mirror of
https://github.com/jiawanlong/Cesium-Examples.git
synced 2025-07-05 15:47:34 +00:00
421 lines
11 KiB
JavaScript
421 lines
11 KiB
JavaScript
import Node, { addNodeClass } from '../core/Node.js';
|
|
import ArrayElementNode from '../utils/ArrayElementNode.js';
|
|
import ConvertNode from '../utils/ConvertNode.js';
|
|
import JoinNode from '../utils/JoinNode.js';
|
|
import SplitNode from '../utils/SplitNode.js';
|
|
import ConstNode from '../core/ConstNode.js';
|
|
import { getValueFromType, getValueType } from '../core/NodeUtils.js';
|
|
|
|
const NodeElements = new Map(); // @TODO: Currently only a few nodes are added, probably also add others
|
|
|
|
export function addNodeElement( name, nodeElement ) {
|
|
|
|
if ( NodeElements.has( name ) ) throw new Error( `Redefinition of node element ${ name }` );
|
|
if ( typeof nodeElement !== 'function' ) throw new Error( `Node element ${ name } is not a function` );
|
|
|
|
NodeElements.set( name, nodeElement );
|
|
|
|
}
|
|
|
|
const shaderNodeHandler = {
|
|
|
|
construct( NodeClosure, params ) {
|
|
|
|
const inputs = params.shift();
|
|
|
|
return NodeClosure( nodeObjects( inputs ), ...params );
|
|
|
|
},
|
|
|
|
get: function ( node, prop, nodeObj ) {
|
|
|
|
if ( typeof prop === 'string' && node[ prop ] === undefined ) {
|
|
|
|
if ( NodeElements.has( prop ) ) {
|
|
|
|
const nodeElement = NodeElements.get( prop );
|
|
|
|
return ( ...params ) => nodeElement( nodeObj, ...params );
|
|
|
|
} else if ( prop.endsWith( 'Assign' ) && NodeElements.has( prop.slice( 0, prop.length - 'Assign'.length ) ) ) {
|
|
|
|
const nodeElement = NodeElements.get( prop.slice( 0, prop.length - 'Assign'.length ) );
|
|
|
|
return ( ...params ) => nodeObj.assign( nodeElement( nodeObj, ...params ) );
|
|
|
|
} else if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
|
|
|
|
// accessing properties ( swizzle )
|
|
|
|
prop = prop
|
|
.replace( /r|s/g, 'x' )
|
|
.replace( /g|t/g, 'y' )
|
|
.replace( /b|p/g, 'z' )
|
|
.replace( /a|q/g, 'w' );
|
|
|
|
return nodeObject( new SplitNode( node, prop ) );
|
|
|
|
} else if ( prop === 'width' || prop === 'height' ) {
|
|
|
|
// accessing property
|
|
|
|
return nodeObject( new SplitNode( node, prop === 'width' ? 'x' : 'y' ) );
|
|
|
|
} else if ( /^\d+$/.test( prop ) === true ) {
|
|
|
|
// accessing array
|
|
|
|
return nodeObject( new ArrayElementNode( node, new ConstNode( Number( prop ), 'uint' ) ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return node[ prop ];
|
|
|
|
}
|
|
|
|
};
|
|
|
|
const nodeObjectsCacheMap = new WeakMap();
|
|
|
|
const ShaderNodeObject = function ( obj, altType = null ) {
|
|
|
|
const type = getValueType( obj );
|
|
|
|
if ( type === 'node' ) {
|
|
|
|
let nodeObject = nodeObjectsCacheMap.get( obj );
|
|
|
|
if ( nodeObject === undefined ) {
|
|
|
|
nodeObject = new Proxy( obj, shaderNodeHandler );
|
|
nodeObjectsCacheMap.set( obj, nodeObject );
|
|
nodeObjectsCacheMap.set( nodeObject, nodeObject );
|
|
|
|
}
|
|
|
|
return nodeObject;
|
|
|
|
} else if ( ( altType === null && ( type === 'float' || type === 'boolean' ) ) || ( type && type !== 'shader' && type !== 'string' ) ) {
