| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520 | import NodeBuilder from '../../nodes/core/NodeBuilder.js';import SlotNode from './SlotNode.js';import GLSLNodeParser from '../../nodes/parsers/GLSLNodeParser.js';import WebGLPhysicalContextNode from './WebGLPhysicalContextNode.js';import { ShaderChunk, LinearEncoding, RGBAFormat, UnsignedByteType, sRGBEncoding } from 'three';const shaderStages = [ 'vertex', 'fragment' ];function getIncludeSnippet( name ) {	return `#include <${name}>`;}function getShaderStageProperty( shaderStage ) {	return `${shaderStage}Shader`;}class WebGLNodeBuilder extends NodeBuilder {	constructor( object, renderer, shader ) {		super( object, renderer, new GLSLNodeParser() );		this.shader = shader;		this.slots = { vertex: [], fragment: [] };		this._parseObject();	}	addSlot( shaderStage, slotNode ) {		this.slots[ shaderStage ].push( slotNode );		return this.addFlow( shaderStage, slotNode );	}	addFlowCode( code ) {		if ( ! /;\s*$/.test( code ) ) {			code += ';';		}		super.addFlowCode( code + '\n\t' );	}	_parseObject() {		const material = this.material;		// parse inputs		if ( material.colorNode && material.colorNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.colorNode, 'COLOR', 'vec4' ) );		}		if ( material.opacityNode && material.opacityNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.opacityNode, 'OPACITY', 'float' ) );		}		if ( material.normalNode && material.normalNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.normalNode, 'NORMAL', 'vec3' ) );		}		if ( material.emissiveNode && material.emissiveNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.emissiveNode, 'EMISSIVE', 'vec3' ) );		}		if ( material.metalnessNode && material.metalnessNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.metalnessNode, 'METALNESS', 'float' ) );		}		if ( material.roughnessNode && material.roughnessNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.roughnessNode, 'ROUGHNESS', 'float' ) );		}		if ( material.clearcoatNode && material.clearcoatNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.clearcoatNode, 'CLEARCOAT', 'float' ) );		}		if ( material.clearcoatRoughnessNode && material.clearcoatRoughnessNode.isNode ) {			this.addSlot( 'fragment', new SlotNode( material.clearcoatRoughnessNode, 'CLEARCOAT_ROUGHNESS', 'float' ) );		}		if ( material.envNode && material.envNode.isNode ) {			const envRadianceNode = new WebGLPhysicalContextNode( WebGLPhysicalContextNode.RADIANCE, material.envNode );			const envIrradianceNode = new WebGLPhysicalContextNode( WebGLPhysicalContextNode.IRRADIANCE, material.envNode );			this.addSlot( 'fragment', new SlotNode( envRadianceNode, 'RADIANCE', 'vec3' ) );			this.addSlot( 'fragment', new SlotNode( envIrradianceNode, 'IRRADIANCE', 'vec3' ) );		}		if ( material.sizeNode && material.sizeNode.isNode ) {			this.addSlot( 'vertex', new SlotNode( material.sizeNode, 'SIZE', 'float' ) );		}		if ( material.positionNode && material.positionNode.isNode ) {			this.addSlot( 'vertex', new SlotNode( material.positionNode, 'POSITION', 'vec3' ) );		}	}	getTexture( textureProperty, uvSnippet, biasSnippet = null ) {		if ( biasSnippet !== null ) {			return `texture2D( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;		} else {			return `texture2D( ${textureProperty}, ${uvSnippet} )`;		}	}	getCubeTexture( textureProperty, uvSnippet, biasSnippet = null ) {		const textureCube = 'textureCubeLodEXT'; // textureCubeLodEXT textureLod		if ( biasSnippet !== null ) {			return `${textureCube}( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;		} else {			return `${textureCube}( ${textureProperty}, ${uvSnippet} )`;		}	}	getUniforms( shaderStage ) {		const uniforms = this.uniforms[ shaderStage ];		let snippet = '';		for ( const uniform of uniforms ) {			if ( uniform.type === 'texture' ) {				snippet += `uniform sampler2D ${uniform.name}; `;			} else if ( uniform.type === 'cubeTexture' ) {				snippet += `uniform samplerCube ${uniform.name}; `;			} else {				const vectorType = this.getVectorType( uniform.type );				snippet += `uniform ${vectorType} ${uniform.name}; `;			}		}		return snippet;	}	getAttributes( shaderStage ) {		let snippet = '';		if ( shaderStage === 'vertex' ) {			const attributes = this.attributes;			for ( let index = 0; index < attributes.length; index ++ ) {				const attribute = attributes[ index ];				// ignore common attributes to prevent redefinitions				if ( attribute.name === 'uv' || attribute.name === 'position' || attribute.name === 'normal' )					continue;				snippet += `attribute ${attribute.type} ${attribute.name}; `;			}		}		return snippet;	}	getVarys( shaderStage ) {		let snippet = '';		const varys = this.varys;		for ( let index = 0; index < varys.length; index ++ ) {			const vary = varys[ index ];			snippet += `varying ${vary.type} ${vary.name}; `;		}		return snippet;	}	addCodeAfterSnippet( shaderStage, snippet, code ) {		const shaderProperty = getShaderStageProperty( shaderStage );		let source = this[ shaderProperty ];		const index = source.indexOf( snippet );		if ( index !