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967
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js
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vendored
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967
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeBuilder.js
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vendored
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import { NoColorSpace, FloatType } from 'three';
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import UniformsGroup from '../../common/UniformsGroup.js';
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import NodeSampler from '../../common/nodes/NodeSampler.js';
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import { NodeSampledTexture, NodeSampledCubeTexture } from '../../common/nodes/NodeSampledTexture.js';
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import UniformBuffer from '../../common/UniformBuffer.js';
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import StorageBuffer from '../../common/StorageBuffer.js';
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import { getVectorLength, getStrideLength } from '../../common/BufferUtils.js';
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import { NodeBuilder, CodeNode, NodeMaterial, FunctionNode } from '../../../nodes/Nodes.js';
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import { getFormat } from '../utils/WebGPUTextureUtils.js';
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import WGSLNodeParser from './WGSLNodeParser.js';
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const gpuShaderStageLib = {
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'vertex': GPUShaderStage.VERTEX,
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'fragment': GPUShaderStage.FRAGMENT,
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'compute': GPUShaderStage.COMPUTE
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};
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const supports = {
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instance: true
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};
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const wgslTypeLib = {
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float: 'f32',
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int: 'i32',
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uint: 'u32',
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bool: 'bool',
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color: 'vec3<f32>',
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vec2: 'vec2<f32>',
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ivec2: 'vec2<i32>',
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uvec2: 'vec2<u32>',
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bvec2: 'vec2<bool>',
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vec3: 'vec3<f32>',
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ivec3: 'vec3<i32>',
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uvec3: 'vec3<u32>',
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bvec3: 'vec3<bool>',
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vec4: 'vec4<f32>',
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ivec4: 'vec4<i32>',
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uvec4: 'vec4<u32>',
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bvec4: 'vec4<bool>',
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mat3: 'mat3x3<f32>',
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imat3: 'mat3x3<i32>',
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umat3: 'mat3x3<u32>',
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bmat3: 'mat3x3<bool>',
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mat4: 'mat4x4<f32>',
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imat4: 'mat4x4<i32>',
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umat4: 'mat4x4<u32>',
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bmat4: 'mat4x4<bool>'
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};
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const wgslMethods = {
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dFdx: 'dpdx',
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dFdy: '- dpdy',
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mod: 'threejs_mod',
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lessThanEqual: 'threejs_lessThanEqual',
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inversesqrt: 'inverseSqrt'
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};
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const wgslPolyfill = {
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lessThanEqual: new CodeNode( `
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fn threejs_lessThanEqual( a : vec3<f32>, b : vec3<f32> ) -> vec3<bool> {
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return vec3<bool>( a.x <= b.x, a.y <= b.y, a.z <= b.z );
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}
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` ),
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mod: new CodeNode( `
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fn threejs_mod( x : f32, y : f32 ) -> f32 {
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return x - y * floor( x / y );
