@unikia/upe-renderer 0.0.0-stage → 0.186.110

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (2234) hide show
  1. package/LICENSE +21 -0
  2. package/LICENSE.types +21 -0
  3. package/README.md +37 -2
  4. package/README.three.md +85 -0
  5. package/UPSTREAM.md +11 -0
  6. package/build/three.cjs +17 -0
  7. package/build/three.core.d.ts +1 -0
  8. package/build/three.core.js +60602 -0
  9. package/build/three.d.cts +1 -0
  10. package/build/three.module.d.ts +1 -0
  11. package/build/three.module.js +19719 -0
  12. package/build/three.tsl.d.ts +1 -0
  13. package/build/three.tsl.js +691 -0
  14. package/build/three.webgpu.d.ts +1 -0
  15. package/build/three.webgpu.js +93270 -0
  16. package/build/three.webgpu.nodes.d.ts +1 -0
  17. package/build/three.webgpu.nodes.js +92988 -0
  18. package/examples/jsm/Addons.d.ts +300 -0
  19. package/examples/jsm/Addons.js +301 -0
  20. package/examples/jsm/animation/AnimationClipCreator.d.ts +12 -0
  21. package/examples/jsm/animation/AnimationClipCreator.js +168 -0
  22. package/examples/jsm/animation/CCDIKSolver.d.ts +44 -0
  23. package/examples/jsm/animation/CCDIKSolver.js +595 -0
  24. package/examples/jsm/capabilities/WebGL.d.ts +6 -0
  25. package/examples/jsm/capabilities/WebGL.js +113 -0
  26. package/examples/jsm/capabilities/WebGPU.d.ts +7 -0
  27. package/examples/jsm/capabilities/WebGPU.js +59 -0
  28. package/examples/jsm/controls/ArcballControls.d.ts +208 -0
  29. package/examples/jsm/controls/ArcballControls.js +3543 -0
  30. package/examples/jsm/controls/DragControls.d.ts +81 -0
  31. package/examples/jsm/controls/DragControls.js +452 -0
  32. package/examples/jsm/controls/FirstPersonControls.d.ts +105 -0
  33. package/examples/jsm/controls/FirstPersonControls.js +512 -0
  34. package/examples/jsm/controls/FlyControls.d.ts +44 -0
  35. package/examples/jsm/controls/FlyControls.js +384 -0
  36. package/examples/jsm/controls/MapControls.d.ts +21 -0
  37. package/examples/jsm/controls/MapControls.js +116 -0
  38. package/examples/jsm/controls/OrbitControls.d.ts +295 -0
  39. package/examples/jsm/controls/OrbitControls.js +1972 -0
  40. package/examples/jsm/controls/PointerLockControls.d.ts +84 -0
  41. package/examples/jsm/controls/PointerLockControls.js +264 -0
  42. package/examples/jsm/controls/TrackballControls.d.ts +152 -0
  43. package/examples/jsm/controls/TrackballControls.js +1106 -0
  44. package/examples/jsm/controls/TransformControls.d.ts +363 -0
  45. package/examples/jsm/controls/TransformControls.js +2003 -0
  46. package/examples/jsm/csm/CSM.d.ts +55 -0
  47. package/examples/jsm/csm/CSM.js +598 -0
  48. package/examples/jsm/csm/CSMFrustum.d.ts +85 -0
  49. package/examples/jsm/csm/CSMFrustum.js +234 -0
  50. package/examples/jsm/csm/CSMHelper.d.ts +28 -0
  51. package/examples/jsm/csm/CSMHelper.js +243 -0
  52. package/examples/jsm/csm/CSMShader.d.ts +4 -0
  53. package/examples/jsm/csm/CSMShader.js +307 -0
  54. package/examples/jsm/csm/CSMShadowNode.d.ts +44 -0
  55. package/examples/jsm/csm/CSMShadowNode.js +619 -0
  56. package/examples/jsm/curves/CurveExtras.d.ts +68 -0
  57. package/examples/jsm/curves/CurveExtras.js +694 -0
  58. package/examples/jsm/curves/NURBSCurve.d.ts +28 -0
  59. package/examples/jsm/curves/NURBSCurve.js +155 -0
  60. package/examples/jsm/curves/NURBSSurface.d.ts +13 -0
  61. package/examples/jsm/curves/NURBSSurface.js +98 -0
  62. package/examples/jsm/curves/NURBSUtils.d.ts +146 -0
  63. package/examples/jsm/curves/NURBSUtils.js +532 -0
  64. package/examples/jsm/curves/NURBSVolume.d.ts +23 -0
  65. package/examples/jsm/curves/NURBSVolume.js +82 -0
  66. package/examples/jsm/effects/AnaglyphEffect.d.ts +21 -0
  67. package/examples/jsm/effects/AnaglyphEffect.js +274 -0
  68. package/examples/jsm/effects/AsciiEffect.d.ts +18 -0
  69. package/examples/jsm/effects/AsciiEffect.js +323 -0
  70. package/examples/jsm/effects/OutlineEffect.d.ts +28 -0
  71. package/examples/jsm/effects/OutlineEffect.js +489 -0
  72. package/examples/jsm/effects/ParallaxBarrierEffect.d.ts +11 -0
  73. package/examples/jsm/effects/ParallaxBarrierEffect.js +155 -0
  74. package/examples/jsm/effects/StereoEffect.d.ts +9 -0
  75. package/examples/jsm/effects/StereoEffect.js +91 -0
  76. package/examples/jsm/environments/ColorEnvironment.d.ts +9 -0
  77. package/examples/jsm/environments/ColorEnvironment.js +59 -0
  78. package/examples/jsm/environments/DebugEnvironment.d.ts +5 -0
  79. package/examples/jsm/environments/DebugEnvironment.js +102 -0
  80. package/examples/jsm/environments/RoomEnvironment.d.ts +6 -0
  81. package/examples/jsm/environments/RoomEnvironment.js +185 -0
  82. package/examples/jsm/exporters/DRACOExporter.d.ts +17 -0
  83. package/examples/jsm/exporters/DRACOExporter.js +332 -0
  84. package/examples/jsm/exporters/EXRExporter.d.ts +27 -0
  85. package/examples/jsm/exporters/EXRExporter.js +618 -0
  86. package/examples/jsm/exporters/GLTFExporter.d.ts +161 -0
  87. package/examples/jsm/exporters/GLTFExporter.js +3856 -0
  88. package/examples/jsm/exporters/KTX2Exporter.d.ts +7 -0
  89. package/examples/jsm/exporters/KTX2Exporter.js +347 -0
  90. package/examples/jsm/exporters/OBJExporter.d.ts +7 -0
  91. package/examples/jsm/exporters/OBJExporter.js +308 -0
  92. package/examples/jsm/exporters/PLYExporter.d.ts +31 -0
  93. package/examples/jsm/exporters/PLYExporter.js +775 -0
  94. package/examples/jsm/exporters/STLExporter.d.ts +21 -0
  95. package/examples/jsm/exporters/STLExporter.js +221 -0
  96. package/examples/jsm/exporters/USDZExporter.d.ts +30 -0
  97. package/examples/jsm/exporters/USDZExporter.js +1489 -0
  98. package/examples/jsm/generators/CityGenerator.d.ts +131 -0
  99. package/examples/jsm/generators/CityGenerator.js +678 -0
  100. package/examples/jsm/generators/ForestGenerator.d.ts +73 -0
  101. package/examples/jsm/generators/ForestGenerator.js +347 -0
  102. package/examples/jsm/generators/TerrainGenerator.d.ts +57 -0
  103. package/examples/jsm/generators/TerrainGenerator.js +516 -0
  104. package/examples/jsm/generators/TreeGenerator.d.ts +102 -0
  105. package/examples/jsm/generators/TreeGenerator.js +371 -0
  106. package/examples/jsm/generators/city/BenchGenerator.d.ts +29 -0
  107. package/examples/jsm/generators/city/BenchGenerator.js +127 -0
  108. package/examples/jsm/generators/city/CarGenerator.d.ts +43 -0
  109. package/examples/jsm/generators/city/CarGenerator.js +479 -0
  110. package/examples/jsm/generators/city/CityGeneratorUtils.js +31 -0
  111. package/examples/jsm/generators/city/HydrantGenerator.d.ts +27 -0
  112. package/examples/jsm/generators/city/HydrantGenerator.js +106 -0
  113. package/examples/jsm/generators/city/InstancedMeshGenerator.d.ts +29 -0
  114. package/examples/jsm/generators/city/InstancedMeshGenerator.js +86 -0
  115. package/examples/jsm/generators/city/PersonGenerator.d.ts +44 -0
  116. package/examples/jsm/generators/city/PersonGenerator.js +447 -0
  117. package/examples/jsm/generators/city/SidewalkGenerator.d.ts +40 -0
  118. package/examples/jsm/generators/city/SidewalkGenerator.js +248 -0
  119. package/examples/jsm/generators/city/SkyscraperGenerator.d.ts +83 -0
  120. package/examples/jsm/generators/city/SkyscraperGenerator.js +1757 -0
  121. package/examples/jsm/generators/city/StreetTreeGenerator.d.ts +30 -0
  122. package/examples/jsm/generators/city/StreetTreeGenerator.js +231 -0
  123. package/examples/jsm/generators/city/StreetlightGenerator.d.ts +28 -0
  124. package/examples/jsm/generators/city/StreetlightGenerator.js +100 -0
  125. package/examples/jsm/generators/city/TrafficlightGenerator.d.ts +29 -0
  126. package/examples/jsm/generators/city/TrafficlightGenerator.js +106 -0
  127. package/examples/jsm/generators/city/TrashcanGenerator.d.ts +24 -0
  128. package/examples/jsm/generators/city/TrashcanGenerator.js +100 -0
  129. package/examples/jsm/geometries/BoxLineGeometry.d.ts +12 -0
  130. package/examples/jsm/geometries/BoxLineGeometry.js +92 -0
  131. package/examples/jsm/geometries/ConvexGeometry.d.ts +5 -0
  132. package/examples/jsm/geometries/ConvexGeometry.js +72 -0
  133. package/examples/jsm/geometries/DecalGeometry.d.ts +16 -0
  134. package/examples/jsm/geometries/DecalGeometry.js +420 -0
  135. package/examples/jsm/geometries/LoftGeometry.d.ts +83 -0
  136. package/examples/jsm/geometries/LoftGeometry.js +355 -0
  137. package/examples/jsm/geometries/ParametricFunctions.d.ts +8 -0
  138. package/examples/jsm/geometries/ParametricFunctions.js +100 -0
  139. package/examples/jsm/geometries/ParametricGeometry.d.ts +18 -0
  140. package/examples/jsm/geometries/ParametricGeometry.js +172 -0
  141. package/examples/jsm/geometries/RoundedBoxGeometry.d.ts +5 -0
  142. package/examples/jsm/geometries/RoundedBoxGeometry.js +216 -0
  143. package/examples/jsm/geometries/TeapotGeometry.d.ts +37 -0
  144. package/examples/jsm/geometries/TeapotGeometry.js +689 -0
  145. package/examples/jsm/geometries/TextGeometry.d.ts +89 -0
  146. package/examples/jsm/geometries/TextGeometry.js +102 -0
  147. package/examples/jsm/gpgpu/BitonicSort.d.ts +21 -0
  148. package/examples/jsm/gpgpu/BitonicSort.js +715 -0
  149. package/examples/jsm/gpgpu/CountingSort.d.ts +31 -0
  150. package/examples/jsm/gpgpu/CountingSort.js +271 -0
  151. package/examples/jsm/helpers/AnimationPathHelper.d.ts +38 -0
  152. package/examples/jsm/helpers/AnimationPathHelper.js +302 -0
  153. package/examples/jsm/helpers/LightProbeGridHelper.d.ts +12 -0
  154. package/examples/jsm/helpers/LightProbeGridHelper.js +166 -0
