vertex', new VarNode( new ModelViewProjectionNode(), 'MVP', 'vec4' ) );
// COLOR
let colorNode = null;
if ( material.colorNode && material.colorNode.isNode ) {
colorNode = material.colorNode;
} else {
colorNode = new MaterialNode( MaterialNode.COLOR );
}
colorNode = this.addFlow( 'fragment', new VarNode( colorNode, 'DiffuseColor', 'vec4' ) );
// OPACITY
let opacityNode = null;
if ( material.opacityNode && material.opacityNode.isNode ) {
opacityNode = material.opacityNode;
} else {
opacityNode = new VarNode( new MaterialNode( MaterialNode.OPACITY ) );
}
this.addFlow( 'fragment', new VarNode( opacityNode, 'OPACITY', 'float' ) );
this.addFlow( 'fragment', new ExpressionNode( 'DiffuseColor.a = DiffuseColor.a * OPACITY;' ) );
// ALPHA TEST
let alphaTest = null;
if ( material.alphaTestNode && material.alphaTestNode.isNode ) {
alphaTest = material.alphaTestNode;
} else if ( material.alphaTest > 0 ) {
alphaTest = new MaterialNode( MaterialNode.ALPHA_TEST );
}
if ( alphaTest !== null ) {
this.addFlow( 'fragment', new VarNode( alphaTest, 'AlphaTest', 'float' ) );
this.addFlow( 'fragment', new ExpressionNode( 'if ( DiffuseColor.a <= AlphaTest ) { discard; }' ) );
}
if ( material.isMeshStandardMaterial ) {
// METALNESS
let metalnessNode = null;
if ( material.metalnessNode && material.metalnessNode.isNode ) {
metalnessNode = material.metalnessNode;
} else {
metalnessNode = new MaterialNode( MaterialNode.METALNESS );
}
this.addFlow( 'fragment', new VarNode( metalnessNode, 'Metalness', 'float' ) );
this.addFlow( 'fragment', new ExpressionNode( 'DiffuseColor = vec4<f32>( DiffuseColor.rgb * ( 1.0 - Metalness ), DiffuseColor.a );' ) );
// ROUGHNESS
let roughnessNode = null;
if ( material.roughnessNode && material.roughnessNode.isNode ) {
roughnessNode = material.roughnessNode;
} else {
roughnessNode = new MaterialNode( MaterialNode.ROUGHNESS );
}
this.addFlow( 'fragment', new VarNode( roughnessNode, 'Roughness', 'float' ) );
// SPECULAR_TINT
this.addFlow( 'fragment', new VarNode( new ExpressionNode( 'mix( vec3<f32>( 0.04 ), DiffuseColor.rgb, Metalness )', 'vec3' ), 'SpecularColor', 'color' ) );
// NORMAL_VIEW
let normalNode = null;
if ( material.normalNode && material.normalNode.isNode ) {
normalNode = material.normalNode;
} else {
normalNode = new NormalNode( NormalNode.VIEW );
}
this.addFlow( 'fragment', new VarNode( normalNode, 'TransformedNormalView', 'vec3' ) );
}
// LIGHT
let outputNode = colorNode;
if ( lightNode && lightNode.isNode ) {
const lightContextNode = new LightContextNode( lightNode );
outputNode = this.addFlow( 'fragment', new VarNode( lightContextNode, 'Light', 'vec3' ) );
}
// RESULT
this.addFlow( 'fragment', new VarNode( outputNode, 'Output', 'vec4' ) );
}
}
addFlowCode( code ) {
if ( ! /;\s*$/.test( code ) ) {
code += ';';
}
super.addFlowCode( code + '\n\t' );
}
getTexture( textureProperty, uvSnippet, biasSnippet = null, shaderStage = this.shaderStage ) {
if ( shaderStage === 'fragment' ) {
return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
} else {
this._include( 'repeatWrapping' );
const dimension = `textureDimensions( ${textureProperty}, 0 )`;
return `textureLoad( ${textureProperty}, repeatWrapping( ${uvSnippet}, ${dimension} ), 0 )`;
}
}
getPropertyName( node, shaderStage = this.shaderStage ) {
if ( node.isNodeVary === true ) {
if ( shaderStage === 'vertex' ) {
return `NodeVarys.${ node.name }`;
}
} else if ( node.isNodeUniform === true ) {
const name = node.name;
const type = node.type;
if ( type === 'texture' ) {
return name;
} else if ( type === 'buffer' ) {
return `NodeBuffer.${name}`;
} else {
return `NodeUniforms.${name}`;
}
}