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}
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` ),
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repeatWrapping: new CodeNode( `
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fn threejs_repeatWrapping( uv : vec2<f32>, dimension : vec2<u32> ) -> vec2<u32> {
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let uvScaled = vec2<u32>( uv * vec2<f32>( dimension ) );
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return ( ( uvScaled % dimension ) + dimension ) % dimension;
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}
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` )
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};
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class WGSLNodeBuilder extends NodeBuilder {
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constructor( object, renderer, scene = null ) {
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super( object, renderer, new WGSLNodeParser(), scene );
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this.uniformsGroup = {};
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this.builtins = {
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vertex: new Map(),
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fragment: new Map(),
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compute: new Map(),
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attribute: new Map()
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};
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}
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build() {
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const { object, material } = this;
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if ( material !== null ) {
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NodeMaterial.fromMaterial( material ).build( this );
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} else {
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this.addFlow( 'compute', object );
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}
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return super.build();
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}
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needsColorSpaceToLinear( texture ) {
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return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
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}
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_getSampler( texture, textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSample( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet} )`;
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} else {
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return this.getTextureLoad( texture, textureProperty, uvSnippet );
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}
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}
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_getVideoSampler( textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSampleBaseClampToEdge( ${textureProperty}, ${textureProperty}_sampler, vec2<f32>( ${uvSnippet}.x, 1.0 - ${uvSnippet}.y ) )`;
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} else {
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console.error( `WebGPURenderer: THREE.VideoTexture does not support ${ shaderStage } shader.` );
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}
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}
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_getSamplerLevel( texture, textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false ) {
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return `textureSampleLevel( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${biasSnippet} )`;
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} else {
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return this.getTextureLoad( texture, textureProperty, uvSnippet, biasSnippet );
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}
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}
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getTextureLoad( texture, textureProperty, uvSnippet, biasSnippet = '0' ) {
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this._include( 'repeatWrapping' );
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const dimension = `textureDimensions( ${textureProperty}, 0 )`;
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return `textureLoad( ${textureProperty}, threejs_repeatWrapping( ${uvSnippet}, ${dimension} ), i32( ${biasSnippet} ) )`;
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}
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isUnfilterable( texture ) {
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return texture.isDataTexture === true && texture.type === FloatType;
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}
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getTexture( texture, textureProperty, uvSnippet, shaderStage = this.shaderStage ) {
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let snippet = null;
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if ( texture.isVideoTexture === true ) {
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snippet = this._getVideoSampler( textureProperty, uvSnippet, shaderStage );