  155. package/examples/jsm/helpers/LightProbeGridHelperWebGL.d.ts +12 -0
  156. package/examples/jsm/helpers/LightProbeGridHelperWebGL.js +221 -0
  157. package/examples/jsm/helpers/LightProbeHelper.d.ts +12 -0
  158. package/examples/jsm/helpers/LightProbeHelper.js +166 -0
  159. package/examples/jsm/helpers/LightProbeHelperGPU.d.ts +12 -0
  160. package/examples/jsm/helpers/LightProbeHelperGPU.js +102 -0
  161. package/examples/jsm/helpers/OctreeHelper.d.ts +17 -0
  162. package/examples/jsm/helpers/OctreeHelper.js +109 -0
  163. package/examples/jsm/helpers/PositionalAudioHelper.d.ts +13 -0
  164. package/examples/jsm/helpers/PositionalAudioHelper.js +169 -0
  165. package/examples/jsm/helpers/RapierHelper.d.ts +13 -0
  166. package/examples/jsm/helpers/RapierHelper.js +59 -0
  167. package/examples/jsm/helpers/RectAreaLightHelper.d.ts +10 -0
  168. package/examples/jsm/helpers/RectAreaLightHelper.js +118 -0
  169. package/examples/jsm/helpers/TextureHelper.d.ts +10 -0
  170. package/examples/jsm/helpers/TextureHelper.js +265 -0
  171. package/examples/jsm/helpers/TextureHelperGPU.d.ts +10 -0
  172. package/examples/jsm/helpers/TextureHelperGPU.js +214 -0
  173. package/examples/jsm/helpers/VertexNormalsHelper.d.ts +14 -0
  174. package/examples/jsm/helpers/VertexNormalsHelper.js +155 -0
  175. package/examples/jsm/helpers/VertexTangentsHelper.d.ts +12 -0
  176. package/examples/jsm/helpers/VertexTangentsHelper.js +133 -0
  177. package/examples/jsm/helpers/ViewHelper.d.ts +20 -0
  178. package/examples/jsm/helpers/ViewHelper.js +529 -0
  179. package/examples/jsm/inspector/Extension.d.ts +22 -0
  180. package/examples/jsm/inspector/Extension.js +107 -0
  181. package/examples/jsm/inspector/Inspector.d.ts +54 -0
  182. package/examples/jsm/inspector/Inspector.js +684 -0
  183. package/examples/jsm/inspector/RendererInspector.d.ts +9 -0
  184. package/examples/jsm/inspector/RendererInspector.js +589 -0
  185. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.d.ts +34 -0
  186. package/examples/jsm/inspector/extensions/color-grading/ColorGrading.js +2609 -0
  187. package/examples/jsm/inspector/extensions/color-grading/ColorWheel.js +352 -0
  188. package/examples/jsm/inspector/extensions/color-grading/CurveEditor.js +599 -0
  189. package/examples/jsm/inspector/extensions/color-grading/LUT3DStyle.js +1201 -0
  190. package/examples/jsm/inspector/extensions/color-grading/LUTMath.js +788 -0
  191. package/examples/jsm/inspector/extensions/color-grading/modules/BrightnessModule.js +72 -0
  192. package/examples/jsm/inspector/extensions/color-grading/modules/ColorWheelModule.js +112 -0
  193. package/examples/jsm/inspector/extensions/color-grading/modules/ContrastModule.js +82 -0
  194. package/examples/jsm/inspector/extensions/color-grading/modules/CurvesModule.js +109 -0
  195. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureHueModule.js +110 -0
  196. package/examples/jsm/inspector/extensions/color-grading/modules/ExposureModule.js +73 -0
  197. package/examples/jsm/inspector/extensions/color-grading/modules/HueModule.js +78 -0
  198. package/examples/jsm/inspector/extensions/color-grading/modules/ImportedCubeModule.js +89 -0
  199. package/examples/jsm/inspector/extensions/color-grading/modules/Module.js +285 -0
  200. package/examples/jsm/inspector/extensions/color-grading/modules/OutputModule.js +101 -0
  201. package/examples/jsm/inspector/extensions/color-grading/modules/RendererModule.js +225 -0
  202. package/examples/jsm/inspector/extensions/color-grading/modules/SatVibranceModule.js +102 -0
  203. package/examples/jsm/inspector/extensions/color-grading/modules/SaturationModule.js +76 -0
  204. package/examples/jsm/inspector/extensions/color-grading/modules/VibranceModule.js +76 -0
  205. package/examples/jsm/inspector/extensions/color-grading/modules/WhiteBalanceModule.js +86 -0
  206. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.d.ts +20 -0
  207. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphEditor.js +911 -0
  208. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.d.ts +11 -0
  209. package/examples/jsm/inspector/extensions/tsl-graph/TSLGraphLoader.js +282 -0
  210. package/examples/jsm/inspector/tabs/Console.js +420 -0
  211. package/examples/jsm/inspector/tabs/Memory.js +134 -0
  212. package/examples/jsm/inspector/tabs/Parameters.d.ts +122 -0
  213. package/examples/jsm/inspector/tabs/Parameters.js +440 -0
  214. package/examples/jsm/inspector/tabs/Performance.js +283 -0
  215. package/examples/jsm/inspector/tabs/Settings.js +310 -0
  216. package/examples/jsm/inspector/tabs/Timeline.js +1748 -0
  217. package/examples/jsm/inspector/tabs/Viewer.js +1374 -0
  218. package/examples/jsm/inspector/ui/Graph.js +232 -0
  219. package/examples/jsm/inspector/ui/Item.d.ts +5 -0
  220. package/examples/jsm/inspector/ui/Item.js +249 -0
  221. package/examples/jsm/inspector/ui/List.js +81 -0
  222. package/examples/jsm/inspector/ui/Profiler.js +2273 -0
  223. package/examples/jsm/inspector/ui/Style.js +2300 -0
  224. package/examples/jsm/inspector/ui/Tab.d.ts +9 -0
  225. package/examples/jsm/inspector/ui/Tab.js +269 -0
  226. package/examples/jsm/inspector/ui/Values.d.ts +103 -0
  227. package/examples/jsm/inspector/ui/Values.js +553 -0
  228. package/examples/jsm/inspector/ui/utils.js +189 -0
  229. package/examples/jsm/interaction/InteractionManager.d.ts +18 -0
  230. package/examples/jsm/interaction/InteractionManager.js +226 -0
  231. package/examples/jsm/interactive/HTMLMesh.d.ts +13 -0
  232. package/examples/jsm/interactive/HTMLMesh.js +617 -0
  233. package/examples/jsm/interactive/InteractiveGroup.d.ts +28 -0
  234. package/examples/jsm/interactive/InteractiveGroup.js +224 -0
  235. package/examples/jsm/interactive/SelectionBox.d.ts +16 -0
  236. package/examples/jsm/interactive/SelectionBox.js +324 -0
  237. package/examples/jsm/interactive/SelectionHelper.d.ts +17 -0
  238. package/examples/jsm/interactive/SelectionHelper.js +150 -0
  239. package/examples/jsm/libs/basis/README.md +45 -0
  240. package/examples/jsm/libs/basis/basis_transcoder.js +19 -0
  241. package/examples/jsm/libs/basis/basis_transcoder.wasm +0 -0
  242. package/examples/jsm/libs/chevrotain.module.min.js +141 -0
  243. package/examples/jsm/libs/demuxer_mp4.js +109 -0
  244. package/examples/jsm/libs/draco/README.md +31 -0
  245. package/examples/jsm/libs/draco/draco_decoder.js +34 -0
  246. package/examples/jsm/libs/draco/draco_decoder.wasm +0 -0
  247. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -0
  248. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -0
  249. package/examples/jsm/libs/draco/gltf/draco_decoder.wasm +0 -0
  250. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -0
  251. package/examples/jsm/libs/fflate.module.d.ts +1 -0
  252. package/examples/jsm/libs/fflate.module.js +2672 -0
  253. package/examples/jsm/libs/ktx-parse.module.js +1 -0
  254. package/examples/jsm/libs/lil-gui.module.min.d.ts +608 -0
  255. package/examples/jsm/libs/lil-gui.module.min.js +8 -0
  256. package/examples/jsm/libs/meshopt_clusterizer.module.js +421 -0
  257. package/examples/jsm/libs/meshopt_decoder.module.d.ts +1 -0
  258. package/examples/jsm/libs/meshopt_decoder.module.js +196 -0
  259. package/examples/jsm/libs/meshopt_simplifier.module.js +627 -0
  260. package/examples/jsm/libs/mikktspace.module.d.ts +19 -0
  261. package/examples/jsm/libs/mikktspace.module.js +153 -0
  262. package/examples/jsm/libs/motion-controllers.module.js +397 -0
  263. package/examples/jsm/libs/potpack.module.js +125 -0
  264. package/examples/jsm/libs/stats.module.d.ts +3 -0
  265. package/examples/jsm/libs/stats.module.js +167 -0
  266. package/examples/jsm/libs/surfaceNet.js +201 -0
  267. package/examples/jsm/libs/tween.module.d.ts +2 -0
  268. package/examples/jsm/libs/tween.module.js +876 -0
  269. package/examples/jsm/libs/utif.module.js +1665 -0
  270. package/examples/jsm/libs/zstddec.module.d.ts +5 -0
  271. package/examples/jsm/libs/zstddec.module.js +1 -0
  272. package/examples/jsm/lighting/ClusteredLighting.d.ts +45 -0
  273. package/examples/jsm/lighting/ClusteredLighting.js +55 -0
  274. package/examples/jsm/lighting/DynamicLighting.d.ts +16 -0
  275. package/examples/jsm/lighting/DynamicLighting.js +82 -0
  276. package/examples/jsm/lighting/LightProbeGrid.d.ts +177 -0
  277. package/examples/jsm/lighting/LightProbeGrid.js +820 -0
  278. package/examples/jsm/lighting/LightProbeGridUtils.js +107 -0
  279. package/examples/jsm/lighting/LightProbeGridWebGL.d.ts +178 -0
  280. package/examples/jsm/lighting/LightProbeGridWebGL.js +830 -0
  281. package/examples/jsm/lighting/vxgi/VXGIConeTracer.js +194 -0
  282. package/examples/jsm/lighting/vxgi/VXGINode.d.ts +100 -0
  283. package/examples/jsm/lighting/vxgi/VXGINode.js +660 -0
  284. package/examples/jsm/lighting/vxgi/VXGISceneCollector.js +478 -0
  285. package/examples/jsm/lighting/vxgi/VXGIVolume.d.ts +245 -0
  286. package/examples/jsm/lighting/vxgi/VXGIVolume.js +1430 -0
  287. package/examples/jsm/lights/LightProbeGenerator.d.ts +16 -0
  288. package/examples/jsm/lights/LightProbeGenerator.js +337 -0
  289. package/examples/jsm/lights/RectAreaLightTexturesLib.d.ts +7 -0
  290. package/examples/jsm/lights/RectAreaLightTexturesLib.js +127 -0
  291. package/examples/jsm/lights/RectAreaLightUniformsLib.d.ts +5 -0
  292. package/examples/jsm/lights/RectAreaLightUniformsLib.js +40 -0
  293. package/examples/jsm/lights/SunLight.d.ts +53 -0
  294. package/examples/jsm/lights/SunLight.js +95 -0
