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import Node, { addNodeClass } from '../core/Node.js';
import ArrayElementNode from '../utils/ArrayElementNode.js';
import ConvertNode from '../utils/ConvertNode.js';
import JoinNode from '../utils/JoinNode.js';
import SplitNode from '../utils/SplitNode.js';
import SetNode from '../utils/SetNode.js';
import ConstNode from '../core/ConstNode.js';
import { getValueFromType, getValueType } from '../core/NodeUtils.js';
//
let currentStack = null;
const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others
export function addNodeElement( name, nodeElement ) {
if ( NodeElements.has( name ) ) {
console.warn( `Redefinition of node element ${ name }` );
return;
}
if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
NodeElements.set( name, nodeElement );
}
const parseSwizzle = ( props ) => props.replace( /r|s/g, 'x' ).replace( /g|t/g, 'y' ).replace( /b|p/g, 'z' ).replace( /a|q/g, 'w' );
const shaderNodeHandler = {
setup( NodeClosure, params ) {
const inputs = params.shift();
return NodeClosure( nodeObjects( inputs ), ...params );
},
get( node, prop, nodeObj ) {
if ( typeof prop === 'string' && node[ prop ] === undefined ) {
if ( node.isStackNode !== true && prop === 'assign' ) {
return ( ...params ) => {
currentStack.assign( nodeObj, ...params );
return nodeObj;
};
} else if ( NodeElements.has( prop ) ) {
const nodeElement = NodeElements.get( prop );
return node.isStackNode ? ( ...params ) => nodeObj.add( nodeElement( ...params ) ) : ( ...params ) => nodeElement( nodeObj, ...params );
} else if ( prop === 'self' ) {
return node;
} else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
return node.isStackNode ? ( ...params ) => nodeObj.assign( params[ 0 ], nodeElement( ...params ) ) : ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
} else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
// accessing properties ( swizzle )
prop = parseSwizzle( prop );
return nodeObject( new SplitNode( nodeObj, prop ) );
} else if ( /^set[XYZWRGBASTPQ]{1,4}$/.test( prop ) === true ) {
// set properties ( swizzle )
prop = parseSwizzle( prop.slice( 3 ).toLowerCase() );
// sort to xyzw sequence
prop = prop.split( '' ).sort().join( '' );
return ( value ) => nodeObject( new SetNode( node, prop, value ) );
} else if ( prop === 'width' || prop === 'height' || prop === 'depth' ) {
// accessing property
if ( prop === 'width' ) prop = 'x';
else if ( prop === 'height' ) prop = 'y';
else if ( prop === 'depth' ) prop = 'z';
return nodeObject( new SplitNode( node, prop ) );
} else if ( /^\d+$/.test( prop ) === true ) {
// accessing array
return nodeObject( new ArrayElementNode( nodeObj, new ConstNode( Number( prop ), 'uint' ) ) );
}
}
return Reflect.get( node, prop, nodeObj );
},
set( node, prop, value, nodeObj ) {
if ( typeof prop === 'string' && node[ prop ] === undefined ) {
// setting properties
if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true || prop === 'width' || prop === 'height' || prop === 'depth' || /^\d+$/.test( prop ) === true ) {
nodeObj[ prop ].assign( value );
return true;
}
}
return Reflect.set( node, prop, value, nodeObj );
}
};
const nodeObjectsCacheMap = new WeakMap();
const nodeBuilderFunctionsCacheMap = new WeakMap();
const ShaderNodeObject = function ( obj, altType = null ) {
const type = getValueType( obj );
if ( type === 'node' ) {
let nodeObject = nodeObjectsCacheMap.get( obj );
if ( nodeObject === undefined ) {
nodeObject = new Proxy( obj, shaderNodeHandler );
nodeObjectsCacheMap.set( obj, nodeObject );
nodeObjectsCacheMap.set( nodeObject, nodeObject );
}
return nodeObject;
} else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
return nodeObject( getConstNode( obj, altType ) );
} else if ( type === 'shader' ) {
return tslFn( obj );
}
return obj;
};
const ShaderNodeObjects = function ( objects, altType = null ) {
for ( const name in objects ) {
objects[ name ] = nodeObject( objects[ name ], altType );
}
return objects;
};
const ShaderNodeArray = function ( array, altType = null ) {
const len = array.length;
for ( let i = 0; i < len; i ++ ) {
array[ i ] = nodeObject( array[ i ], altType );
}
return array;
};
const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
if ( scope === null ) {
return ( ...params ) => {
return assignNode( new NodeClass( ...nodeArray( params ) ) );
};
} else if ( factor !== null ) {
factor = nodeObject( factor );
return ( ...params ) => {
return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
};
} else {
return ( ...params ) => {
return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
};
}
};
const ShaderNodeImmutable = function ( NodeClass, ...params ) {
return nodeObject( new NodeClass( ...nodeArray( params ) ) );
};
class ShaderCallNodeInternal extends Node {
constructor( shaderNode, inputNodes ) {
