glre 0.26.0 → 0.27.0
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.
- package/README.md +7 -6
- package/dist/index.d.ts +186 -148
- package/dist/index.js +35 -22
- package/dist/index.js.map +1 -1
- package/dist/index.mjs +35 -22
- package/dist/index.mjs.map +1 -1
- package/dist/native.d.ts +1 -1
- package/dist/native.js +35 -22
- package/dist/native.js.map +1 -1
- package/dist/native.mjs +33 -20
- package/dist/native.mjs.map +1 -1
- package/dist/react.d.ts +1 -1
- package/dist/react.js +35 -22
- package/dist/react.js.map +1 -1
- package/dist/react.mjs +34 -21
- package/dist/react.mjs.map +1 -1
- package/dist/solid.d.ts +1 -1
- package/dist/solid.js +35 -22
- package/dist/solid.js.map +1 -1
- package/dist/solid.mjs +34 -21
- package/dist/solid.mjs.map +1 -1
- package/package.json +1 -1
- package/src/index.ts +0 -2
- package/src/native.ts +2 -2
- package/src/node/code.ts +74 -0
- package/src/node/const.ts +45 -48
- package/src/node/index.ts +85 -87
- package/src/node/node.ts +40 -94
- package/src/node/scope.ts +68 -0
- package/src/node/types.ts +53 -88
- package/src/node/utils.ts +102 -0
- package/src/utils/pipeline.ts +4 -5
- package/src/utils/program.ts +10 -8
- package/src/webgl.ts +1 -1
- package/src/webgpu.ts +2 -2
- package/src/code/glsl.ts +0 -148
- package/src/code/wgsl.ts +0 -134
- package/src/node/cache.ts +0 -60
- package/src/node/conv.ts +0 -111
- package/src/node/uniform.ts +0 -92
package/src/utils/pipeline.ts
CHANGED
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@@ -1,5 +1,4 @@
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-
import {
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-
import { X } from '../node'
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import { fragment, vertex, X } from '../node'
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import { is } from './helpers'
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import type { GPUContext, GPUDevice, GPUPipeline } from '../types'
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4
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@@ -21,7 +20,7 @@ fn main(@builtin(position) position: vec4f) -> @location(0) vec4f {
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}
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`
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-
export const
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export const createDevice = async (c: GPUContext) => {
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const gpu = (navigator as any).gpu
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const format = gpu.getPreferredCanvasFormat()
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const adapter = await gpu.requestAdapter()
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@@ -38,8 +37,8 @@ export const createPipeline = (
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vs: string | X = defaultVertexWGSL,
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fs: string | X = defaultFragmentWGSL
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) => {
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-
if (is.
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if (is.
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if (!is.str(fs)) fs = fragment(fs, { isWebGL: false })
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if (!is.str(vs)) vs = vertex(vs, { isWebGL: false })
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const layout = device.createPipelineLayout({ bindGroupLayouts })
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return device.createRenderPipeline({
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vertex: {
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package/src/utils/program.ts
CHANGED
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@@ -1,5 +1,4 @@
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1
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import {
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import { X } from '../node'
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import { fragment, vertex, X } from '../node'
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import { is } from './helpers'
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export const defaultVertexGLSL = /* cpp */ `
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@@ -29,7 +28,7 @@ const createShader = (c: WebGLRenderingContext, source: string, type: number) =>
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if (c.getShaderParameter(shader, c.COMPILE_STATUS)) return shader
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const error = c.getShaderInfoLog(shader)
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c.deleteShader(shader)
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console.warn(`Could not compile shader: ${error}`)
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}
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export const createProgram = (
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@@ -37,16 +36,19 @@ export const createProgram = (
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vs: string | X = defaultVertexGLSL,
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fs: string | X = defaultFragmentGLSL
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) => {
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if (is.
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-
if (is.