  295. package/examples/jsm/lights/SunLightNode.d.ts +25 -0
  296. package/examples/jsm/lights/SunLightNode.js +56 -0
  297. package/examples/jsm/lights/SunLightShadow.d.ts +57 -0
  298. package/examples/jsm/lights/SunLightShadow.js +319 -0
  299. package/examples/jsm/lights/SunShadowNode.d.ts +53 -0
  300. package/examples/jsm/lights/SunShadowNode.js +312 -0
  301. package/examples/jsm/lines/Line2.d.ts +25 -0
  302. package/examples/jsm/lines/Line2.js +56 -0
  303. package/examples/jsm/lines/LineGeometry.d.ts +27 -0
  304. package/examples/jsm/lines/LineGeometry.js +157 -0
  305. package/examples/jsm/lines/LineMaterial.d.ts +82 -0
  306. package/examples/jsm/lines/LineMaterial.js +726 -0
  307. package/examples/jsm/lines/LineSegments2.d.ts +39 -0
  308. package/examples/jsm/lines/LineSegments2.js +434 -0
  309. package/examples/jsm/lines/LineSegmentsGeometry.d.ts +53 -0
  310. package/examples/jsm/lines/LineSegmentsGeometry.js +298 -0
  311. package/examples/jsm/lines/Wireframe.d.ts +14 -0
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  2221. package/src/textures/HTMLTexture.d.ts +27 -0
  2222. package/src/textures/HTMLTexture.js +74 -0
  2223. package/src/textures/Texture.d.ts +565 -0
  2224. package/src/textures/Texture.js +812 -0
  2225. package/src/textures/TextureSource.d.ts +99 -0
  2226. package/src/textures/TextureSource.js +261 -0
  2227. package/src/textures/VideoFrameTexture.d.ts +27 -0
  2228. package/src/textures/VideoFrameTexture.js +72 -0
  2229. package/src/textures/VideoTexture.d.ts +90 -0
  2230. package/src/textures/VideoTexture.js +127 -0
  2231. package/src/upe.d.ts +5 -0
  2232. package/src/upe.js +17 -0
  2233. package/src/utils.d.ts +36 -0
  2234. package/src/utils.js +493 -0
@@ -0,0 +1,1860 @@
1
+ import { GLSLNodeParser, NodeBuilder, TextureNode, vectorComponents, CodeNode } from '../../../nodes/Nodes.js';
2
+
3
+ import NodeUniformBuffer from '../../common/nodes/NodeUniformBuffer.js';
4
+ import NodeUniformsGroup from '../../common/nodes/NodeUniformsGroup.js';
5
+
6
+ import { NodeSampledTexture, NodeSampledCubeTexture, NodeSampledTexture3D } from '../../common/nodes/NodeSampledTexture.js';
7
+
8
+ import { NoColorSpace, ByteType, ShortType, RGBAIntegerFormat, RGBIntegerFormat, RedIntegerFormat, RGIntegerFormat, UnsignedByteType, UnsignedIntType, UnsignedShortType, RedFormat, RGFormat, IntType, RGBFormat, RGBAFormat, FloatType } from '../../../constants.js';
9
+ import { DataTexture } from '../../../textures/DataTexture.js';
10
+ import { error } from '../../../utils.js';
11
+
12
+ const glslPolyfills = {
13
+ textureGather: new CodeNode( /* glsl */`
14
+ vec4 tsl_textureGather( const int comp, sampler2D map, vec2 coord, ivec2 offset, bool flipY ) {
15
+ if ( flipY ) offset.y = - offset.y;
16
+ vec2 size = vec2( textureSize( map, 0 ) );
17
+ vec2 st = floor( coord * size + vec2( offset ) - 0.5 );
18
+ vec4 ij = vec4( st + 0.5, st + 1.5 ) / size.xyxy;
19
+ vec4 ret = vec4(
20
+ textureLod( map, ij.xw, 0.0 )[ comp ],
21
+ textureLod( map, ij.zw, 0.0 )[ comp ],
22
+ textureLod( map, ij.zy, 0.0 )[ comp ],
23
+ textureLod( map, ij.xy, 0.0 )[ comp ]
24
+ );
25
+ return flipY ? ret.wzyx : ret;
26
+ }
27
+ ` ),
28
+ textureGatherArray: new CodeNode( /* glsl */`
29
+ vec4 tsl_textureGather_array( const int comp, sampler2DArray map, vec3 coord, ivec2 offset, bool flipY ) {
30
+ if ( flipY ) offset.y = - offset.y;
31
+ vec2 size = vec2( textureSize( map, 0 ).xy );
32
+ vec2 st = floor( coord.xy * size + vec2( offset ) - 0.5 );
33
+ vec4 ij = vec4( st + 0.5, st + 1.5 ) / size.xyxy;
34
+ vec4 ret = vec4(
35
+ textureLod( map, vec3( ij.xw, coord.z ), 0.0 )[ comp ],
36
+ textureLod( map, vec3( ij.zw, coord.z ), 0.0 )[ comp ],
37
+ textureLod( map, vec3( ij.zy, coord.z ), 0.0 )[ comp ],
38
+ textureLod( map, vec3( ij.xy, coord.z ), 0.0 )[ comp ]
39
+ );
40
+ return flipY ? ret.wzyx : ret;
41
+ }
42
+ ` ),
43
+ textureGatherCompare: new CodeNode( /* glsl */`
44
+ vec4 tsl_textureGatherCompare( sampler2DShadow map, vec2 coord, ivec2 offset, float ref, bool flipY ) {
45
+ if ( flipY ) offset.y = - offset.y;
46
+ vec2 size = vec2( textureSize( map, 0 ) );
47
+ vec2 st = floor( coord * size + vec2( offset ) - 0.5 );
48
+ vec4 ij = vec4( st + 0.5, st + 1.5 ) / size.xyxy;
49
+ vec4 ret = vec4(
50
+ textureLod( map, vec3( ij.xw, ref ), 0.0 ),
51
+ textureLod( map, vec3( ij.zw, ref ), 0.0 ),
52
+ textureLod( map, vec3( ij.zy, ref ), 0.0 ),
53
+ textureLod( map, vec3( ij.xy, ref ), 0.0 )
54
+ );
55
+ return flipY ? ret.wzyx : ret;
56
+ }
57
+ ` ),
58
+ textureGatherCompareArray: new CodeNode( /* glsl */`
59
+ vec4 tsl_textureGatherCompare_array( sampler2DArrayShadow map, vec3 coord, ivec2 offset, float ref, bool flipY ) {
60
+ if ( flipY ) offset.y = - offset.y;
61
+ vec2 size = vec2( textureSize( map, 0 ).xy );
62
+ vec2 st = floor( coord.xy * size + vec2( offset ) - 0.5 );
63
+ vec4 ij = vec4( st + 0.5, st + 1.5 ) / size.xyxy;
64
+ vec4 ret = vec4(
65
+ texture( map, vec4( ij.xw, coord.z, ref ) ),
66
+ texture( map, vec4( ij.zw, coord.z, ref ) ),
67
+ texture( map, vec4( ij.zy, coord.z, ref ) ),
68
+ texture( map, vec4( ij.xy, coord.z, ref ) )
69
+ );
70
+ return flipY ? ret.wzyx : ret;
71
+ }
72
+ ` ),
73
+ floatpack_snorm_4x8: new CodeNode( /* glsl */'uint tsl_packSnorm4x8( vec4 v ) { uvec4 u = uvec4( ivec4( round( clamp( v, -1.0, 1.0 ) * 127.0 ) ) & 0xff ); return u.x | u.y << 8 | u.z << 16 | u.w << 24; }' ),
74
+ floatpack_unorm_4x8: new CodeNode( /* glsl */'uint tsl_packUnorm4x8( vec4 v ) { uvec4 u = uvec4( round( clamp( v, 0.0, 1.0 ) * 255.0 ) ); return u.x | u.y << 8 | u.z << 16 | u.w << 24; }' ),
75
+ floatunpack_snorm_4x8: new CodeNode( /* glsl */'vec4 tsl_unpackSnorm4x8( uint x ) { return max( vec4( ivec4( x << 24, x << 16, x << 8, x ) >> 24 ) / 127.0, -1.0 ); }' ),
76
+ floatunpack_unorm_4x8: new CodeNode( /* glsl */'vec4 tsl_unpackUnorm4x8( uint x ) { return vec4( uvec4( x, x >> 8, x >> 16, x >> 24 ) & 0xffu ) / 255.0; }' )
77
+ };
78
+
79
+ const glslMethods = {
80
+ equals: 'equal',
81
+ bitcast_float_int: 'floatBitsToInt',
82
+ bitcast_int_float: 'intBitsToFloat',
83
+ bitcast_uint_float: 'uintBitsToFloat',
84
+ bitcast_float_uint: 'floatBitsToUint',
85
+ floatpack_snorm_2x16: 'packSnorm2x16',
86
+ floatpack_unorm_2x16: 'packUnorm2x16',
87
+ floatpack_float16_2x16: 'packHalf2x16',
88
+ floatpack_snorm_4x8: 'tsl_packSnorm4x8',
89
+ floatpack_unorm_4x8: 'tsl_packUnorm4x8',
90
+ floatunpack_snorm_2x16: 'unpackSnorm2x16',
91
+ floatunpack_unorm_2x16: 'unpackUnorm2x16',
92
+ floatunpack_float16_2x16: 'unpackHalf2x16',
93
+ floatunpack_snorm_4x8: 'tsl_unpackSnorm4x8',
94
+ floatunpack_unorm_4x8: 'tsl_unpackUnorm4x8'
95
+ };
96
+
97
+ const precisionLib = {
98
+ low: 'lowp',
99
+ medium: 'mediump',
100
+ high: 'highp'
101
+ };
102
+
103
+ const supports = {
104
+ swizzleAssign: true,
105
+ storageBuffer: false
106
+ };
107
+
108
+ const interpolationTypeMap = {
109
+ perspective: 'smooth',
110
+ linear: 'noperspective'
111
+ };
112
+
113
+ const interpolationModeMap = {
114
+ 'centroid': 'centroid'
115
+ };
116
+
117
+ const defaultPrecisions = `
118
+ precision highp float;
119
+ precision highp int;
120
+ precision highp sampler2D;
121
+ precision highp sampler3D;
122
+ precision highp samplerCube;
123
+ precision highp sampler2DArray;
124
+
125
+ precision highp usampler2D;
126
+ precision highp usampler3D;
127
+ precision highp usamplerCube;
128
+ precision highp usampler2DArray;
129
+
130
+ precision highp isampler2D;
131
+ precision highp isampler3D;
132
+ precision highp isamplerCube;
133
+ precision highp isampler2DArray;
134
+
135
+ precision highp sampler2DShadow;
136
+ precision highp sampler2DArrayShadow;
137
+ precision highp samplerCubeShadow;
138
+ `;
139
+
140
+ const glslReservedKeywords = new Set( [
141
+ // keywords
142
+ 'const', 'uniform', 'buffer', 'shared', 'attribute', 'varying', 'coherent', 'volatile', 'restrict',
143
+ 'readonly', 'writeonly', 'atomic_uint', 'layout', 'centroid', 'flat', 'smooth', 'noperspective',
144
+ 'patch', 'sample', 'invariant', 'precise', 'break', 'continue', 'do', 'for', 'while', 'switch',
145
+ 'case', 'default', 'if', 'else', 'subroutine', 'in', 'out', 'inout', 'int', 'void', 'bool', 'true',
146
+ 'false', 'float', 'double', 'discard', 'return', 'vec2', 'vec3', 'vec4', 'ivec2', 'ivec3', 'ivec4',
147
+ 'bvec2', 'bvec3', 'bvec4', 'uint', 'uvec2', 'uvec3', 'uvec4', 'dvec2', 'dvec3', 'dvec4', 'mat2',
148
+ 'mat3', 'mat4', 'mat2x2', 'mat2x3', 'mat2x4', 'mat3x2', 'mat3x3', 'mat3x4', 'mat4x2', 'mat4x3',
149
+ 'mat4x4', 'dmat2', 'dmat3', 'dmat4', 'dmat2x2', 'dmat2x3', 'dmat2x4', 'dmat3x2', 'dmat3x3',
150
+ 'dmat3x4', 'dmat4x2', 'dmat4x3', 'dmat4x4', 'lowp', 'mediump', 'highp', 'precision', 'sampler2D',
151
+ 'sampler3D', 'samplerCube', 'sampler2DShadow', 'samplerCubeShadow', 'sampler2DArray',
152
+ 'sampler2DArrayShadow', 'isampler2D', 'isampler3D', 'isamplerCube', 'isampler2DArray', 'usampler2D',
153
+ 'usampler3D', 'usamplerCube', 'usampler2DArray', 'struct',
154
+ // reserved for future use
155
+ 'common', 'partition', 'active', 'asm', 'class', 'union', 'enum', 'typedef', 'template', 'this',
156
+ 'resource', 'goto', 'inline', 'noinline', 'public', 'static', 'extern', 'external', 'interface',
157
+ 'long', 'short', 'half', 'fixed', 'unsigned', 'superp', 'input', 'output', 'hvec2', 'hvec3',
158
+ 'hvec4', 'fvec2', 'fvec3', 'fvec4', 'sampler3DRect', 'filter', 'sizeof', 'cast', 'namespace',
159
+ 'using',
160
+ // generated entry points
161
+ 'main'
162
+ ] );
163
+
164
+ /**
165
+ * A node builder targeting GLSL.