|
|
|
|
return nodeObject( getConstNode( obj, altType ) );
|
|
|
|
} else if ( type === 'shader' ) {
|
|
|
|
return tslFn( obj );
|
|
|
|
}
|
|
|
|
return obj;
|
|
|
|
};
|
|
|
|
const ShaderNodeObjects = function ( objects, altType = null ) {
|
|
|
|
for ( const name in objects ) {
|
|
|
|
objects[ name ] = nodeObject( objects[ name ], altType );
|
|
|
|
}
|
|
|
|
return objects;
|
|
|
|
};
|
|
|
|
const ShaderNodeArray = function ( array, altType = null ) {
|
|
|
|
const len = array.length;
|
|
|
|
for ( let i = 0; i < len; i ++ ) {
|
|
|
|
array[ i ] = nodeObject( array[ i ], altType );
|
|
|
|
}
|
|
|
|
return array;
|
|
|
|
};
|
|
|
|
const ShaderNodeProxy = function ( NodeClass, scope = null, factor = null, settings = null ) {
|
|
|
|
const assignNode = ( node ) => nodeObject( settings !== null ? Object.assign( node, settings ) : node );
|
|
|
|
if ( scope === null ) {
|
|
|
|
return ( ...params ) => {
|
|
|
|
return assignNode( new NodeClass( ...nodeArray( params ) ) );
|
|
|
|
};
|
|
|
|
} else if ( factor !== null ) {
|
|
|
|
factor = nodeObject( factor );
|
|
|
|
return ( ...params ) => {
|
|
|
|
return assignNode( new NodeClass( scope, ...nodeArray( params ), factor ) );
|
|
|
|
};
|
|
|
|
} else {
|
|
|
|
return ( ...params ) => {
|
|
|
|
return assignNode( new NodeClass( scope, ...nodeArray( params ) ) );
|
|
|
|
};
|
|
|
|
}
|
|
|
|
};
|
|
|
|
const ShaderNodeImmutable = function ( NodeClass, ...params ) {
|
|
|
|
return nodeObject( new NodeClass( ...nodeArray( params ) ) );
|
|
|
|
};
|
|
|
|
class ShaderNodeInternal extends Node {
|
|
|
|
constructor( jsFunc ) {
|
|
|
|
super();
|
|
|
|
this._jsFunc = jsFunc;
|
|
|
|
}
|
|
|
|
call( inputs, stack, builder ) {
|
|
|
|
inputs = nodeObjects( inputs );
|
|
|
|
return nodeObject( this._jsFunc( inputs, stack, builder ) );
|
|
|
|
}
|
|
|
|
getNodeType( builder ) {
|
|
|
|
const { outputNode } = builder.getNodeProperties( this );
|
|
|
|
return outputNode ? outputNode.getNodeType( builder ) : super.getNodeType( builder );
|
|
|
|
}
|
|
|
|
construct( builder ) {
|
|
|
|
builder.addStack();
|
|
|
|
builder.stack.outputNode = nodeObject( this._jsFunc( builder.stack, builder ) );
|
|
|
|
return builder.removeStack();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const bools = [ false, true ];
|
|
const uints = [ 0, 1, 2, 3 ];
|
|
const ints = [ - 1, - 2 ];
|
|
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 ];
|
|
|
|
const boolsCacheMap = new Map();
|
|
for ( const bool of bools ) boolsCacheMap.set( bool, new ConstNode( bool ) );
|
|
|
|
const uintsCacheMap = new Map();
|
|
for ( const uint of uints ) uintsCacheMap.set( uint, new ConstNode( uint, 'uint' ) );
|
|
|
|
const intsCacheMap = new Map( [ ...uintsCacheMap ].map( el => new ConstNode( el.value, 'int' ) ) );
|
|
for ( const int of ints ) intsCacheMap.set( int, new ConstNode( int, 'int' ) );
|
|
|
|
const floatsCacheMap = new Map( [ ...intsCacheMap ].map( el => new ConstNode( el.value ) ) );
|
|
for ( const float of floats ) floatsCacheMap.set( float, new ConstNode( float ) );