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} else if ( this.isUnfilterable( texture ) ) {
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snippet = this.getTextureLoad( texture, textureProperty, uvSnippet );
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} else {
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snippet = this._getSampler( texture, textureProperty, uvSnippet, shaderStage );
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}
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return snippet;
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}
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getTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, shaderStage = this.shaderStage ) {
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if ( shaderStage === 'fragment' ) {
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return `textureSampleCompare( ${textureProperty}, ${textureProperty}_sampler, ${uvSnippet}, ${compareSnippet} )`;
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} else {
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console.error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
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}
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}
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getTextureLevel( texture, textureProperty, uvSnippet, biasSnippet, shaderStage = this.shaderStage ) {
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let snippet = null;
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if ( texture.isVideoTexture === true ) {
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snippet = this._getVideoSampler( textureProperty, uvSnippet, shaderStage );
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} else {
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snippet = this._getSamplerLevel( texture, textureProperty, uvSnippet, biasSnippet, shaderStage );
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}
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return snippet;
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}
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getPropertyName( node, shaderStage = this.shaderStage ) {
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if ( node.isNodeVarying === true && node.needsInterpolation === true ) {
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if ( shaderStage === 'vertex' ) {
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return `NodeVaryings.${ node.name }`;
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}
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} else if ( node.isNodeUniform === true ) {
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const name = node.name;
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const type = node.type;
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if ( type === 'texture' || type === 'cubeTexture' ) {
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return name;
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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return `NodeBuffer_${node.node.id}.${name}`;
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} else {
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return `NodeUniforms.${name}`;
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}
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}
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return super.getPropertyName( node );
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}
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getUniformFromNode( node, type, shaderStage, name = null ) {
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const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
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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' || type === 'cubeTexture' ) {
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let texture = null;
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if ( type === 'texture' ) {
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texture = new NodeSampledTexture( uniformNode.name, uniformNode.node );
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} else if ( type === 'cubeTexture' ) {
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texture = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node );
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}
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texture.store = node.isStoreTextureNode === true;
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texture.setVisibility( gpuShaderStageLib[ shaderStage ] );
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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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if ( shaderStage === 'fragment' && this.isUnfilterable( node.value ) === false && texture.store === false ) {
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const sampler = new NodeSampler( `${uniformNode.name}_sampler`, uniformNode.node );
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sampler.setVisibility( gpuShaderStageLib[ shaderStage ] );