return super.getPropertyName( node );
}
getBindings() {
const bindings = this.bindings;
return [ ...bindings.vertex, ...bindings.fragment ];
}
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 WebGPUNodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
const texture = new WebGPUNodeSampledTexture( uniformNode.name, uniformNode.node );
// 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;
if ( shaderStage === 'fragment' ) {
bindings.splice( index, 0, sampler, texture );
uniformGPU = [ sampler, texture ];
} else {
bindings.splice( index, 0, texture );
uniformGPU = [ texture ];
}
} else if ( type === 'buffer' ) {
const buffer = new WebGPUUniformBuffer( 'NodeBuffer', node.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, buffer );
uniformGPU = buffer;
} else {
let uniformsGroup = this.uniformsGroup[ shaderStage ];
if ( uniformsGroup === undefined ) {
uniformsGroup = new WebGPUNodeUniformsGroup( shaderStage );
this.uniformsGroup[ shaderStage ] = uniformsGroup;
bindings.push( uniformsGroup );
}
if ( node.isArrayInputNode === true ) {
uniformGPU = [];
for ( const inputNode of node.nodes ) {
const uniformNodeGPU = this._getNodeUniform( inputNode, type );
// fit bounds to buffer
uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
uniformsGroup.addUniform( uniformNodeGPU );
uniformGPU.push( uniformNodeGPU );
}
} else {
uniformGPU = this._getNodeUniform( uniformNode, type );
uniformsGroup.addUniform( uniformGPU );
}
}
nodeData.uniformGPU = uniformGPU;
if ( shaderStage === 'vertex' ) {
this.bindingsOffset[ 'fragment' ] = bindings.length;
}
}
return uniformNode;
}
getAttributes( shaderStage ) {
let snippet = '';
if ( shaderStage === 'vertex' ) {
const attributes = this.attributes;
const length = attributes.length;
snippet += '\n';
for ( let index = 0; index < length; index ++ ) {
const attribute = attributes[ index ];
const name = attribute.name;
const type = this.getType( attribute.type );
snippet += `\t[[ location( ${index} ) ]] ${ name } : ${ type }`;
if ( index + 1 < length ) {
snippet += ',\n';
}
}
snippet += '\n';
}
return snippet;
}
getVars( shaderStage ) {
let snippet = '';
const vars = this.vars[ shaderStage ];
for ( let index = 0; index < vars.length; index ++ ) {
const variable = vars[ index ];
const name = variable.name;
const type = this.getType( variable.type );
snippet += `var ${name} : ${type}; `;
}
return snippet;
}
getVarys( shaderStage ) {
let snippet = '';
if ( shaderStage === 'vertex' ) {
snippet += '\t[[ builtin( position ) ]] Vertex: vec4<f32>;\n';
const varys = this.varys;
for ( let index = 0; index < varys.length; index ++ ) {
const vary = varys[ index ];
snippet += `\t[[ location( ${index} ) ]] ${ vary.name } : ${ this.getType( vary.type ) };\n`;
}
snippet = this._getWGSLStruct( 'NodeVarysStruct', snippet );
} else if ( shaderStage === 'fragment' ) {
const varys = this.varys;
snippet += '\n';
for ( let index = 0; index < varys.length; index ++ ) {
const vary = varys[ index ];
snippet += `\t[[ location( ${index} ) ]] ${ vary.name } : ${ this.getType( vary.type ) }`;
if ( index + 1 < varys.length ) {
snippet += ',\n';
}
}
snippet += '\n';
}
return snippet;
}
getUniforms( shaderStage ) {
const uniforms = this.uniforms[ shaderStage ];
let snippet = '';
let groupSnippet = '';
let index = this.bindingsOffset[ shaderStage ];
for ( const uniform of uniforms ) {
if ( uniform.type === 'texture' ) {
if ( shaderStage === 'fragment' ) {
snippet += `[[ group( 0 ), binding( ${index ++} ) ]] var ${uniform.name}_sampler : sampler; `;
}
snippet += `[[ group( 0 ), binding( ${index ++} ) ]] var ${uniform.name} : texture_2d<f32>; `;
} else if ( uniform.type === 'buffer' ) {