166
+ *
167
+ * This module generates GLSL shader code from node materials and also
168
+ * generates the respective bindings and vertex buffer definitions. These
169
+ * data are later used by the renderer to create render and compute pipelines
170
+ * for render objects.
171
+ *
172
+ * @augments NodeBuilder
173
+ */
174
+ class GLSLNodeBuilder extends NodeBuilder {
175
+
176
+ /**
177
+ * Constructs a new GLSL node builder renderer.
178
+ *
179
+ * @param {Object3D} object - The 3D object.
180
+ * @param {Renderer} renderer - The renderer.
181
+ */
182
+ constructor( object, renderer ) {
183
+
184
+ super( object, renderer, new GLSLNodeParser() );
185
+
186
+ /**
187
+ * A dictionary holds for each shader stage ('vertex', 'fragment', 'compute')
188
+ * another dictionary which manages UBOs per group ('render','frame','object').
189
+ *
190
+ * @type {Object<string,Object<string,NodeUniformsGroup>>}
191
+ */
192
+ this.uniformGroups = {};
193
+
194
+ /**
195
+ * An array that holds objects defining the varying and attribute data in
196
+ * context of Transform Feedback.
197
+ *
198
+ * @type {Array<Object<string,AttributeNode|string>>}
199
+ */
200
+ this.transforms = [];
201
+
202
+ /**
203
+ * A dictionary that holds for each shader stage a Map of used extensions.
204
+ *
205
+ * @type {Object<string,Map<string,Object>>}
206
+ */
207
+ this.extensions = {};
208
+
209
+ /**
210
+ * A dictionary that holds for each shader stage an Array of used builtins.
211
+ *
212
+ * @type {Object<string,Array<string>>}
213
+ */
214
+ this.builtins = { vertex: [], fragment: [], compute: [] };
215
+
216
+ }
217
+
218
+ /**
219
+ * Checks if the given texture requires a manual conversion to the working color space.
220
+ *
221
+ * @param {Texture} texture - The texture to check.
222
+ * @return {boolean} Whether the given texture requires a conversion to working color space or not.
223
+ */
224
+ needsToWorkingColorSpace( texture ) {
225
+
226
+ return texture.isVideoTexture === true && texture.colorSpace !== NoColorSpace;
227
+
228
+ }
229
+
230
+ /**
231
+ * Includes the given method name into the current
232
+ * function node.
233
+ *
234
+ * @private
235
+ * @param {string} name - The method name to include.
236
+ * @return {CodeNode} The respective code node.
237
+ */
238
+ _include( name ) {
239
+
240
+ const codeNode = glslPolyfills[ name ];
241
+ codeNode.build( this );
242
+
243
+ this.addInclude( codeNode );
244
+
245
+ return codeNode;
246
+
247
+ }
248
+
249
+ /**
250
+ * Returns the native shader method name for a given generic name.
251
+ *
252
+ * @param {string} method - The method name to resolve.
253
+ * @return {string} The resolved GLSL method name.
254
+ */
255
+ getMethod( method ) {
256
+
257
+ if ( glslPolyfills[ method ] !== undefined ) {
258
+
259
+ this._include( method );
260
+
261
+ }
262
+
263
+ return glslMethods[ method ] || method;
264
+
265
+ }
266
+
267
+ /**
268
+ * Returns the bitcast method name for a given input and outputType.
269
+ *
270
+ * @param {string} type - The output type to bitcast to.
271
+ * @param {string} inputType - The input type of the.
272
+ * @return {string} The resolved GLSL bitcast invocation.
273
+ */
274
+ getBitcastMethod( type, inputType ) {
275
+
276
+ const inputComponentType = this.getComponentType( inputType );
277
+ const componentType = this.getComponentType( type );
278
+
279
+ // integer types support bitcast implicitly via the type constructor
280
+
281
+ if ( inputComponentType !== 'float' && componentType !== 'float' &&
282
+ this.getTypeLength( inputType ) === this.getTypeLength( type ) ) {
283
+
284
+ return this.getType( type );
285
+
286
+ }
287
+
288
+ return this.getMethod( `bitcast_${ inputComponentType }_${ componentType }` );
289
+
290
+ }
291
+
292
+ /**
293
+ * Returns the float packing method name for a given numeric encoding.
294
+ *
295
+ * @param {string} encoding - The numeric encoding that describes how the float values are mapped to the integer range.
296
+ * @param {string} [layout='2x16'] - The component layout of the packed integer.
297
+ * @returns {string} The resolved GLSL float packing method name.
298
+ */
299
+ getFloatPackingMethod( encoding, layout = '2x16' ) {
300
+
301
+ return this.getMethod( `floatpack_${ encoding }_${ layout }` );
302
+
303
+ }
304
+
305
+ /**
306
+ * Returns the float unpacking method name for a given numeric encoding.
307
+ *
308
+ * @param {string} encoding - The numeric encoding that describes how the integer values are mapped to the float range.
309
+ * @param {string} [layout='2x16'] - The component layout of the packed integer.
310
+ * @returns {string} The resolved GLSL float unpacking method name.
311
+ */
312
+ getFloatUnpackingMethod( encoding, layout = '2x16' ) {
313
+
314
+ return this.getMethod( `floatunpack_${ encoding }_${ layout }` );
315
+
316
+ }
317
+
318
+ /**
319
+ * Returns the native snippet for a ternary operation.
320
+ *
321
+ * @param {string} condSnippet - The condition determining which expression gets resolved.
322
+ * @param {string} ifSnippet - The expression to resolve to if the condition is true.
323
+ * @param {string} elseSnippet - The expression to resolve to if the condition is false.
324
+ * @return {string} The resolved method name.
325
+ */
326
+ getTernary( condSnippet, ifSnippet, elseSnippet ) {
327
+
328
+ return `${condSnippet} ? ${ifSnippet} : ${elseSnippet}`;
329
+
330
+ }
331
+
332
+ /**
333
+ * Returns the output struct name. Not relevant for GLSL.
334
+ *
335
+ * @return {string}
336
+ */
337
+ getOutputStructName() {
338
+
339
+ return '';
340
+
341
+ }
342
+
343
+ /**
344
+ * Builds the given shader node.
345
+ *
346
+ * @param {ShaderNodeInternal} shaderNode - The shader node.
347
+ * @return {string} The GLSL function code.
348
+ */
349
+ buildFunctionCode( shaderNode ) {
350
+
351
+ const layout = shaderNode.layout;
352
+ const flowData = this.flowShaderNode( shaderNode );
353
+
354
+ const parameters = [];
355
+
356
+ for ( const input of layout.inputs ) {
357
+
358
+ parameters.push( this.getType( input.type ) + ' ' + input.name );
359
+
360
+ }
361
+
362
+ //
363
+
364
+ const code = `${ this.getType( layout.type ) } ${ layout.name }( ${ parameters.join( ', ' ) } ) {
365
+
366
+ ${ flowData.vars }
367
+
368
+ ${ flowData.code }
369
+ return ${ flowData.result };
370
+
371
+ }`;
372
+
373
+ //
374
+
375
+ return code;
376
+
377
+ }
378
+
379
+ /**
380
+ * Setups the Pixel Buffer Object (PBO) for the given storage
381
+ * buffer node.
382
+ *
383
+ * @param {StorageBufferNode} storageBufferNode - The storage buffer node.
384
+ */
385
+ setupPBO( storageBufferNode ) {
386
+
387
+ const attribute = storageBufferNode.value;
388
+
389
+ if ( attribute.pbo === undefined ) {
390
+
391
+ const originalArray = attribute.array;
392
+ const numElements = attribute.count * attribute.itemSize;
393
+
394
+ const { itemSize } = attribute;
395
+
396
+ const isInteger = attribute.array.constructor.name.toLowerCase().includes( 'int' );
397
+
398
+ let format = isInteger ? RedIntegerFormat : RedFormat;
399
+
400
+ if ( itemSize === 2 ) {
401
+
402
+ format = isInteger ? RGIntegerFormat : RGFormat;
403
+
404
+ } else if ( itemSize === 3 ) {
405
+
406
+ format = isInteger ? RGBIntegerFormat : RGBFormat;
407
+
408
+ } else if ( itemSize === 4 ) {
409
+
410
+ format = isInteger ? RGBAIntegerFormat : RGBAFormat;
411
+
412
+ }
413
+
414
+ const typeMap = {
415
+ Float32Array: FloatType,
416
+ Uint8Array: UnsignedByteType,
417
+ Uint16Array: UnsignedShortType,
418
+ Uint32Array: UnsignedIntType,
419
+ Int8Array: ByteType,
420
+ Int16Array: ShortType,
421
+ Int32Array: IntType,
422
+ Uint8ClampedArray: UnsignedByteType,
423
+ };
424
+
425
+ const width = Math.pow( 2, Math.ceil( Math.log2( Math.sqrt( numElements / itemSize ) ) ) );
426
+ let height = Math.ceil( ( numElements / itemSize ) / width );
427
+ if ( width * height * itemSize < numElements ) height ++; // Ensure enough space
428
+
429
+ const newSize = width * height * itemSize;
430
+
431
+ const newArray = new originalArray.constructor( newSize );
432
+
433
+ newArray.set( originalArray, 0 );
434
+
435
+ attribute.array = newArray;
436
+
437
+ const pboTexture = new DataTexture( attribute.array, width, height, format, typeMap[ attribute.array.constructor.name ] || FloatType );
438
+ pboTexture.needsUpdate = true;
439
+ pboTexture.isPBOTexture = true;
440
+
441
+ const pbo = new TextureNode( pboTexture, null, null );
442
+ pbo.setPrecision( 'high' );
443
+
444
+ attribute.pboNode = pbo;
445
+ attribute.pbo = pbo.value;
446
+
447
+ this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.nodeName );
448
+
449
+ }
450
+
451
+ }
452
+
453
+ /**
454
+ * Returns a GLSL snippet that represents the property name of the given node.
455
+ *
456
+ * @param {Node} node - The node.
457
+ * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
458
+ * @return {string} The property name.
459
+ */
460
+ getPropertyName( node, shaderStage = this.shaderStage ) {
461
+
462
+ if ( node.isNodeUniform && node.node.isTextureNode !== true && node.node.isBufferNode !== true ) {
463
+
464
+ return node.name;
465
+
466
+ }
467
+
468
+ return super.getPropertyName( node, shaderStage );
469
+
470
+ }
471
+
472
+ /**
473
+ * Returns whether the given name is a reserved keyword of GLSL.
474
+ *
475
+ * @param {string} name - The name to test.
476
+ * @return {boolean} Whether the name is a reserved keyword or not.