super();
this.shaderNode = shaderNode;
this.inputNodes = inputNodes;
}
getNodeType( builder ) {
const { outputNode } = builder.getNodeProperties( this );
return outputNode ? outputNode.getNodeType( builder ) : super.getNodeType( builder );
}
call( builder ) {
const { shaderNode, inputNodes } = this;
if ( shaderNode.layout ) {
let functionNodesCacheMap = nodeBuilderFunctionsCacheMap.get( builder.constructor );
if ( functionNodesCacheMap === undefined ) {
functionNodesCacheMap = new WeakMap();
nodeBuilderFunctionsCacheMap.set( builder.constructor, functionNodesCacheMap );
}
let functionNode = functionNodesCacheMap.get( shaderNode );
if ( functionNode === undefined ) {
functionNode = nodeObject( builder.buildFunctionNode( shaderNode ) );
functionNodesCacheMap.set( shaderNode, functionNode );
}
if ( builder.currentFunctionNode !== null ) {
builder.currentFunctionNode.includes.push( functionNode );
}
return nodeObject( functionNode.call( inputNodes ) );
}
const jsFunc = shaderNode.jsFunc;
const outputNode = inputNodes !== null ? jsFunc( inputNodes, builder.stack, builder ) : jsFunc( builder.stack, builder );
return nodeObject( outputNode );
}
setup( builder ) {
builder.addStack();
builder.stack.outputNode = this.call( builder );
return builder.removeStack();
}
generate( builder, output ) {
const { outputNode } = builder.getNodeProperties( this );
if ( outputNode === null ) {
// TSL: It's recommended to use `tslFn` in setup() pass.
return this.call( builder ).build( builder, output );
}
return super.generate( builder, output );
}
}
class ShaderNodeInternal extends Node {
constructor( jsFunc ) {
super();
this.jsFunc = jsFunc;
this.layout = null;
}
get isArrayInput() {
return /^\((\s+)?\[/.test( this.jsFunc.toString() );
}
setLayout( layout ) {
this.layout = layout;
return this;
}
call( inputs = null ) {
nodeObjects( inputs );
return nodeObject( new ShaderCallNodeInternal( this, inputs ) );
}
setup() {
return this.call();
}
}
const bools = [ false, true ];
const uints = [ 0, 1, 2, 3 ];
const ints = [ - 1, - 2 ];
const floats = [ 0.5, 1.5, 1 / 3, 1e-6, 1e6, Math.PI, Math.PI * 2, 1 / Math.PI, 2 / Math.PI, 1 / ( Math.PI * 2 ), Math.PI / 2 ];
const boolsCacheMap = new Map();
for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
const uintsCacheMap = new Map();
for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
const getConstNode = ( value, type ) => {
if ( constNodesCacheMap.has( value ) ) {
return constNodesCacheMap.get( value );
} else if ( value.isNode === true ) {
return value;
} else {
return new ConstNode( value, type );
}
};
const safeGetNodeType = ( node ) => {
try {
return node.getNodeType();
} catch ( _ ) {
return undefined;
}
};
const ConvertType = function ( type, cacheMap = null ) {
return ( ...params ) => {
if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
params = [ getValueFromType( type, ...params ) ];
}
if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
return nodeObject( cacheMap.get( params[ 0 ] ) );
}
if ( params.length === 1 ) {
const node = getConstNode( params[ 0 ], type );
if ( safeGetNodeType( node ) === type ) return nodeObject( node );
return nodeObject( new ConvertNode( node, type ) );
}
const nodes = params.map( param => getConstNode( param ) );
return nodeObject( new JoinNode( nodes, type ) );
};
};
// exports
export const defined = ( value ) => value && value.value;
// utils
export const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
// shader node base
export function ShaderNode( jsFunc ) {
return new Proxy( new ShaderNodeInternal( jsFunc ), shaderNodeHandler );
}
export const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
export const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
export const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
export const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
export const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
export const tslFn = ( jsFunc ) => {
const shaderNode = new ShaderNode( jsFunc );
const fn = ( ...params ) => {
let inputs;
nodeObjects( params );
if ( params[ 0 ] && params[ 0 ].isNode ) {
inputs = [ ...params ];
} else {
inputs = params[ 0 ];
}
return shaderNode.call( inputs );
};
fn.shaderNode = shaderNode;
fn.setLayout = ( layout ) => {
shaderNode.setLayout( layout );
return fn;
};
return fn;
};
addNodeClass( 'ShaderNode', ShaderNode );
//
export const setCurrentStack = ( stack ) => {
if ( currentStack === stack ) {
//throw new Error( 'Stack already defined.' );
}
currentStack = stack;
};
export const getCurrentStack = () => currentStack;
export const If = ( ...params ) => currentStack.if( ...params );
export function append( node ) {
if ( currentStack ) currentStack.add( node );
return node;
}
addNodeElement( 'append', append );
// types
// @TODO: Maybe export from ConstNode.js?