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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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bindings.splice( index, 0, texture );
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uniformGPU = [ texture ];
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}
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} else if ( type === 'buffer' || type === 'storageBuffer' ) {
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const bufferClass = type === 'storageBuffer' ? StorageBuffer : UniformBuffer;
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const buffer = new bufferClass( 'NodeBuffer_' + node.id, node.value );
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buffer.setVisibility( gpuShaderStageLib[ shaderStage ] );
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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, buffer );
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uniformGPU = buffer;
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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 UniformsGroup( 'nodeUniforms' );
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uniformsGroup.setVisibility( gpuShaderStageLib[ 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 ( node.isArrayUniformNode === true ) {
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uniformGPU = [];
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for ( const uniformNode of node.nodes ) {
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const uniformNodeGPU = this.getNodeUniform( uniformNode, type );
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// fit bounds to buffer
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uniformNodeGPU.boundary = getVectorLength( uniformNodeGPU.itemSize );
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uniformNodeGPU.itemSize = getStrideLength( uniformNodeGPU.itemSize );
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uniformsGroup.addUniform( uniformNodeGPU );
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uniformGPU.push( uniformNodeGPU );
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}
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} else {
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uniformGPU = this.getNodeUniform( uniformNode, type );
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uniformsGroup.addUniform( uniformGPU );
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}
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}
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nodeData.uniformGPU = uniformGPU;
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if ( shaderStage === 'vertex' ) {
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this.bindingsOffset[ 'fragment' ] = bindings.length;
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}
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}
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return uniformNode;
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}
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isReference( type ) {
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return super.isReference( type ) || type === 'texture_2d' || type === 'texture_cube' || type === 'texture_storage_2d';
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}
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getBuiltin( name, property, type, shaderStage = this.shaderStage ) {
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const map = this.builtins[ shaderStage ];
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if ( map.has( name ) === false ) {
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map.set( name, {
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name,
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property,
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type
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} );
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}
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return property;
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}
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getVertexIndex() {
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if ( this.shaderStage === 'vertex' ) {
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return this.getBuiltin( 'vertex_index', 'vertexIndex', 'u32', 'attribute' );
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}
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||||
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return 'vertexIndex';
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||||
|
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}
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||||
|
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buildFunctionNode( shaderNode ) {
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const layout = shaderNode.layout;
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const flowData = this.flowShaderNode( shaderNode );
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||||
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const parameters = [];
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||||
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for ( const input of layout.inputs ) {
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||||