477
+ */
478
+ isReservedKeyword( name ) {
479
+
480
+ return glslReservedKeywords.has( name );
481
+
482
+ }
483
+
484
+ /**
485
+ * Setups the Pixel Buffer Object (PBO) for the given storage
486
+ * buffer node.
487
+ *
488
+ * @param {StorageArrayElementNode} storageArrayElementNode - The storage array element node.
489
+ * @return {string} The property name.
490
+ */
491
+ generatePBO( storageArrayElementNode ) {
492
+
493
+ const { node, indexNode } = storageArrayElementNode;
494
+ const attribute = node.value;
495
+
496
+ if ( this.renderer.backend.has( attribute ) ) {
497
+
498
+ const attributeData = this.renderer.backend.get( attribute );
499
+ attributeData.pbo = attribute.pbo;
500
+
501
+ }
502
+
503
+ const nodeUniform = this.getUniformFromNode( attribute.pboNode, 'texture', this.shaderStage, this.context.nodeName );
504
+ const textureName = this.getPropertyName( nodeUniform );
505
+
506
+ this.increaseUsage( indexNode ); // force cache generate to be used as index in x,y
507
+ const indexSnippet = indexNode.build( this, 'uint' );
508
+
509
+ const elementNodeData = this.getDataFromNode( storageArrayElementNode );
510
+
511
+ let propertyName = elementNodeData.propertyName;
512
+
513
+ if ( propertyName === undefined ) {
514
+
515
+ // property element
516
+
517
+ const nodeVar = this.getVarFromNode( storageArrayElementNode );
518
+
519
+ propertyName = this.getPropertyName( nodeVar );
520
+
521
+ // property size
522
+
523
+ const bufferNodeData = this.getDataFromNode( node );
524
+
525
+ let propertySizeName = bufferNodeData.propertySizeName;
526
+
527
+ if ( propertySizeName === undefined ) {
528
+
529
+ propertySizeName = propertyName + 'Size';
530
+
531
+ this.getVarFromNode( node, propertySizeName, 'uint' );
532
+
533
+ this.addLineFlowCode( `${ propertySizeName } = uint( textureSize( ${ textureName }, 0 ).x )`, storageArrayElementNode );
534
+
535
+ bufferNodeData.propertySizeName = propertySizeName;
536
+
537
+ }
538
+
539
+ //
540
+
541
+ const { itemSize } = attribute;
542
+
543
+ const channel = '.' + vectorComponents.join( '' ).slice( 0, itemSize );
544
+ const uvSnippet = `ivec2(${indexSnippet} % ${ propertySizeName }, ${indexSnippet} / ${ propertySizeName })`;
545
+
546
+ const snippet = this.generateTextureLoad( null, textureName, uvSnippet, '0', null, null );
547
+
548
+ //
549
+
550
+
551
+ let prefix = 'vec4';
552
+
553
+ if ( attribute.pbo.type === UnsignedIntType ) {
554
+
555
+ prefix = 'uvec4';
556
+
557
+ } else if ( attribute.pbo.type === IntType ) {
558
+
559
+ prefix = 'ivec4';
560
+
561
+ }
562
+
563
+ this.addLineFlowCode( `${ propertyName } = ${prefix}(${ snippet })${channel}`, storageArrayElementNode );
564
+
565
+ elementNodeData.propertyName = propertyName;
566
+
567
+ }
568
+
569
+ return propertyName;
570
+
571
+ }
572
+
573
+ /**
574
+ * Generates the GLSL snippet that reads a single texel from a texture without sampling or filtering.
575
+ *
576
+ * @param {?Texture} texture - The texture.
577
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
578
+ * @param {string} uvIndexSnippet - A GLSL snippet that represents texture coordinates used for sampling.
579
+ * @param {?string} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
580
+ * @param {?string} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
581
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
582
+ * @return {string} The GLSL snippet.
583
+ */
584
+ generateTextureLoad( texture, textureProperty, uvIndexSnippet, levelSnippet, depthSnippet, offsetSnippet ) {
585
+
586
+ if ( levelSnippet === null ) levelSnippet = '0';
587
+
588
+ let snippet;
589
+
590
+ if ( depthSnippet ) {
591
+
592
+ if ( offsetSnippet ) {
593
+
594
+ snippet = `texelFetchOffset( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), int( ${ levelSnippet } ), ${ offsetSnippet } )`;
595
+
596
+ } else {
597
+
598
+ snippet = `texelFetch( ${ textureProperty }, ivec3( ${ uvIndexSnippet }, ${ depthSnippet } ), int( ${ levelSnippet } ) )`;
599
+
600
+ }
601
+
602
+ } else {
603
+
604
+ if ( offsetSnippet ) {
605
+
606
+ snippet = `texelFetchOffset( ${ textureProperty }, ${ uvIndexSnippet }, int( ${ levelSnippet } ), ${ offsetSnippet } )`;
607
+
608
+ } else {
609
+
610
+ snippet = `texelFetch( ${ textureProperty }, ${ uvIndexSnippet }, int( ${ levelSnippet } ) )`;
611
+
612
+ }
613
+
614
+ }
615
+
616
+ if ( texture !== null && texture.isDepthTexture ) {
617
+
618
+ snippet += '.x';
619
+
620
+ }
621
+
622
+ return snippet;
623
+
624
+ }
625
+
626
+ /**
627
+ * Generates the GLSL snippet for sampling/loading the given texture.
628
+ *
629
+ * @param {Texture} texture - The texture.
630
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
631
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
632
+ * @param {?string} depthSnippet - A GLSL snippet that represents the 0-based texture array index to sample.
633
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
634
+ * @return {string} The GLSL snippet.
635
+ */
636
+ generateTexture( texture, textureProperty, uvSnippet, depthSnippet, offsetSnippet ) {
637
+
638
+ if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
639
+
640
+ if ( texture.isDepthTexture ) {
641
+
642
+ if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } ).x`;
643
+
644
+ return `texture( ${ textureProperty }, ${ uvSnippet } ).x`;
645
+
646
+ }
647
+
648
+ if ( offsetSnippet ) return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet } )`;
649
+
650
+ return `texture( ${ textureProperty }, ${ uvSnippet } )`;
651
+
652
+ }
653
+
654
+ /**
655
+ * Generates the GLSL snippet that resolves the dimensions of the given texture.
656
+ *
657
+ * @param {Texture} texture - The texture.
658
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
659
+ * @param {string} levelSnippet - A GLSL snippet that represents the mip level.
660
+ * @return {string} The GLSL snippet.
661
+ */
662
+ generateTextureSize( texture, textureProperty, levelSnippet ) {
663
+
664
+ return `textureSize( ${ textureProperty }, ${ levelSnippet } )`;
665
+
666
+ }
667
+
668
+ /**
669
+ * Generates the GLSL snippet when sampling textures with explicit mip level.
670
+ *
671
+ * @param {Texture} texture - The texture.
672
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
673
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
674
+ * @param {string} levelSnippet - A GLSL snippet that represents the mip level, with level 0 containing a full size version of the texture.
675
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
676
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
677
+ * @return {string} The GLSL snippet.
678
+ */
679
+ generateTextureLevel( texture, textureProperty, uvSnippet, levelSnippet, depthSnippet, offsetSnippet ) {
680
+
681
+ if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
682
+
683
+ if ( offsetSnippet ) {
684
+
685
+ return `textureLodOffset( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet }, ${ offsetSnippet } )`;
686
+
687
+ }
688
+
689
+ return `textureLod( ${ textureProperty }, ${ uvSnippet }, ${ levelSnippet } )`;
690
+
691
+ }
692
+
693
+ /**
694
+ * Generates the GLSL snippet when sampling textures with a bias to the mip level.
695
+ *
696
+ * @param {Texture} texture - The texture.
697
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
698
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
699
+ * @param {string} biasSnippet - A GLSL snippet that represents the bias to apply to the mip level before sampling.
700
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
701
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
702
+ * @return {string} The GLSL snippet.
703
+ */
704
+ generateTextureBias( texture, textureProperty, uvSnippet, biasSnippet, depthSnippet, offsetSnippet ) {
705
+
706
+ if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
707
+
708
+ if ( offsetSnippet ) {
709
+
710
+ return `textureOffset( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet }, ${ biasSnippet } )`;
711
+
712
+ }
713
+
714
+ return `texture( ${ textureProperty }, ${ uvSnippet }, ${ biasSnippet } )`;
715
+
716
+ }
717
+
718
+ /**
719
+ * Generates the GLSL snippet for sampling/loading the given texture using explicit gradients.
720
+ *
721
+ * @param {Texture} texture - The texture.
722
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
723
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
724
+ * @param {Array<string>} gradSnippet - An array holding both gradient GLSL snippets.
725
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
726
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
727
+ * @return {string} The GLSL snippet.
728
+ */
729
+ generateTextureGrad( texture, textureProperty, uvSnippet, gradSnippet, depthSnippet, offsetSnippet ) {
730
+
731
+ if ( depthSnippet ) uvSnippet = `vec3( ${ uvSnippet }, ${ depthSnippet } )`;
732
+
733
+ if ( offsetSnippet ) {
734
+
735
+ return `textureGradOffset( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] }, ${ offsetSnippet } )`;
736
+
737
+ }
738
+
739
+ return `textureGrad( ${ textureProperty }, ${ uvSnippet }, ${ gradSnippet[ 0 ] }, ${ gradSnippet[ 1 ] } )`;
740
+
741
+ }
742
+
743
+ /**
744
+ * Generates the GLSL snippet for sampling a depth texture and comparing the sampled depth values
745
+ * against a reference value.
746
+ *
747
+ * @param {Texture} texture - The texture.
748
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
749
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
750
+ * @param {string} compareSnippet - A GLSL snippet that represents the reference value.
751
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
752
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
753
+ * @param {string} [shaderStage=this.shaderStage] - The shader stage this code snippet is generated for.
754
+ * @return {string} The GLSL snippet.
755
+ */
756
+ generateTextureCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, shaderStage = this.shaderStage ) {
757
+
758
+ if ( shaderStage === 'fragment' ) {
759
+
760
+ // Cube shadow maps use vec4(direction, compareValue)
761
+ if ( texture.isCubeTexture ) {
762
+
763
+ return `texture( ${ textureProperty }, vec4( ${ uvSnippet }, ${ compareSnippet } ) )`;
764
+
765
+ }
766
+
767
+ if ( depthSnippet ) {
768
+
769
+ if ( offsetSnippet ) {
770
+
771
+ return `textureOffset( ${ textureProperty }, vec4( ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } ), ${ offsetSnippet } )`;
772
+
773
+ }
774
+
775
+ return `texture( ${ textureProperty }, vec4( ${ uvSnippet }, ${ depthSnippet }, ${ compareSnippet } ) )`;
776
+
777
+ }
778
+
779
+ if ( offsetSnippet ) {
780
+
781
+ return `textureOffset( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ), ${ offsetSnippet } )`;
782
+
783
+ }
784
+
785
+ return `texture( ${ textureProperty }, vec3( ${ uvSnippet }, ${ compareSnippet } ) )`;
786
+
787
+ } else {
788
+
789
+ error( `WebGPURenderer: THREE.DepthTexture.compareFunction() does not support ${ shaderStage } shader.` );
790
+
791
+ }
792
+
793
+ }
794
+
795
+ /**
796
+ * Generates the GLSL snippet for gathering four texels from the given texture.
797
+ *
798
+ * @param {Texture} texture - The texture.
799
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
800
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
801
+ * @param {string} gatherSnippet - A GLSL snippet that represents the index of the channel to read.
802
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
803
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
804
+ * @param {?string} flipYSnippet - A GLSL snippet that represents the y-flip. Only used for WebGL.
805
+ * @return {string} The GLSL snippet.