|
|
for ( const float of floats ) floatsCacheMap.set( - float, new ConstNode( - float ) );
|
|
|
|
const cacheMaps = { bool: boolsCacheMap, uint: uintsCacheMap, ints: intsCacheMap, float: floatsCacheMap };
|
|
|
|
const constNodesCacheMap = new Map( [ ...boolsCacheMap, ...floatsCacheMap ] );
|
|
|
|
const getConstNode = ( value, type ) => {
|
|
|
|
if ( constNodesCacheMap.has( value ) ) {
|
|
|
|
return constNodesCacheMap.get( value );
|
|
|
|
} else if ( value.isNode === true ) {
|
|
|
|
return value;
|
|
|
|
} else {
|
|
|
|
return new ConstNode( value, type );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
const safeGetNodeType = ( node ) => {
|
|
|
|
try {
|
|
|
|
return node.getNodeType();
|
|
|
|
} catch ( _ ) {
|
|
|
|
return undefined;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
const ConvertType = function ( type, cacheMap = null ) {
|
|
|
|
return ( ...params ) => {
|
|
|
|
if ( params.length === 0 || ( ! [ 'bool', 'float', 'int', 'uint' ].includes( type ) && params.every( param => typeof param !== 'object' ) ) ) {
|
|
|
|
params = [ getValueFromType( type, ...params ) ];
|
|
|
|
}
|
|
|
|
if ( params.length === 1 && cacheMap !== null && cacheMap.has( params[ 0 ] ) ) {
|
|
|
|
return nodeObject( cacheMap.get( params[ 0 ] ) );
|
|
|
|
}
|
|
|
|
if ( params.length === 1 ) {
|
|
|
|
const node = getConstNode( params[ 0 ], type );
|
|
if ( safeGetNodeType( node ) === type ) return nodeObject( node );
|
|
return nodeObject( new ConvertNode( node, type ) );
|
|
|
|
}
|
|
|
|
const nodes = params.map( param => getConstNode( param ) );
|
|
return nodeObject( new JoinNode( nodes, type ) );
|
|
|
|
};
|
|
|
|
};
|
|
|
|
// exports
|
|
|
|
// utils
|
|
|
|
export const getConstNodeType = ( value ) => ( value !== undefined && value !== null ) ? ( value.nodeType || value.convertTo || ( typeof value === 'string' ? value : null ) ) : null;
|
|
|
|
// shader node base
|
|
|
|
export function ShaderNode( jsFunc ) {
|
|
|
|
return new Proxy( new ShaderNodeInternal( jsFunc ), shaderNodeHandler );
|
|
|
|
}
|
|
|
|
export const nodeObject = ( val, altType = null ) => /* new */ ShaderNodeObject( val, altType );
|
|
export const nodeObjects = ( val, altType = null ) => new ShaderNodeObjects( val, altType );
|
|
export const nodeArray = ( val, altType = null ) => new ShaderNodeArray( val, altType );
|
|
export const nodeProxy = ( ...params ) => new ShaderNodeProxy( ...params );
|
|
export const nodeImmutable = ( ...params ) => new ShaderNodeImmutable( ...params );
|
|
|
|
export const shader = ( jsFunc ) => { // @deprecated, r154
|
|
|
|
console.warn( 'TSL: shader() is deprecated. Use tslFn() instead.' );
|
|
|
|
return new ShaderNode( jsFunc );
|
|
|
|
};
|
|
|
|
export const tslFn = ( jsFunc ) => {
|
|
|
|
let shaderNode = null;
|
|
|
|
return ( ...params ) => {
|
|
|
|
if ( shaderNode === null ) shaderNode = new ShaderNode( jsFunc );
|
|
|
|
return shaderNode.call( ...params );
|
|
|
|
};
|
|
|
|
};
|
|
|
|
addNodeClass( ShaderNode );
|
|
|
|
// types
|
|
// @TODO: Maybe export from ConstNode.js?