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||||
parameters.push( input.name + ' : ' + this.getType( input.type ) );
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||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const code = `fn ${ layout.name }( ${ parameters.join( ', ' ) } ) -> ${ this.getType( layout.type ) } {
|
||||
${ flowData.vars }
|
||||
${ flowData.code }
|
||||
return ${ flowData.result };
|
||||
|
||||
}`;
|
||||
|
||||
//
|
||||
|
||||
return new FunctionNode( code );
|
||||
|
||||
}
|
||||
|
||||
getInstanceIndex() {
|
||||
|
||||
if ( this.shaderStage === 'vertex' ) {
|
||||
|
||||
return this.getBuiltin( 'instance_index', 'instanceIndex', 'u32', 'attribute' );
|
||||
|
||||
}
|
||||
|
||||
return 'instanceIndex';
|
||||
|
||||
}
|
||||
|
||||
getFrontFacing() {
|
||||
|
||||
return this.getBuiltin( 'front_facing', 'isFront', 'bool' );
|
||||
|
||||
}
|
||||
|
||||
getFragCoord() {
|
||||
|
||||
return this.getBuiltin( 'position', 'fragCoord', 'vec4<f32>', 'fragment' );
|
||||
|
||||
}
|
||||
|
||||
isFlipY() {
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
getAttributes( shaderStage ) {
|
||||
|
||||
const snippets = [];
|
||||
|
||||
if ( shaderStage === 'compute' ) {
|
||||
|
||||
this.getBuiltin( 'global_invocation_id', 'id', 'vec3<u32>', 'attribute' );
|
||||
|
||||
}
|
||||
|
||||
if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
|
||||
|
||||
for ( const { name, property, type } of this.builtins.attribute.values() ) {
|
||||
|
||||
snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
|
||||
|
||||
}
|
||||
|
||||
const attributes = this.getAttributesArray();
|
||||
|
||||
for ( let index = 0, length = attributes.length; index < length; index ++ ) {
|
||||
|
||||
const attribute = attributes[ index ];
|
||||
const name = attribute.name;
|
||||
const type = this.getType( attribute.type );
|
||||
|
||||
snippets.push( `@location( ${index} ) ${ name } : ${ type }` );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return snippets.join( ',\n\t' );
|
||||
|
||||
}
|
||||
|
||||
getStructMembers( struct ) {
|
||||
|
||||
const snippets = [];
|
||||
const members = struct.getMemberTypes();
|
||||
|
||||
for ( let i = 0; i < members.length; i ++ ) {
|
||||
|
||||
const member = members[ i ];
|
||||
snippets.push( `\t@location( ${i} ) m${i} : ${ member }<f32>` );
|
||||
|
||||
}
|
||||
|
||||
return snippets.join( ',\n' );
|
||||
|
||||
}
|
||||
|
||||
getStructs( shaderStage ) {
|
||||
|
||||
const snippets = [];
|
||||
const structs = this.structs[ shaderStage ];
|
||||
|
||||
for ( let index = 0, length = structs.length; index < length; index ++ ) {
|
||||
|
||||
const struct = structs[ index ];
|
||||
const name = struct.name;
|
||||
|
||||
let snippet = `\struct ${ name } {\n`;
|
||||
snippet += this.getStructMembers( struct );
|
||||
snippet += '\n}';
|
||||
|
||||
snippets.push( snippet );
|
||||
|
||||
}
|
||||
|
||||
return snippets.join( '\n\n' );
|
||||
|
||||
}
|
||||
|
||||
getVar( type, name ) {
|
||||
|
||||
return `var ${ name } : ${ this.getType( type ) }`;
|
||||
|
||||
}
|
||||
|
||||
getVars( shaderStage ) {
|
||||
|
||||
const snippets = [];
|
||||
const vars = this.vars[ shaderStage ];
|
||||
|
||||
if ( vars !== undefined ) {
|
||||
|
||||
for ( const variable of vars ) {
|
||||
|
||||
snippets.push( `\t${ this.getVar( variable.type, variable.name ) };` );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return `\n${ snippets.join( '\n' ) }\n`;
|
||||
|
||||
}
|
||||
|
||||
getVaryings( shaderStage ) {
|
||||
|
||||
const snippets = [];
|
||||
|
||||
if ( shaderStage === 'vertex' ) {
|
||||
|
||||
this.getBuiltin( 'position', 'Vertex', 'vec4<f32>', 'vertex' );
|
||||
|
||||
}
|
||||
|
||||
if ( shaderStage === 'vertex' || shaderStage === 'fragment' ) {
|
||||
|
||||
const varyings = this.varyings;
|
||||
const vars = this.vars[ shaderStage ];
|
||||
|
||||
for ( let index = 0; index < varyings.length; index ++ ) {
|
||||
|
||||
const varying = varyings[ index ];
|
||||
|
||||
if ( varying.needsInterpolation ) {
|
||||
|
||||
let attributesSnippet = `@location( ${index} )`;
|
||||
|
||||
if ( /^(int|uint|ivec|uvec)/.test( varying.type ) ) {
|
||||
|
||||
attributesSnippet += ' @interpolate( flat )';
|
||||
|
||||
|
||||
}
|
||||
|
||||
snippets.push( `${ attributesSnippet } ${ varying.name } : ${ this.getType( varying.type ) }` );
|
||||
|
||||
} else if ( shaderStage === 'vertex' && vars.includes( varying ) === false ) {
|
||||
|
||||
vars.push( varying );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for ( const { name, property, type } of this.builtins[ shaderStage ].values() ) {
|
||||
|
||||
snippets.push( `@builtin( ${name} ) ${property} : ${type}` );
|
||||
|
||||
}
|
||||
|
||||
const code = snippets.join( ',\n\t' );
|
||||
|
||||
return shaderStage === 'vertex' ? this._getWGSLStruct( 'NodeVaryingsStruct', '\t' + code ) : code;
|
||||
|
||||
}
|
||||
|
||||
getUniforms( shaderStage ) {
|
||||
|
||||
const uniforms = this.uniforms[ shaderStage ];
|
||||
|
||||
const bindingSnippets = [];
|
||||
const bufferSnippets = [];
|
||||
const groupSnippets = [];
|
||||
|
||||
let index = this.bindingsOffset[ shaderStage ];
|
||||
|
||||
for ( const uniform of uniforms ) {
|
||||
|
||||
if ( uniform.type === 'texture' || uniform.type === 'cubeTexture' ) {
|
||||
|
||||
const texture = uniform.node.value;
|
||||
|
||||
