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TSL: Editor (GLSL) #26283

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Jun 19, 2023
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3 changes: 2 additions & 1 deletion examples/jsm/nodes/accessors/CameraNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
import Object3DNode from './Object3DNode.js';
import { addNodeClass } from '../core/Node.js';
import { label } from '../core/ContextNode.js';
import { nodeImmutable } from '../shadernode/ShaderNode.js';

class CameraNode extends Object3DNode {
Expand Down Expand Up @@ -86,7 +87,7 @@ CameraNode.FAR = 'far';

export default CameraNode;

export const cameraProjectionMatrix = nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX );
export const cameraProjectionMatrix = label( nodeImmutable( CameraNode, CameraNode.PROJECTION_MATRIX ), 'projectionMatrix' );
export const cameraNear = nodeImmutable( CameraNode, CameraNode.NEAR );
export const cameraFar = nodeImmutable( CameraNode, CameraNode.FAR );
export const cameraViewMatrix = nodeImmutable( CameraNode, CameraNode.VIEW_MATRIX );
Expand Down
3 changes: 2 additions & 1 deletion examples/jsm/nodes/accessors/ModelNode.js
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
import Object3DNode from './Object3DNode.js';
import { addNodeClass } from '../core/Node.js';
import { label } from '../core/ContextNode.js';
import { nodeImmutable } from '../shadernode/ShaderNode.js';

class ModelNode extends Object3DNode {
Expand All @@ -23,7 +24,7 @@ class ModelNode extends Object3DNode {
export default ModelNode;

export const modelDirection = nodeImmutable( ModelNode, ModelNode.DIRECTION );
export const modelViewMatrix = nodeImmutable( ModelNode, ModelNode.VIEW_MATRIX );
export const modelViewMatrix = label( nodeImmutable( ModelNode, ModelNode.VIEW_MATRIX ), 'modelViewMatrix' );
export const modelNormalMatrix = nodeImmutable( ModelNode, ModelNode.NORMAL_MATRIX );
export const modelWorldMatrix = nodeImmutable( ModelNode, ModelNode.WORLD_MATRIX );
export const modelPosition = nodeImmutable( ModelNode, ModelNode.POSITION );
Expand Down
334 changes: 334 additions & 0 deletions examples/jsm/renderers/webgl/nodes/GLSLNodeBuilder.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,334 @@
import { MathNode, GLSLNodeParser, NodeBuilder, NodeMaterial } from 'three/nodes';

const glslMethods = {
[ MathNode.ATAN2 ]: 'atan'
};

const precisionLib = {
low: 'lowp',
medium: 'mediump',
high: 'highp'
};

class GLSLNodeBuilder extends NodeBuilder {
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At some point we will remove WebGLNodeBuilder (in favor of GLSLNodeBuilder), right?

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Hmm... I think WebGLNodeBuilder will generate code to WebGLRenderer, while GLSLNodeBuilder will generate code to WebGLBackend.


constructor( object, renderer ) {

super( object, renderer, new GLSLNodeParser() );

}

getMethod( method ) {

return glslMethods[ method ] || method;

}

getTexture( texture, textureProperty, uvSnippet ) {

if ( texture.isTextureCube ) {

return `textureCube( ${textureProperty}, ${uvSnippet} )`;

} else {

return `texture2D( ${textureProperty}, ${uvSnippet} )`;

}

}

getTextureBias( texture, textureProperty, uvSnippet, biasSnippet ) {

if ( this.material.extensions !== undefined ) this.material.extensions.shaderTextureLOD = true;

return `textureLod( ${textureProperty}, ${uvSnippet}, ${biasSnippet} )`;

}

getVars( shaderStage ) {

const snippets = [];

const vars = this.vars[ shaderStage ];

for ( const variable of vars ) {

snippets.push( `${ this.getVar( variable.type, variable.name ) };` );

}

return snippets.join( '\n\t' );