export const color = new ConvertType( 'color' );
export const float = new ConvertType( 'float', cacheMaps.float );
export const int = new ConvertType( 'int', cacheMaps.ints );
export const uint = new ConvertType( 'uint', cacheMaps.uint );
export const bool = new ConvertType( 'bool', cacheMaps.bool );
export const vec2 = new ConvertType( 'vec2' );
export const ivec2 = new ConvertType( 'ivec2' );
export const uvec2 = new ConvertType( 'uvec2' );
export const bvec2 = new ConvertType( 'bvec2' );
export const vec3 = new ConvertType( 'vec3' );
export const ivec3 = new ConvertType( 'ivec3' );
export const uvec3 = new ConvertType( 'uvec3' );
export const bvec3 = new ConvertType( 'bvec3' );
export const vec4 = new ConvertType( 'vec4' );
export const ivec4 = new ConvertType( 'ivec4' );
export const uvec4 = new ConvertType( 'uvec4' );
export const bvec4 = new ConvertType( 'bvec4' );
export const mat2 = new ConvertType( 'mat2' );
export const imat2 = new ConvertType( 'imat2' );
export const umat2 = new ConvertType( 'umat2' );
export const bmat2 = new ConvertType( 'bmat2' );
export const mat3 = new ConvertType( 'mat3' );
export const imat3 = new ConvertType( 'imat3' );
export const umat3 = new ConvertType( 'umat3' );
export const bmat3 = new ConvertType( 'bmat3' );
export const mat4 = new ConvertType( 'mat4' );
export const imat4 = new ConvertType( 'imat4' );
export const umat4 = new ConvertType( 'umat4' );
export const bmat4 = new ConvertType( 'bmat4' );
export const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
export const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
addNodeElement( 'color', color );
addNodeElement( 'float', float );
addNodeElement( 'int', int );
addNodeElement( 'uint', uint );
addNodeElement( 'bool', bool );
addNodeElement( 'vec2', vec2 );
addNodeElement( 'ivec2', ivec2 );
addNodeElement( 'uvec2', uvec2 );
addNodeElement( 'bvec2', bvec2 );
addNodeElement( 'vec3', vec3 );
addNodeElement( 'ivec3', ivec3 );
addNodeElement( 'uvec3', uvec3 );
addNodeElement( 'bvec3', bvec3 );
addNodeElement( 'vec4', vec4 );
addNodeElement( 'ivec4', ivec4 );
addNodeElement( 'uvec4', uvec4 );
addNodeElement( 'bvec4', bvec4 );
addNodeElement( 'mat2', mat2 );
addNodeElement( 'imat2', imat2 );
addNodeElement( 'umat2', umat2 );
addNodeElement( 'bmat2', bmat2 );
addNodeElement( 'mat3', mat3 );
addNodeElement( 'imat3', imat3 );
addNodeElement( 'umat3', umat3 );
addNodeElement( 'bmat3', bmat3 );
addNodeElement( 'mat4', mat4 );
addNodeElement( 'imat4', imat4 );
addNodeElement( 'umat4', umat4 );
addNodeElement( 'bmat4', bmat4 );
addNodeElement( 'string', string );
addNodeElement( 'arrayBuffer', arrayBuffer );
// basic nodes
// HACK - we cannot export them from the corresponding files because of the cyclic dependency
export const element = nodeProxy( ArrayElementNode );
export const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
export const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
addNodeElement( 'element', element );
addNodeElement( 'convert', convert );