if ( shaderStage === 'fragment' && this.isUnfilterable( texture ) === false && uniform.node.isStoreTextureNode !== true ) {
|
||||
|
||||
if ( texture.isDepthTexture === true && texture.compareFunction !== null ) {
|
||||
|
||||
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler_comparison;` );
|
||||
|
||||
} else {
|
||||
|
||||
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name}_sampler : sampler;` );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let textureType;
|
||||
|
||||
if ( texture.isCubeTexture === true ) {
|
||||
|
||||
textureType = 'texture_cube<f32>';
|
||||
|
||||
} else if ( texture.isDepthTexture === true ) {
|
||||
|
||||
textureType = 'texture_depth_2d';
|
||||
|
||||
} else if ( texture.isVideoTexture === true ) {
|
||||
|
||||
textureType = 'texture_external';
|
||||
|
||||
} else if ( uniform.node.isStoreTextureNode === true ) {
|
||||
|
||||
const format = getFormat( texture );
|
||||
|
||||
textureType = 'texture_storage_2d<' + format + ', write>';
|
||||
|
||||
} else {
|
||||
|
||||
textureType = 'texture_2d<f32>';
|
||||
|
||||
}
|
||||
|
||||
bindingSnippets.push( `@binding( ${index ++} ) @group( 0 ) var ${uniform.name} : ${textureType};` );
|
||||
|
||||
} else if ( uniform.type === 'buffer' || uniform.type === 'storageBuffer' ) {
|
||||
|
||||
const bufferNode = uniform.node;
|
||||
const bufferType = this.getType( bufferNode.bufferType );
|
||||
const bufferCount = bufferNode.bufferCount;
|
||||
|
||||
const bufferCountSnippet = bufferCount > 0 ? ', ' + bufferCount : '';
|
||||
const bufferSnippet = `\t${uniform.name} : array< ${bufferType}${bufferCountSnippet} >\n`;
|
||||
const bufferAccessMode = bufferNode.isStorageBufferNode ? 'storage,read_write' : 'uniform';
|
||||
|
||||
bufferSnippets.push( this._getWGSLStructBinding( 'NodeBuffer_' + bufferNode.id, bufferSnippet, bufferAccessMode, index ++ ) );
|
||||
|
||||
} else {
|
||||
|
||||
const vectorType = this.getType( this.getVectorType( uniform.type ) );
|
||||
|
||||
if ( Array.isArray( uniform.value ) === true ) {
|
||||
|
||||
const length = uniform.value.length;
|
||||
|
||||
groupSnippets.push( `uniform ${vectorType}[ ${length} ] ${uniform.name}` );
|
||||
|
||||
} else {
|
||||
|
||||
groupSnippets.push( `\t${uniform.name} : ${ vectorType}` );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let code = bindingSnippets.join( '\n' );
|
||||
code += bufferSnippets.join( '\n' );
|
||||
|
||||
if ( groupSnippets.length > 0 ) {
|
||||
|
||||
code += this._getWGSLStructBinding( 'NodeUniforms', groupSnippets.join( ',\n' ), 'uniform', index ++ );
|
||||
|
||||
}
|
||||
|
||||
return code;
|
||||
|
||||
}
|
||||
|
||||
buildCode() {
|
||||
|
||||
const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
|
||||
|
||||
for ( const shaderStage in shadersData ) {
|
||||
|
||||
let flow = '// code\n\n';
|
||||
flow += this.flowCode[ shaderStage ];
|
||||
|
||||
const flowNodes = this.flowNodes[ shaderStage ];
|
||||
const mainNode = flowNodes[ flowNodes.length - 1 ];
|
||||
|
||||
for ( const node of flowNodes ) {
|
||||
|
||||
const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
|
||||
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 && shaderStage !== 'compute' ) {
|
||||
|
||||
flow += '// result\n\t';
|
||||
|
||||
if ( shaderStage === 'vertex' ) {
|
||||
|
||||
flow += 'NodeVaryings.Vertex = ';
|
||||
|
||||
} else if ( shaderStage === 'fragment' ) {
|
||||
|
||||
flow += 'return ';
|
||||
|
||||
}
|
||||
|
||||
flow += `${ flowSlotData.result };`;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const outputNode = mainNode.outputNode;
|
||||
const stageData = shadersData[ shaderStage ];
|
||||
|
||||
stageData.uniforms = this.getUniforms( shaderStage );
|
||||
stageData.attributes = this.getAttributes( shaderStage );
|
||||
stageData.varyings = this.getVaryings( shaderStage );
|
||||
stageData.structs = this.getStructs( shaderStage );
|
||||
stageData.vars = this.getVars( shaderStage );
|
||||
stageData.codes = this.getCodes( shaderStage );
|
||||
stageData.returnType = ( outputNode !== undefined && outputNode.isOutputStructNode === true ) ? outputNode.nodeType : '@location( 0 ) vec4<f32>';
|
||||
stageData.flow = flow;
|
||||
|
||||
}
|
||||
|
||||
if ( this.material !== null ) {
|
||||
|
||||
this.vertexShader = this._getWGSLVertexCode( shadersData.vertex );
|
||||
this.fragmentShader = this._getWGSLFragmentCode( shadersData.fragment );
|
||||
|
||||
} else {
|
||||
|
||||
this.computeShader = this._getWGSLComputeCode( shadersData.compute, ( this.object.workgroupSize || [ 64 ] ).join( ', ' ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
getMethod( method ) {
|
||||
|
||||
if ( wgslPolyfill[ method ] !== undefined ) {
|
||||
|
||||
this._include( method );
|
||||
|
||||
}
|
||||
|
||||
return wgslMethods[ method ] || method;
|
||||
|
||||
}
|
||||
|
||||
getType( type ) {
|
||||
|
||||
return wgslTypeLib[ type ] || type;
|
||||
|
||||
}
|
||||
|
||||
isAvailable( name ) {
|
||||
|
||||
return supports[ name ] === true;
|
||||
|
||||
}
|
||||
|
||||
_include( name ) {
|
||||
|
||||
wgslPolyfill[ name ].build( this );
|
||||
|
||||
}
|
||||
|
||||
_getWGSLVertexCode( shaderData ) {
|
||||
|
||||
return `${ this.getSignature() }
|
||||
|
||||
// uniforms
|
||||
${shaderData.uniforms}
|
||||
|
||||
// varyings
|
||||
${shaderData.varyings}
|
||||
|
||||
// codes