const bufferNode = uniform.node;
const bufferType = this.getType( bufferNode.bufferType );
const bufferCount = bufferNode.bufferCount;
const bufferSnippet = `\t${uniform.name} : array< ${bufferType}, ${bufferCount} >;\n`;
snippet += this._getWGSLUniforms( 'NodeBuffer', bufferSnippet, index ++ ) + '\n\n';
} else {
const vectorType = this.getType( this.getVectorType( uniform.type ) );
if ( Array.isArray( uniform.value ) === true ) {
const length = uniform.value.length;
groupSnippet += `uniform ${vectorType}[ ${length} ] ${uniform.name}; `;
} else {
groupSnippet += `\t${uniform.name} : ${ vectorType};\n`;
}
}
}
if ( groupSnippet ) {
snippet += this._getWGSLUniforms( 'NodeUniforms', groupSnippet, index ++ );
}
return snippet;
}
buildCode() {
const shadersData = { fragment: {}, vertex: {} };
for ( const shaderStage in shadersData ) {
let flow = '// code\n';
flow += `\t${ this.flowCode[ shaderStage ] }`;
flow += '\n';
const flowNodes = this.flowNodes[ shaderStage ];
const mainNode = flowNodes[ flowNodes.length - 1 ];
for ( const node of flowNodes ) {
const flowSlotData = this.getFlowData( shaderStage, node );
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 ) {
flow += '// FLOW RESULT\n\t';
if ( shaderStage === 'vertex' ) {
flow += 'NodeVarys.Vertex = ';
} else if ( shaderStage === 'fragment' ) {
flow += 'return ';
}
flow += `${ flowSlotData.result };`;
}
}
const stageData = shadersData[ shaderStage ];
stageData.uniforms = this.getUniforms( shaderStage );
stageData.attributes = this.getAttributes( shaderStage );
stageData.varys = this.getVarys( shaderStage );
stageData.vars = this.getVars( shaderStage );
stageData.codes = this.getCodes( shaderStage );
stageData.flow = flow;
}
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
}
getMethod( method ) {
if ( wgslPolyfill[ method ] !== undefined ) {
this._include( method );
}
return wgslMethods[ method ] || method;
}
getType( type ) {
return wgslTypeLib[ type ] || type;
}
_include( name ) {
wgslPolyfill[ name ].build( this );
}
_getNodeUniform( uniformNode, type ) {
if ( type === 'float' ) return new FloatNodeUniform( uniformNode );
if ( type === 'vec2' ) return new Vector2NodeUniform( uniformNode );
if ( type === 'vec3' ) return new Vector3NodeUniform( uniformNode );
if ( type === 'vec4' ) return new Vector4NodeUniform( uniformNode );
if ( type === 'color' ) return new ColorNodeUniform( uniformNode );
if ( type === 'mat3' ) return new Matrix3NodeUniform( uniformNode );
if ( type === 'mat4' ) return new Matrix4NodeUniform( uniformNode );
throw new Error( `Uniform "${type}" not declared.` );
}
_getWGSLVertexCode( shaderData ) {
return `${ this.getSignature() }
// uniforms
${shaderData.uniforms}
// varys
${shaderData.varys}
// codes
${shaderData.codes}
[[ stage( vertex ) ]]
fn main( ${shaderData.attributes} ) -> NodeVarysStruct {
// system
var NodeVarys: NodeVarysStruct;
// vars
${shaderData.vars}
// flow
${shaderData.flow}
return NodeVarys;
}
`;
}
_getWGSLFragmentCode( shaderData ) {
return `${ this.getSignature() }
// uniforms
${shaderData.uniforms}
// codes
${shaderData.codes}
[[ stage( fragment ) ]]
fn main( ${shaderData.varys} ) -> [[ location( 0 ) ]] vec4<f32> {
// vars
${shaderData.vars}
// flow
${shaderData.flow}
}
`;
}
_getWGSLStruct( name, vars ) {
return `[[ block ]]
struct ${name} {
\n${vars}
};`;
}
_getWGSLUniforms( name, vars, binding = 0, group = 0 ) {
const structName = name + 'Struct';
const structSnippet = this._getWGSLStruct( structName, vars );
return `${structSnippet}
[[ binding( ${binding} ), group( ${group} ) ]]
var<uniform> ${name} : ${structName};`;
}
}
export default WebGPUNodeBuilder;