| 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 };
 
 
  |