|
||||
${shaderData.codes}
|
||||
|
||||
@vertex
|
||||
fn main( ${shaderData.attributes} ) -> NodeVaryingsStruct {
|
||||
|
||||
// system
|
||||
var NodeVaryings: NodeVaryingsStruct;
|
||||
|
||||
// vars
|
||||
${shaderData.vars}
|
||||
|
||||
// flow
|
||||
${shaderData.flow}
|
||||
|
||||
return NodeVaryings;
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
||||
|
||||
_getWGSLFragmentCode( shaderData ) {
|
||||
|
||||
return `${ this.getSignature() }
|
||||
|
||||
// uniforms
|
||||
${shaderData.uniforms}
|
||||
|
||||
// structs
|
||||
${shaderData.structs}
|
||||
|
||||
// codes
|
||||
${shaderData.codes}
|
||||
|
||||
@fragment
|
||||
fn main( ${shaderData.varyings} ) -> ${shaderData.returnType} {
|
||||
|
||||
// vars
|
||||
${shaderData.vars}
|
||||
|
||||
// flow
|
||||
${shaderData.flow}
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
||||
|
||||
_getWGSLComputeCode( shaderData, workgroupSize ) {
|
||||
|
||||
return `${ this.getSignature() }
|
||||
// system
|
||||
var<private> instanceIndex : u32;
|
||||
|
||||
// uniforms
|
||||
${shaderData.uniforms}
|
||||
|
||||
// codes
|
||||
${shaderData.codes}
|
||||
|
||||
@compute @workgroup_size( ${workgroupSize} )
|
||||
fn main( ${shaderData.attributes} ) {
|
||||
|
||||
// system
|
||||
instanceIndex = id.x;
|
||||
|
||||
// vars
|
||||
${shaderData.vars}
|
||||
|
||||
// flow
|
||||
${shaderData.flow}
|
||||
|
||||
}
|
||||
`;
|
||||
|
||||
}
|
||||
|
||||
_getWGSLStruct( name, vars ) {
|
||||
|
||||
return `
|
||||
struct ${name} {
|
||||
${vars}
|
||||
};`;
|
||||
|
||||
}
|
||||
|
||||
_getWGSLStructBinding( name, vars, access, binding = 0, group = 0 ) {
|
||||
|
||||
const structName = name + 'Struct';
|
||||
const structSnippet = this._getWGSLStruct( structName, vars );
|
||||
|
||||
return `${structSnippet}
|
||||
@binding( ${binding} ) @group( ${group} )
|
||||
var<${access}> ${name} : ${structName};`;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WGSLNodeBuilder;
|
||||
104
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeFunction.js
generated
vendored
Normal file
104
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeFunction.js
generated
vendored
Normal file
@@ -0,0 +1,104 @@
|
||||
import NodeFunction from '../../../nodes/core/NodeFunction.js';
|
||||
import NodeFunctionInput from '../../../nodes/core/NodeFunctionInput.js';
|
||||
|
||||
const declarationRegexp = /^[fn]*\s*([a-z_0-9]+)?\s*\(([\s\S]*?)\)\s*[\-\>]*\s*([a-z_0-9]+)?/i;
|
||||
const propertiesRegexp = /[a-z_0-9]+|<(.*?)>+/ig;
|
||||
|
||||
const wgslTypeLib = {
|
||||
f32: 'float'
|
||||
};
|
||||
|
||||
const parse = ( source ) => {
|
||||
|
||||
source = source.trim();
|
||||
|
||||
const declaration = source.match( declarationRegexp );
|
||||
|
||||
if ( declaration !== null && declaration.length === 4 ) {
|
||||
|
||||
// tokenizer
|
||||
|
||||
const inputsCode = declaration[ 2 ];
|
||||
const propsMatches = [];
|
||||
|
||||
let nameMatch = null;
|
||||
|
||||
while ( ( nameMatch = propertiesRegexp.exec( inputsCode ) ) !== null ) {
|
||||
|
||||
propsMatches.push( nameMatch );
|
||||
|
||||
}
|
||||
|
||||
// parser
|
||||
|
||||
const inputs = [];
|
||||
|
||||
let i = 0;
|
||||
|
||||
while ( i < propsMatches.length ) {
|
||||
|
||||
// default
|
||||
|
||||
const name = propsMatches[ i ++ ][ 0 ];
|
||||
let type = propsMatches[ i ++ ][ 0 ];
|
||||
|
||||
type = wgslTypeLib[ type ] || type;
|
||||
|
||||
// precision
|
||||
|
||||
if ( i < propsMatches.length && propsMatches[ i ][ 0 ].startsWith( '<' ) === true )
|
||||
i ++;
|
||||
|
||||
// add input
|
||||
|
||||
inputs.push( new NodeFunctionInput( type, name ) );
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
const blockCode = source.substring( declaration[ 0 ].length );
|
||||
|
||||
const name = declaration[ 1 ] !== undefined ? declaration[ 1 ] : '';
|
||||
const type = declaration[ 3 ] || 'void';
|
||||
|
||||
return {
|
||||
type,
|
||||
inputs,
|
||||
name,
|
||||
inputsCode,
|
||||
blockCode
|
||||
};
|
||||
|
||||
} else {
|
||||
|
||||
throw new Error( 'FunctionNode: Function is not a WGSL code.' );
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
class WGSLNodeFunction extends NodeFunction {
|
||||
|
||||
constructor( source ) {
|
||||
|
||||
const { type, inputs, name, inputsCode, blockCode } = parse( source );
|
||||
|
||||
super( type, inputs, name );
|
||||
|
||||
this.inputsCode = inputsCode;
|
||||
this.blockCode = blockCode;
|
||||
|
||||
}
|
||||
|
||||
getCode( name = this.name ) {
|
||||
|
||||
const type = this.type !== 'void' ? '-> ' + this.type : '';
|
||||
|
||||
return `fn ${ name } ( ${ this.inputsCode.trim() } ) ${ type }` + this.blockCode;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WGSLNodeFunction;
|
||||
14
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeParser.js
generated
vendored
Normal file
14
node_modules/three/examples/jsm/renderers/webgpu/nodes/WGSLNodeParser.js
generated
vendored
Normal file
@@ -0,0 +1,14 @@
|
||||
import NodeParser from '../../../nodes/core/NodeParser.js';
|
||||
import WGSLNodeFunction from './WGSLNodeFunction.js';
|
||||
|
||||
class WGSLNodeParser extends NodeParser {
|
||||
|
||||
parseFunction( source ) {
|
||||
|
||||
return new WGSLNodeFunction( source );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default WGSLNodeParser;
|
||||
Reference in New Issue
Block a user