806
+ */
807
+ generateTextureGather( texture, textureProperty, uvSnippet, gatherSnippet, depthSnippet, offsetSnippet, flipYSnippet ) {
808
+
809
+ if ( texture.isDepthTexture ) gatherSnippet = '0';
810
+
811
+ if ( offsetSnippet === null ) offsetSnippet = 'ivec2( 0 )';
812
+
813
+ if ( flipYSnippet === null ) flipYSnippet = 'false';
814
+
815
+ if ( depthSnippet ) {
816
+
817
+ this._include( 'textureGatherArray' );
818
+
819
+ return `tsl_textureGather_array( ${gatherSnippet}, ${ textureProperty }, vec3( ${ uvSnippet }, ${ depthSnippet } ), ${ offsetSnippet }, ${ flipYSnippet } )`;
820
+
821
+ }
822
+
823
+ this._include( 'textureGather' );
824
+
825
+ return `tsl_textureGather( ${gatherSnippet}, ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet }, ${ flipYSnippet } )`;
826
+
827
+ }
828
+
829
+ /**
830
+ * Generates the GLSL snippet for performing a depth comparison on four texels in the given depth texture.
831
+ *
832
+ * @param {Texture} texture - The texture.
833
+ * @param {string} textureProperty - The name of the texture uniform in the shader.
834
+ * @param {string} uvSnippet - A GLSL snippet that represents texture coordinates used for sampling.
835
+ * @param {string} compareSnippet - A GLSL snippet that represents the reference value.
836
+ * @param {?string} depthSnippet - A GLSL snippet that represents 0-based texture array index to sample.
837
+ * @param {?string} offsetSnippet - A GLSL snippet that represents the offset that will be applied to the unnormalized texture coordinate before sampling the texture.
838
+ * @param {?string} flipYSnippet - A GLSL snippet that represents the y-flip. Only used for WebGL.
839
+ * @return {string} The GLSL snippet.
840
+ */
841
+ generateTextureGatherCompare( texture, textureProperty, uvSnippet, compareSnippet, depthSnippet, offsetSnippet, flipYSnippet ) {
842
+
843
+ if ( offsetSnippet === null ) offsetSnippet = 'ivec2( 0 )';
844
+
845
+ if ( flipYSnippet === null ) flipYSnippet = 'false';
846
+
847
+ if ( depthSnippet ) {
848
+
849
+ this._include( 'textureGatherCompareArray' );
850
+
851
+ return `tsl_textureGatherCompare_array( ${ textureProperty }, vec3( ${ uvSnippet }, ${depthSnippet} ), ${ offsetSnippet }, ${ compareSnippet }, ${ flipYSnippet } )`;
852
+
853
+ }
854
+
855
+ this._include( 'textureGatherCompare' );
856
+
857
+ return `tsl_textureGatherCompare( ${ textureProperty }, ${ uvSnippet }, ${ offsetSnippet }, ${ compareSnippet }, ${ flipYSnippet } )`;
858
+
859
+ }
860
+
861
+ /**
862
+ * Returns the uniforms of the given shader stage as a GLSL string.
863
+ *
864
+ * @param {string} shaderStage - The shader stage.
865
+ * @return {string} The GLSL snippet that defines the uniforms.
866
+ */
867
+ getUniforms( shaderStage ) {
868
+
869
+ const uniforms = this.uniforms[ shaderStage ];
870
+
871
+ const bindingSnippets = [];
872
+ const uniformGroups = {};
873
+
874
+ for ( const uniform of uniforms ) {
875
+
876
+ let snippet = null;
877
+ let group = false;
878
+
879
+ if ( uniform.type === 'texture' || uniform.type === 'texture3D' ) {
880
+
881
+ const textureNode = uniform.node;
882
+ const texture = textureNode.value;
883
+
884
+ const componentType = this.getComponentTypeFromTexture( texture );
885
+ const typePrefix = componentType === 'float' ? '' : componentType.charAt( 0 );
886
+
887
+ if ( uniform.type === 'texture3D' && texture.isArrayTexture === false ) {
888
+
889
+ snippet = `${typePrefix}sampler3D ${ uniform.name };`;
890
+
891
+ } else if ( texture.compareFunction && textureNode.isSampleCompare() ) {
892
+
893
+ if ( texture.isArrayTexture === true ) {
894
+
895
+ snippet = `sampler2DArrayShadow ${ uniform.name };`;
896
+
897
+ } else {
898
+
899
+ snippet = `sampler2DShadow ${ uniform.name };`;
900
+
901
+ }
902
+
903
+ } else if ( texture.isArrayTexture === true || texture.isDataArrayTexture === true || texture.isCompressedArrayTexture === true ) {
904
+
905
+ snippet = `${typePrefix}sampler2DArray ${ uniform.name };`;
906
+
907
+ } else {
908
+
909
+ snippet = `${typePrefix}sampler2D ${ uniform.name };`;
910
+
911
+ }
912
+
913
+ } else if ( uniform.type === 'cubeTexture' ) {
914
+
915
+ snippet = `samplerCube ${ uniform.name };`;
916
+
917
+ } else if ( uniform.type === 'cubeDepthTexture' ) {
918
+
919
+ const texture = uniform.node.value;
920
+
921
+ if ( texture.compareFunction ) {
922
+
923
+ snippet = `samplerCubeShadow ${ uniform.name };`;
924
+
925
+ } else {
926
+
927
+ snippet = `samplerCube ${ uniform.name };`;
928
+
929
+ }
930
+
931
+ } else if ( uniform.type === 'buffer' ) {
932
+
933
+ const bufferNode = uniform.node;
934
+ const bufferType = this.getType( bufferNode.bufferType );
935
+ const bufferCount = bufferNode.bufferCount;
936
+
937
+ const bufferCountSnippet = bufferCount > 0 ? bufferCount : '';
938
+ snippet = `${bufferNode.name} {\n\t${ bufferType } ${ uniform.name }[${ bufferCountSnippet }];\n};\n`;
939
+
940
+ } else {
941
+
942
+ const groupName = uniform.groupNode.name;
943
+
944
+ // Check if this group has already been processed
945
+ if ( uniformGroups[ groupName ] === undefined ) {
946
+
947
+ // Get the shared uniform group that contains uniforms from all stages
948
+ const sharedUniformGroup = this.uniformGroups[ groupName ];
949
+
950
+ if ( sharedUniformGroup !== undefined ) {
951
+
952
+ // Generate snippets for ALL uniforms in this shared group
953
+ const snippets = [];
954
+
955
+ for ( const sharedUniform of sharedUniformGroup.uniforms ) {
956
+
957
+ const type = sharedUniform.getType();
958
+ const vectorType = this.getVectorType( type );
959
+ const precision = sharedUniform.nodeUniform.node.precision;
960
+
961
+ let uniformSnippet = `${ vectorType } ${ sharedUniform.name };`;
962
+
963
+ if ( precision !== null ) {
964
+
965
+ uniformSnippet = precisionLib[ precision ] + ' ' + uniformSnippet;
966
+
967
+ }
968
+
969
+ snippets.push( '\t' + uniformSnippet );
970
+
971
+ }
972
+
973
+ uniformGroups[ groupName ] = snippets;
974
+
975
+ }
976
+
977
+ }
978
+
979
+ group = true;
980
+
981
+ }
982
+
983
+ if ( ! group ) {
984
+
985
+ const precision = uniform.node.precision;
986
+
987
+ if ( precision !== null ) {
988
+
989
+ snippet = precisionLib[ precision ] + ' ' + snippet;
990
+
991
+ }
992
+
993
+ snippet = 'uniform ' + snippet;
994
+
995
+ bindingSnippets.push( snippet );
996
+
997
+ }
998
+
999
+ }
1000
+
1001
+ let output = '';
1002
+
1003
+ for ( const name in uniformGroups ) {
1004
+
1005
+ const groupSnippets = uniformGroups[ name ];
1006
+
1007
+ output += this._getGLSLUniformStruct( name, groupSnippets.join( '\n' ) ) + '\n';
1008
+
1009
+ }
1010
+
1011
+ output += bindingSnippets.join( '\n' );
1012
+
1013
+ return output;
1014
+
1015
+ }
1016
+
1017
+ /**
1018
+ * Returns the type for a given buffer attribute.
1019
+ *
1020
+ * @param {BufferAttribute} attribute - The buffer attribute.
1021
+ * @return {string} The type.
1022
+ */
1023
+ getTypeFromAttribute( attribute ) {
1024
+
1025
+ let nodeType = super.getTypeFromAttribute( attribute );
1026
+
1027
+ if ( /^[iu]/.test( nodeType ) && attribute.gpuType !== IntType ) {
1028
+
1029
+ let dataAttribute = attribute;
1030
+
1031
+ if ( attribute.isInterleavedBufferAttribute ) dataAttribute = attribute.data;
1032
+
1033
+ const array = dataAttribute.array;
1034
+
1035
+ if ( ( array instanceof Uint32Array || array instanceof Int32Array ) === false ) {
1036
+
1037
+ nodeType = nodeType.slice( 1 );
1038
+
1039
+ }
1040
+
1041
+ }
1042
+
1043
+ return nodeType;
1044
+
1045
+ }
1046
+
1047
+ /**
1048
+ * Returns the shader attributes of the given shader stage as a GLSL string.
1049
+ *
1050
+ * @param {string} shaderStage - The shader stage.
1051
+ * @return {string} The GLSL snippet that defines the shader attributes.
1052
+ */
1053
+ getAttributes( shaderStage ) {
1054
+
1055
+ let snippet = '';
1056
+
1057
+ if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
1058
+
1059
+ const attributes = this.getAttributesArray();
1060
+
1061
+ let location = 0;
1062
+
1063
+ for ( const attribute of attributes ) {
1064
+
1065
+ snippet += `layout( location = ${ location ++ } ) in ${ attribute.type } ${ attribute.name };\n`;
1066
+
1067
+ }
1068
+
1069
+ }
1070
+
1071
+ return snippet;
1072
+
1073
+ }
1074
+
1075
+ /**
1076
+ * Returns the members of the given struct type node as a GLSL string.
1077
+ *
1078
+ * @param {StructTypeNode} struct - The struct type node.
1079
+ * @return {string} The GLSL snippet that defines the struct members.
1080
+ */
1081
+ getStructMembers( struct ) {
1082
+
1083
+ const snippets = [];
1084
+
1085
+ for ( const member of struct.members ) {
1086
+
1087
+ snippets.push( `\t${ member.type } ${ member.name };` );
1088
+
1089
+ }
1090
+
1091
+ return snippets.join( '\n' );
1092
+
1093
+ }
1094
+
1095
+ /**
1096
+ * Returns the structs of the given shader stage as a GLSL string.
1097
+ *
1098
+ * @param {string} shaderStage - The shader stage.
1099
+ * @return {string} The GLSL snippet that defines the structs.
1100
+ */
1101
+ getStructs( shaderStage ) {
1102
+
1103
+ const snippets = [];
1104
+ const structs = this.structs[ shaderStage ];
1105
+
1106
+ const outputSnippet = [];
1107
+
1108
+ for ( const struct of structs ) {
1109
+
1110
+ if ( struct.output ) {
1111
+
1112
+ for ( const member of struct.members ) {
1113
+
1114
+ outputSnippet.push( `layout( location = ${ member.index } ) out ${ member.type } ${ member.name };` );
1115
+
1116
+ }
1117
+
1118
+ } else {
1119
+
1120
+ let snippet = 'struct ' + struct.name + ' {\n';
1121
+ snippet += this.getStructMembers( struct );
1122
+ snippet += '\n};\n';
1123
+
1124
+ snippets.push( snippet );
1125
+
1126
+ }
1127
+
1128
+ }
1129
+
1130
+ if ( shaderStage === 'fragment' && outputSnippet.length === 0 ) {
1131
+
1132
+ outputSnippet.push( `layout( location = 0 ) out ${ this.getOutputType() } fragColor;` );
1133
+
1134
+ }
1135
+
1136
+ return '\n' + outputSnippet.join( '\n' ) + '\n\n' + snippets.join( '\n' );
1137
+
1138
+ }
1139
+
1140
+ /**
1141
+ * Returns the varyings of the given shader stage as a GLSL string.
