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