|
|
|
|
export const color = new ConvertType( 'color' );
|
|
|
|
export const float = new ConvertType( 'float', cacheMaps.float );
|
|
export const int = new ConvertType( 'int', cacheMaps.int );
|
|
export const uint = new ConvertType( 'uint', cacheMaps.uint );
|
|
export const bool = new ConvertType( 'bool', cacheMaps.bool );
|
|
|
|
export const vec2 = new ConvertType( 'vec2' );
|
|
export const ivec2 = new ConvertType( 'ivec2' );
|
|
export const uvec2 = new ConvertType( 'uvec2' );
|
|
export const bvec2 = new ConvertType( 'bvec2' );
|
|
|
|
export const vec3 = new ConvertType( 'vec3' );
|
|
export const ivec3 = new ConvertType( 'ivec3' );
|
|
export const uvec3 = new ConvertType( 'uvec3' );
|
|
export const bvec3 = new ConvertType( 'bvec3' );
|
|
|
|
export const vec4 = new ConvertType( 'vec4' );
|
|
export const ivec4 = new ConvertType( 'ivec4' );
|
|
export const uvec4 = new ConvertType( 'uvec4' );
|
|
export const bvec4 = new ConvertType( 'bvec4' );
|
|
|
|
export const mat3 = new ConvertType( 'mat3' );
|
|
export const imat3 = new ConvertType( 'imat3' );
|
|
export const umat3 = new ConvertType( 'umat3' );
|
|
export const bmat3 = new ConvertType( 'bmat3' );
|
|
|
|
export const mat4 = new ConvertType( 'mat4' );
|
|
export const imat4 = new ConvertType( 'imat4' );
|
|
export const umat4 = new ConvertType( 'umat4' );
|
|
export const bmat4 = new ConvertType( 'bmat4' );
|
|
|
|
export const string = ( value = '' ) => nodeObject( new ConstNode( value, 'string' ) );
|
|
export const arrayBuffer = ( value ) => nodeObject( new ConstNode( value, 'ArrayBuffer' ) );
|
|
|
|
addNodeElement( 'color', color );
|
|
addNodeElement( 'float', float );
|
|
addNodeElement( 'int', int );
|
|
addNodeElement( 'uint', uint );
|
|
addNodeElement( 'bool', bool );
|
|
addNodeElement( 'vec2', vec2 );
|
|
addNodeElement( 'ivec2', ivec2 );
|
|
addNodeElement( 'uvec2', uvec2 );
|
|
addNodeElement( 'bvec2', bvec2 );
|
|
addNodeElement( 'vec3', vec3 );
|
|
addNodeElement( 'ivec3', ivec3 );
|
|
addNodeElement( 'uvec3', uvec3 );
|
|
addNodeElement( 'bvec3', bvec3 );
|
|
addNodeElement( 'vec4', vec4 );
|
|
addNodeElement( 'ivec4', ivec4 );
|
|
addNodeElement( 'uvec4', uvec4 );
|
|
addNodeElement( 'bvec4', bvec4 );
|
|
addNodeElement( 'mat3', mat3 );
|
|
addNodeElement( 'imat3', imat3 );
|
|
addNodeElement( 'umat3', umat3 );
|
|
addNodeElement( 'bmat3', bmat3 );
|
|
addNodeElement( 'mat4', mat4 );
|
|
addNodeElement( 'imat4', imat4 );
|
|
addNodeElement( 'umat4', umat4 );
|
|
addNodeElement( 'bmat4', bmat4 );
|
|
addNodeElement( 'string', string );
|
|
addNodeElement( 'arrayBuffer', arrayBuffer );
|
|
|
|
// basic nodes
|
|
// HACK - we cannot export them from the corresponding files because of the cyclic dependency
|
|
export const element = nodeProxy( ArrayElementNode );
|
|
export const convert = ( node, types ) => nodeObject( new ConvertNode( nodeObject( node ), types ) );
|
|
export const split = ( node, channels ) => nodeObject( new SplitNode( nodeObject( node ), channels ) );
|
|
|
|
addNodeElement( 'element', element );
|
|
addNodeElement( 'convert', convert );
|