1142
+ *
1143
+ * @param {string} shaderStage - The shader stage.
1144
+ * @return {string} The GLSL snippet that defines the varyings.
1145
+ */
1146
+ getVaryings( shaderStage ) {
1147
+
1148
+ let snippet = '';
1149
+
1150
+ const varyings = this.varyings;
1151
+
1152
+ if ( shaderStage === 'vertex' || shaderStage === 'compute' ) {
1153
+
1154
+ for ( const varying of varyings ) {
1155
+
1156
+ if ( shaderStage === 'compute' ) varying.needsInterpolation = true;
1157
+
1158
+ const type = this.getType( varying.type );
1159
+
1160
+ if ( varying.needsInterpolation ) {
1161
+
1162
+ if ( varying.interpolationType ) {
1163
+
1164
+ const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
1165
+ const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';
1166
+
1167
+ snippet += `${ interpolationType } ${ sampling } out ${ type } ${ varying.name };\n`;
1168
+
1169
+ } else {
1170
+
1171
+ const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
1172
+
1173
+ snippet += `${ flat }out ${ type } ${ varying.name };\n`;
1174
+
1175
+ }
1176
+
1177
+ } else {
1178
+
1179
+ snippet += `${type} ${varying.name};\n`; // generate variable (no varying required)
1180
+
1181
+ }
1182
+
1183
+ }
1184
+
1185
+ } else if ( shaderStage === 'fragment' ) {
1186
+
1187
+ for ( const varying of varyings ) {
1188
+
1189
+ if ( varying.needsInterpolation ) {
1190
+
1191
+ const type = this.getType( varying.type );
1192
+
1193
+ if ( varying.interpolationType ) {
1194
+
1195
+ const interpolationType = interpolationTypeMap[ varying.interpolationType ] || varying.interpolationType;
1196
+ const sampling = interpolationModeMap[ varying.interpolationSampling ] || '';
1197
+
1198
+ snippet += `${ interpolationType } ${ sampling } in ${ type } ${ varying.name };\n`;
1199
+
1200
+
1201
+ } else {
1202
+
1203
+ const flat = type.includes( 'int' ) || type.includes( 'uv' ) || type.includes( 'iv' ) ? 'flat ' : '';
1204
+
1205
+ snippet += `${ flat }in ${ type } ${ varying.name };\n`;
1206
+
1207
+ }
1208
+
1209
+ }
1210
+
1211
+ }
1212
+
1213
+ }
1214
+
1215
+ for ( const builtin of this.builtins[ shaderStage ] ) {
1216
+
1217
+ snippet += `${builtin};\n`;
1218
+
1219
+ }
1220
+
1221
+ return snippet;
1222
+
1223
+ }
1224
+
1225
+ /**
1226
+ * Returns the vertex index builtin.
1227
+ *
1228
+ * @return {string} The vertex index.
1229
+ */
1230
+ getVertexIndex() {
1231
+
1232
+ return 'uint( gl_VertexID )';
1233
+
1234
+ }
1235
+
1236
+ /**
1237
+ * Contextually returns either the vertex stage instance index builtin
1238
+ * or the linearized index of an compute invocation within a grid of workgroups.
1239
+ *
1240
+ * @return {string} The instance index.
1241
+ */
1242
+ getInstanceIndex() {
1243
+
1244
+ return 'uint( gl_InstanceID )';
1245
+
1246
+ }
1247
+
1248
+ /**
1249
+ * Returns a builtin representing the index of an invocation within its workgroup.
1250
+ *
1251
+ * @return {string} The invocation local index.
1252
+ */
1253
+ getInvocationLocalIndex() {
1254
+
1255
+ const workgroupSize = this.compute.workgroupSize;
1256
+
1257
+ const size = workgroupSize.reduce( ( acc, curr ) => acc * curr, 1 );
1258
+
1259
+ return `uint( gl_InstanceID ) % ${size}u`;
1260
+
1261
+ }
1262
+
1263
+ /**
1264
+ * Returns a builtin representing the size of a subgroup within the current shader.
1265
+ */
1266
+ getSubgroupSize() {
1267
+
1268
+ error( 'GLSLNodeBuilder: WebGLBackend does not support the subgroupSize node' );
1269
+
1270
+ }
1271
+
1272
+ /**
1273
+ * Returns a builtin representing the index of an invocation within its subgroup.
1274
+ */
1275
+ getInvocationSubgroupIndex() {
1276
+
1277
+ error( 'GLSLNodeBuilder: WebGLBackend does not support the invocationSubgroupIndex node' );
1278
+
1279
+ }
1280
+
1281
+ /**
1282
+ * Returns a builtin representing the index of the current invocation's subgroup within its workgroup.
1283
+ */
1284
+ getSubgroupIndex() {
1285
+
1286
+ error( 'GLSLNodeBuilder: WebGLBackend does not support the subgroupIndex node' );
1287
+
1288
+ }
1289
+
1290
+ /**
1291
+ * Returns the draw index builtin.
1292
+ *
1293
+ * @return {?string} The drawIndex shader string. Returns `null` if `WEBGL_multi_draw` isn't supported by the device.
1294
+ */
1295
+ getDrawIndex() {
1296
+
1297
+ const extensions = this.renderer.backend.extensions;
1298
+
1299
+ if ( extensions.has( 'WEBGL_multi_draw' ) ) {
1300
+
1301
+ return 'uint( gl_DrawID )';
1302
+
1303
+ } else {
1304
+
1305
+ return 'nodeUniformDrawId'; // fallback to uniform
1306
+
1307
+ }
1308
+
1309
+ }
1310
+
1311
+ /**
1312
+ * Returns the front facing builtin.
1313
+ *
1314
+ * @return {string} The front facing builtin.
1315
+ */
1316
+ getFrontFacing() {
1317
+
1318
+ return 'gl_FrontFacing';
1319
+
1320
+ }
1321
+
1322
+ /**
1323
+ * Returns the frag coord builtin.
1324
+ *
1325
+ * @return {string} The frag coord builtin.
1326
+ */
1327
+ getFragCoord() {
1328
+
1329
+ return 'gl_FragCoord.xy';
1330
+
1331
+ }
1332
+
1333
+ /**
1334
+ * Returns the frag depth builtin.
1335
+ *
1336
+ * @return {string} The frag depth builtin.
1337
+ */
1338
+ getFragDepth() {
1339
+
1340
+ return 'gl_FragDepth';
1341
+
1342
+ }
1343
+
1344
+ /**
1345
+ * Enables the given extension.
1346
+ *
1347
+ * @param {string} name - The extension name.
1348
+ * @param {string} behavior - The extension behavior.
1349
+ * @param {string} [shaderStage=this.shaderStage] - The shader stage.
1350
+ */
1351
+ enableExtension( name, behavior, shaderStage = this.shaderStage ) {
1352
+
1353
+ const map = this.extensions[ shaderStage ] || ( this.extensions[ shaderStage ] = new Map() );
1354
+
1355
+ if ( map.has( name ) === false ) {
1356
+
1357
+ map.set( name, {
1358
+ name,
1359
+ behavior
1360
+ } );
1361
+
1362
+ }
1363
+
1364
+ }
1365
+
1366
+ /**
1367
+ * Returns the enabled extensions of the given shader stage as a GLSL string.
1368
+ *
1369
+ * @param {string} shaderStage - The shader stage.
1370
+ * @return {string} The GLSL snippet that defines the enabled extensions.
1371
+ */
1372
+ getExtensions( shaderStage ) {
1373
+
1374
+ const snippets = [];
1375
+
1376
+ if ( shaderStage === 'vertex' ) {
1377
+
1378
+ const ext = this.renderer.backend.extensions;
1379
+ const isBatchedMesh = this.object.isBatchedMesh;
1380
+
1381
+ if ( isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) ) {
1382
+
1383
+ this.enableExtension( 'GL_ANGLE_multi_draw', 'require', shaderStage );
1384
+
1385
+ }
1386
+
1387
+ }
1388
+
1389
+ const extensions = this.extensions[ shaderStage ];
1390
+
1391
+ if ( extensions !== undefined ) {
1392
+
1393
+ for ( const { name, behavior } of extensions.values() ) {
1394
+
1395
+ snippets.push( `#extension ${name} : ${behavior}` );
1396
+
1397
+ }
1398
+
1399
+ }
1400
+
1401
+ return snippets.join( '\n' );
1402
+
1403
+ }
1404
+
1405
+ /**
1406
+ * Returns the clip distances builtin.
1407
+ *
1408
+ * @return {string} The clip distances builtin.
1409
+ */
1410
+ getClipDistance() {
1411
+
1412
+ return 'gl_ClipDistance';
1413
+
1414
+ }
1415
+
1416
+ /**
1417
+ * Whether the requested feature is available or not.
1418
+ *
1419
+ * @param {string} name - The requested feature.
1420
+ * @return {boolean} Whether the requested feature is supported or not.
1421
+ */
1422
+ isAvailable( name ) {
1423
+
1424
+ let result = supports[ name ];
1425
+
1426
+ if ( result === undefined ) {
1427
+
1428
+ let extensionName;
1429
+
1430
+ result = false;
1431
+
1432
+ switch ( name ) {
1433
+
1434
+ case 'float32Filterable':
1435
+ extensionName = 'OES_texture_float_linear';
1436
+ break;
1437
+
1438
+ case 'clipDistance':
1439
+ extensionName = 'WEBGL_clip_cull_distance';
1440
+ break;
1441
+
1442
+ }
1443
+
1444
+ if ( extensionName !== undefined ) {
1445
+
1446
+ const extensions = this.renderer.backend.extensions;
1447
+
1448
+ if ( extensions.has( extensionName ) ) {
1449
+
1450
+ extensions.get( extensionName );
1451
+ result = true;
1452
+
1453
+ }
1454
+
1455
+ }
1456
+
1457
+ supports[ name ] = result;
1458
+
1459
+ }
1460
+
1461
+ return result;
1462
+
1463
+ }
1464
+
1465
+ /**
1466
+ * Whether to flip texture data along its vertical axis or not.
1467
+ *
1468
+ * @return {boolean} Returns always `true` in context of GLSL.
1469
+ */
1470
+ isFlipY() {
1471
+
1472
+ return true;
1473
+
1474
+ }
1475
+
1476
+ /**
1477
+ * Enables hardware clipping.
1478
+ *
1479
+ * @param {string} planeCount - The clipping plane count.
1480
+ */
1481
+ enableHardwareClipping( planeCount ) {
1482
+
1483
+ this.enableExtension( 'GL_ANGLE_clip_cull_distance', 'require' );
1484
+
1485
+ this.builtins[ 'vertex' ].push( `out float gl_ClipDistance[ ${ planeCount } ]` );
1486
+
1487
+ }
1488
+
1489
+ /**
1490
+ * Enables multiview.
1491
+ */
1492
+ enableMultiview() {
1493
+
1494
+ this.enableExtension( 'GL_OVR_multiview2', 'require', 'fragment' );
1495
+ this.enableExtension( 'GL_OVR_multiview2', 'require', 'vertex' );
1496
+
1497
+ this.builtins[ 'vertex' ].push( 'layout(num_views = 2) in' );
1498
+
1499
+ }
1500
+
1501
+ /**
1502
+ * Registers a transform in context of Transform Feedback.
1503
+ *
1504
+ * @param {string} varyingName - The varying name.
1505
+ * @param {AttributeNode} attributeNode - The attribute node.