}

getUniforms( shaderStage ) {

const uniforms = this.uniforms[ shaderStage ];

let output = '';

for ( const uniform of uniforms ) {

let snippet = null;

if ( uniform.type === 'texture' ) {

snippet = `sampler2D ${uniform.name};\n`;

} else if ( uniform.type === 'cubeTexture' ) {

snippet = `samplerCube ${uniform.name};\n`;

} else {

const vectorType = this.getVectorType( uniform.type );

snippet = `${vectorType} ${uniform.name};\n`;

}

const precision = uniform.node.precision;

if ( precision !== null ) {

snippet = 'uniform ' + precisionLib[ precision ] + ' ' + snippet;

} else {

snippet = 'uniform ' + snippet;

}

output += snippet;

}

return output;

}

getAttributes( shaderStage ) {

let snippet = '';

if ( shaderStage === 'vertex' ) {

const attributes = this.attributes;

for ( const attribute of attributes ) {

snippet += `attribute ${attribute.type} ${attribute.name};\n`;

}

}

return snippet;

}

getVaryings( shaderStage ) {

let snippet = '';

const varyings = this.varyings;

if ( shaderStage === 'vertex' ) {

for ( const varying of varyings ) {

snippet += `${varying.needsInterpolation ? 'varying' : '/*varying*/'} ${varying.type} ${varying.name};\n`;

}

} else if ( shaderStage === 'fragment' ) {

for ( const varying of varyings ) {

if ( varying.needsInterpolation ) {

snippet += `varying ${varying.type} ${varying.name};\n`;

}

}

}

return snippet;

}

getFrontFacing() {

return 'gl_FrontFacing';

}

getFragCoord() {

return 'gl_FragCoord';

}

isFlipY() {

return true;

}

_getGLSLVertexCode( shaderData ) {

return `${ this.getSignature() }

// uniforms
${shaderData.uniforms}

// varyings
${shaderData.varyings}

// attributes
${shaderData.attributes}

// codes
${shaderData.codes}

void main() {

// vars
${shaderData.vars}

// flow
${shaderData.flow}

}
`;

}

_getGLSLFragmentCode( shaderData ) {

return `${ this.getSignature() }

// precision
precision highp float;
precision highp int;

// uniforms
${shaderData.uniforms}

// varyings
${shaderData.varyings}

// codes
${shaderData.codes}

void main() {

// vars
${shaderData.vars}

// flow
${shaderData.flow}

}
`;

}

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 += 'gl_Position = ';

} else if ( shaderStage === 'fragment' ) {

flow += 'gl_FragColor = ';

}

flow += `${ flowSlotData.result };`;

}

}

const stageData = shadersData[ shaderStage ];

stageData.uniforms = this.getUniforms( shaderStage );
stageData.attributes = this.getAttributes( shaderStage );
stageData.varyings = this.getVaryings( shaderStage );
stageData.vars = this.getVars( shaderStage );
stageData.codes = this.getCodes( shaderStage );
stageData.flow = flow;

}

if ( this.material !== null ) {

this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );

} else {

console.warn( 'GLSLNodeBuilder: compute shaders are not supported.' );
//this.computeShader = this._getGLSLComputeCode( shadersData.compute );

}

}

build() {

// @TODO: Move this code to super.build()

const { object, material } = this;

if ( material !== null ) {

NodeMaterial.fromMaterial( material ).build( this );

} else {

this.addFlow( 'compute', object );

}

return super.build();

}

}

export default GLSLNodeBuilder;
3 changes: 3 additions & 0 deletions examples/jsm/renderers/webgl/nodes/WebGLNodeBuilder.js
Original file line number Diff line number Diff line change
Expand Up @@ -447,6 +447,9 @@ class WebGLNodeBuilder extends NodeBuilder {

for ( const uniform of uniforms ) {

if ( /^(modelViewMatrix|projectionMatrix)$/.test( uniform.name ) )
continue;

let snippet = null;

if ( uniform.type === 'texture' ) {
Expand Down
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