== - 1 ) {			const start = source.substring( 0, index + snippet.length );			const end = source.substring( index + snippet.length );			source = `${start}\n${code}\n${end}`;		}		this[ shaderProperty ] = source;	}	addCodeAfterInclude( shaderStage, includeName, code ) {		const includeSnippet = getIncludeSnippet( includeName );		this.addCodeAfterSnippet( shaderStage, includeSnippet, code );	}	replaceCode( shaderStage, source, target ) {		const shaderProperty = getShaderStageProperty( shaderStage );		this.shader[ shaderProperty ] = this.shader[ shaderProperty ].replaceAll( source, target );	}	parseInclude( shaderStage, ...includes ) {		for ( const name of includes ) {			const includeSnippet = getIncludeSnippet( name );			const code = ShaderChunk[ name ];			this.replaceCode( shaderStage, includeSnippet, code );		}	}	getTextureEncodingFromMap( map ) {/*		const isWebGL2 = this.renderer.capabilities.isWebGL2;		if ( isWebGL2 && map && map.isTexture && map.format === RGBAFormat && map.type === UnsignedByteType && map.encoding === sRGBEncoding ) {			return LinearEncoding; // disable inline decode for sRGB textures in WebGL 2		}*/		return super.getTextureEncodingFromMap( map );	}	buildCode() {		const shaderData = {};		for ( const shaderStage of shaderStages ) {			const uniforms = this.getUniforms( shaderStage );			const attributes = this.getAttributes( shaderStage );			const varys = this.getVarys( shaderStage );			const vars = this.getVars( shaderStage );			const codes = this.getCodes( shaderStage );			shaderData[ shaderStage ] = `${this.getSignature()}// <node_builder>// uniforms${uniforms}// attributes${attributes}// varys${varys}// vars${vars}// codes${codes}// </node_builder>${this.shader[ getShaderStageProperty( shaderStage ) ]}`;		}		this.vertexShader = shaderData.vertex;		this.fragmentShader = shaderData.fragment;	}	build() {		super.build();		this._addSnippets();		this._addUniforms();		this.shader.vertexShader = this.vertexShader;		this.shader.fragmentShader = this.fragmentShader;		return this;	}	getSlot( shaderStage, name ) {		const slots = this.slots[ shaderStage ];		for ( const node of slots ) {			if ( node.name === name ) {				return this.getFlowData( shaderStage, node );			}		}	}	_addSnippets() {		this.parseInclude( 'fragment', 'lights_physical_fragment' );		const colorSlot = this.getSlot( 'fragment', 'COLOR' );		const normalSlot = this.getSlot( 'fragment', 'NORMAL' );		const opacityNode = this.getSlot( 'fragment', 'OPACITY' );		const emissiveNode = this.getSlot( 'fragment', 'EMISSIVE' );		const roughnessNode = this.getSlot( 'fragment', 'ROUGHNESS' );		const metalnessNode = this.getSlot( 'fragment', 'METALNESS' );		const clearcoatNode = this.getSlot( 'fragment', 'CLEARCOAT' );		const clearcoatRoughnessNode = this.getSlot( 'fragment', 'CLEARCOAT_ROUGHNESS' );		const positionNode = this.getSlot( 'vertex', 'POSITION' );		const sizeNode = this.getSlot( 'vertex', 'SIZE' );		if ( colorSlot !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'color_fragment',				`${colorSlot.code}\n\tdiffuseColor = ${colorSlot.result};`			);		}		if ( normalSlot !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'normal_fragment_begin',				`${normalSlot.code}\n\tnormal = ${normalSlot.result};`			);		}		if ( opacityNode !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'alphamap_fragment',				`${opacityNode.code}\n\tdiffuseColor.a = ${opacityNode.result};`			);		}		if ( emissiveNode !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'emissivemap_fragment',				`${emissiveNode.code}\n\ttotalEmissiveRadiance = ${emissiveNode.result};`			);		}		if ( roughnessNode !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'roughnessmap_fragment',				`${roughnessNode.code}\n\troughnessFactor = ${roughnessNode.result};`			);		}		if ( metalnessNode !== undefined ) {			this.addCodeAfterInclude(				'fragment',				'metalnessmap_fragment',				`${metalnessNode.code}\n\tmetalnessFactor = ${metalnessNode.result};`			);		}		if ( clearcoatNode !== undefined ) {			this.addCodeAfterSnippet(				'fragment',				'material.clearcoatRoughness = clearcoatRoughness;',				`${clearcoatNode.code}\n\tmaterial.clearcoat = ${clearcoatNode.result};`			);		}		if ( clearcoatRoughnessNode !== undefined ) {			this.addCodeAfterSnippet(				'fragment',				'material.clearcoatRoughness = clearcoatRoughness;',				`${clearcoatRoughnessNode.code}\n\tmaterial.clearcoatRoughness = ${clearcoatRoughnessNode.result};`			);		}		if ( positionNode !== undefined ) {			this.addCodeAfterInclude(				'vertex',				'begin_vertex',				`${positionNode.code}\n\ttransformed = ${positionNode.result};`			);		}		if ( sizeNode !== undefined ) {			this.addCodeAfterSnippet(				'vertex',				'gl_PointSize = size;',				`${sizeNode.code}\n\tgl_PointSize = ${sizeNode.result};`			);		}		for ( const shaderStage of shaderStages ) {			this.addCodeAfterSnippet(				shaderStage,				'main() {',				this.flowCode[ shaderStage ]			);		}	}	_addUniforms() {		for ( const shaderStage of shaderStages ) {			// uniforms			for ( const uniform of this.uniforms[ shaderStage ] ) {				this.shader.uniforms[ uniform.name ] = uniform;			}		}	}}export { WebGLNodeBuilder };
 |