1506
+ */
1507
+ registerTransform( varyingName, attributeNode ) {
1508
+
1509
+ this.transforms.push( { varyingName, attributeNode } );
1510
+
1511
+ }
1512
+
1513
+ /**
1514
+ * Returns the transforms of the given shader stage as a GLSL string.
1515
+ *
1516
+ * @param {string} shaderStage - The shader stage.
1517
+ * @return {string} The GLSL snippet that defines the transforms.
1518
+ */
1519
+ getTransforms( /* shaderStage */ ) {
1520
+
1521
+ const transforms = this.transforms;
1522
+
1523
+ let snippet = '';
1524
+
1525
+ for ( let i = 0; i < transforms.length; i ++ ) {
1526
+
1527
+ const transform = transforms[ i ];
1528
+ const attributeName = this.getPropertyName( transform.attributeNode );
1529
+
1530
+ if ( attributeName ) snippet += `${ transform.varyingName } = ${ attributeName };\n\t`;
1531
+
1532
+ }
1533
+
1534
+ return snippet;
1535
+
1536
+ }
1537
+
1538
+ /**
1539
+ * Returns a GLSL struct based on the given name and variables.
1540
+ *
1541
+ * @private
1542
+ * @param {string} name - The struct name.
1543
+ * @param {string} vars - The struct variables.
1544
+ * @return {string} The GLSL snippet representing a struct.
1545
+ */
1546
+ _getGLSLUniformStruct( name, vars ) {
1547
+
1548
+ return `
1549
+ layout( std140 ) uniform ${name} {
1550
+ ${vars}
1551
+ };`;
1552
+
1553
+ }
1554
+
1555
+ /**
1556
+ * Returns a GLSL vertex shader based on the given shader data.
1557
+ *
1558
+ * @private
1559
+ * @param {Object} shaderData - The shader data.
1560
+ * @return {string} The vertex shader.
1561
+ */
1562
+ _getGLSLVertexCode( shaderData ) {
1563
+
1564
+ return `#version 300 es
1565
+
1566
+ ${ this.getSignature() }
1567
+
1568
+ // extensions
1569
+ ${shaderData.extensions}
1570
+
1571
+ // precision
1572
+ ${ defaultPrecisions }
1573
+
1574
+ // structs
1575
+ ${shaderData.structs}
1576
+
1577
+ // uniforms
1578
+ ${shaderData.uniforms}
1579
+
1580
+ // varyings
1581
+ ${shaderData.varyings}
1582
+
1583
+ // attributes
1584
+ ${shaderData.attributes}
1585
+
1586
+ // vars
1587
+ ${shaderData.vars}
1588
+
1589
+ // codes
1590
+ ${shaderData.codes}
1591
+
1592
+ void main() {
1593
+
1594
+ // transforms
1595
+ ${shaderData.transforms}
1596
+
1597
+ // flow
1598
+ ${shaderData.flow}
1599
+
1600
+ gl_PointSize = 1.0;
1601
+
1602
+ }
1603
+ `;
1604
+
1605
+ }
1606
+
1607
+ /**
1608
+ * Returns a GLSL fragment shader based on the given shader data.
1609
+ *
1610
+ * @private
1611
+ * @param {Object} shaderData - The shader data.
1612
+ * @return {string} The vertex shader.
1613
+ */
1614
+ _getGLSLFragmentCode( shaderData ) {
1615
+
1616
+ return `#version 300 es
1617
+
1618
+ ${ this.getSignature() }
1619
+
1620
+ // extensions
1621
+ ${shaderData.extensions}
1622
+
1623
+ // precision
1624
+ ${ defaultPrecisions }
1625
+
1626
+ // structs
1627
+ ${shaderData.structs}
1628
+
1629
+ // uniforms
1630
+ ${shaderData.uniforms}
1631
+
1632
+ // varyings
1633
+ ${shaderData.varyings}
1634
+
1635
+ // vars
1636
+ ${shaderData.vars}
1637
+
1638
+ // codes
1639
+ ${shaderData.codes}
1640
+
1641
+ void main() {
1642
+
1643
+ // flow
1644
+ ${shaderData.flow}
1645
+
1646
+ }
1647
+ `;
1648
+
1649
+ }
1650
+
1651
+ /**
1652
+ * Controls the code build of the shader stages.
1653
+ */
1654
+ buildCode() {
1655
+
1656
+ const shadersData = this.material !== null ? { fragment: {}, vertex: {} } : { compute: {} };
1657
+
1658
+ this.sortBindingGroups();
1659
+
1660
+ for ( const shaderStage in shadersData ) {
1661
+
1662
+ let flow = '// code\n\n';
1663
+ flow += this.flowCode[ shaderStage ];
1664
+
1665
+ const flowNodes = this.flowNodes[ shaderStage ];
1666
+ const mainNode = flowNodes[ flowNodes.length - 1 ];
1667
+
1668
+ for ( const node of flowNodes ) {
1669
+
1670
+ const flowSlotData = this.getFlowData( node/*, shaderStage*/ );
1671
+ const slotName = node.name;
1672
+
1673
+ if ( slotName ) {
1674
+
1675
+ if ( flow.length > 0 ) flow += '\n';
1676
+
1677
+ flow += `\t// flow -> ${ slotName }\n\t`;
1678
+
1679
+ }
1680
+
1681
+ flow += `${ flowSlotData.code }\n\t`;
1682
+
1683
+ if ( node === mainNode && shaderStage !== 'compute' ) {
1684
+
1685
+ flow += '// result\n\t';
1686
+
1687
+ if ( shaderStage === 'vertex' ) {
1688
+
1689
+ flow += 'gl_Position = ';
1690
+ flow += `${ this.format( flowSlotData.result, mainNode.getNodeType( this ), 'vec4' ) };`;
1691
+
1692
+ } else if ( shaderStage === 'fragment' ) {
1693
+
1694
+ if ( ! node.outputNode.isOutputStructNode ) {
1695
+
1696
+ flow += 'fragColor = ';
1697
+ flow += `${ this.format( flowSlotData.result, mainNode.getNodeType( this ), this.getOutputType() ) };`;
1698
+
1699
+ }
1700
+
1701
+ }
1702
+
1703
+ }
1704
+
1705
+ }
1706
+
1707
+ const stageData = shadersData[ shaderStage ];
1708
+
1709
+ stageData.extensions = this.getExtensions( shaderStage );
1710
+ stageData.uniforms = this.getUniforms( shaderStage );
1711
+ stageData.attributes = this.getAttributes( shaderStage );
1712
+ stageData.varyings = this.getVaryings( shaderStage );
1713
+ stageData.vars = this.getVars( shaderStage, true );
1714
+ stageData.structs = this.getStructs( shaderStage );
1715
+ stageData.codes = this.getCodes( shaderStage );
1716
+ stageData.transforms = this.getTransforms( shaderStage );
1717
+ stageData.flow = flow;
1718
+
1719
+ // fallbacks
1720
+
1721
+ if ( shaderStage === 'vertex' ) {
1722
+
1723
+ const ext = this.renderer.backend.extensions;
1724
+
1725
+ if ( this.object.isBatchedMesh && ext.has( 'WEBGL_multi_draw' ) === false ) {
1726
+
1727
+ stageData.uniforms += '\nuniform uint nodeUniformDrawId;\n';
1728
+
1729
+ }
1730
+
1731
+ }
1732
+
1733
+ }
1734
+
1735
+ if ( this.material !== null ) {
1736
+
1737
+ this.vertexShader = this._getGLSLVertexCode( shadersData.vertex );
1738
+ this.fragmentShader = this._getGLSLFragmentCode( shadersData.fragment );
1739
+
1740
+ } else {
1741
+
1742
+ this.computeShader = this._getGLSLVertexCode( shadersData.compute );
1743
+
1744
+ }
1745
+
1746
+ }
1747
+
1748
+ /**
1749
+ * This method is one of the more important ones since it's responsible
1750
+ * for generating a matching binding instance for the given uniform node.
1751
+ *
1752
+ * These bindings are later used in the renderer to create bind groups
1753
+ * and layouts.
1754
+ *
1755
+ * @param {UniformNode} node - The uniform node.
1756
+ * @param {string} type - The node data type.
1757
+ * @param {string} shaderStage - The shader stage.
1758
+ * @param {?string} [name=null] - An optional uniform name.
1759
+ * @return {NodeUniform} The node uniform object.
1760
+ */
1761
+ getUniformFromNode( node, type, shaderStage, name = null ) {
1762
+
1763
+ const uniformNode = super.getUniformFromNode( node, type, shaderStage, name );
1764
+ const nodeData = this.getDataFromNode( node, shaderStage, this.globalCache );
1765
+
1766
+ let uniformGPU = nodeData.uniformGPU;
1767
+
1768
+ if ( uniformGPU === undefined ) {
1769
+
1770
+ const group = node.groupNode;
1771
+ const groupName = group.name;
1772
+
1773
+ const bindings = this.getBindGroupArray( groupName, shaderStage );
1774
+
1775
+ if ( type === 'texture' ) {
1776
+
1777
+ uniformGPU = new NodeSampledTexture( uniformNode.name, uniformNode.node, group );
1778
+ bindings.push( uniformGPU );
1779
+
1780
+ } else if ( type === 'cubeTexture' || type === 'cubeDepthTexture' ) {
1781
+
1782
+ uniformGPU = new NodeSampledCubeTexture( uniformNode.name, uniformNode.node, group );
1783
+ bindings.push( uniformGPU );
1784
+
1785
+ } else if ( type === 'texture3D' ) {
1786
+
1787
+ uniformGPU = new NodeSampledTexture3D( uniformNode.name, uniformNode.node, group );
1788
+ bindings.push( uniformGPU );
1789
+
1790
+ } else if ( type === 'buffer' ) {
1791
+
1792
+ uniformNode.name = `buffer${ node.id }`;
1793
+
1794
+ const sharedData = this.getSharedDataFromNode( node );
1795
+
1796
+ let buffer = sharedData.buffer;
1797
+
1798
+ if ( buffer === undefined ) {
1799
+
1800
+ node.name = `NodeBuffer_${ node.id }`;
1801
+
1802
+ buffer = new NodeUniformBuffer( node, group );
1803
+ buffer.name = node.name;
1804
+
1805
+ sharedData.buffer = buffer;
1806
+
1807
+ }
1808
+
1809
+ bindings.push( buffer );
1810
+
1811
+ uniformGPU = buffer;
1812
+
1813
+ } else {
1814
+
1815
+ let uniformsGroup = this.uniformGroups[ groupName ];
1816
+
1817
+ if ( uniformsGroup === undefined ) {
1818
+
1819
+ uniformsGroup = new NodeUniformsGroup( groupName, group );
1820
+
1821
+ this.uniformGroups[ groupName ] = uniformsGroup;
1822
+
1823
+ bindings.push( uniformsGroup );
1824
+
1825
+ } else {
1826
+
1827
+ // Add to bindings for this stage if not already present
1828
+ if ( bindings.indexOf( uniformsGroup ) === - 1 ) {
1829
+
1830
+ bindings.push( uniformsGroup );
1831
+
1832
+ }
1833
+
1834
+ }
1835
+
1836
+ uniformGPU = this.getNodeUniform( uniformNode, type );
1837
+
1838
+ // Only add uniform if not already present in the group (check by name to avoid duplicates across stages)
1839
+ const uniformName = uniformGPU.name;
1840
+ const alreadyExists = uniformsGroup.uniforms.some( u => u.name === uniformName );
1841
+
1842
+ if ( ! alreadyExists ) {
1843
+
1844
+ uniformsGroup.addUniform( uniformGPU );
1845
+
1846
+ }
1847
+
1848
+ }
1849
+
1850
+ nodeData.uniformGPU = uniformGPU;
1851
+
1852
+ }
1853
+
1854
+ return uniformNode;
1855
+
1856
+ }
1857
+
1858
+ }
1859
+
1860
+ export default GLSLNodeBuilder;