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if (!is.str(fs)) fs = fragment(fs, { isWebGL: true })
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if (!is.str(vs)) vs = vertex(fs, { isWebGL: true })
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const pg = c.createProgram()
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-
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const _vs = createShader(c, vs, c.VERTEX_SHADER)
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const _fs = createShader(c, fs, c.FRAGMENT_SHADER)
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if (!_vs || !_fs) return
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c.attachShader(pg, _vs)
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c.attachShader(pg, _fs)
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c.linkProgram(pg)
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if (c.getProgramParameter(pg, c.LINK_STATUS)) return pg
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const error = c.getProgramInfoLog(pg)
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c.deleteProgram(pg)
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-
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console.warn(`Could not link pg: ${error}`)
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}
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export const createVbo = (c: WebGLRenderingContext, data: number[]) => {
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package/src/webgl.ts
CHANGED
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@@ -5,7 +5,7 @@ import type { GL, WebGLState } from './types'
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export const webgl = async (gl: Partial<GL>) => {
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const c = gl.el!.getContext('webgl2')!
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const pg = createProgram(c, gl.vs, gl.fs)
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const pg = createProgram(c, gl.vs, gl.fs)!
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const state = { context: c, program: pg } as WebGLState
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c.useProgram(pg)
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package/src/webgpu.ts
CHANGED
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@@ -1,7 +1,7 @@
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import { nested as cached } from 'reev'
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import { is } from './utils/helpers'
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import {
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-
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createDevice,
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createPipeline,
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createDescriptor,
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createUniformBuffer,
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@@ -14,7 +14,7 @@ import type { GL, WebGPUState } from './types'
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export const webgpu = async (gl: Partial<GL>) => {
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const c = gl.el!.getContext('webgpu') as any
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const { device, format } = await
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const { device, format } = await createDevice(c)
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const state = {
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device,
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context: c,
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package/src/code/glsl.ts
DELETED
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@@ -1,148 +0,0 @@
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import { is } from './../utils/helpers'
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import type { Node, NodeType, X, ConversionContext } from '../node'
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// GLSLコード生成コンテキスト
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interface GLSLContext extends ConversionContext {
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target: 'webgl'
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precision: 'lowp' | 'mediump' | 'highp'
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version: '100' | '300 es'
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}
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// ノードからGLSLコードを生成
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export const nodeToGLSL = (nodeProxy: X, context?: Partial<GLSLContext>): string => {
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const ctx: GLSLContext = {
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target: 'webgl',
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precision: 'mediump',
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version: '300 es',
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nodes: new Map(),
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variables: new Map(),
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functions: new Map(),
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...context,
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}
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return generateGLSLExpression(nodeProxy as any, ctx)
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}
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// GLSL式を生成
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const generateGLSLExpression = (node: Node, context: GLSLContext): string => {
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if (!node) return '0.0'
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// 値ノード
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if (!is.und(node.value)) return formatGLSLValue(node.value, node.type)
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// プロパティアクセス(スウィズル)
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if (node.property && node.parent) {
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const parentExpr = generateGLSLExpression(node.parent, context)
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return `${parentExpr}.${node.property}`
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}
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// 演算子ノード
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if (node.operator && node.children && node.children.length >= 2) return generateGLSLOperator(node, context)
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// 数学関数ノード
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if (node.mathFunction && node.children && node.children.length >= 1)
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return generateGLSLMathFunction(node, context)
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return '0.0'
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}
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// GLSL値をフォーマット
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const formatGLSLValue = (value: any, type: NodeType): string => {
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if (type === 'float') {
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const num = Number(value)
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return num % 1 === 0 ? `${num}.0` : `${num}`
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}
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if (type === 'int') return `${Math.floor(Number(value))}`
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if (type === 'bool') return Boolean(value) ? 'true' : 'false'
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if (is.arr(value)) {
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const values = value
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.map((v) => {
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const num = Number(v)
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return num % 1 === 0 ? `${num}.0` : `${num}`
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})
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.join(', ')
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if (type === 'vec2') return `vec2(${values})`
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if (type === 'vec3') return `vec3(${values})`
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if (type === 'vec4') return `vec4(${values})`
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if (type === 'color') return `vec3(${values})`
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}
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return '0.0'
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}
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// GLSL演算子を生成
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const generateGLSLOperator = (node: Node, context: GLSLContext): string => {
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if (!node.children || node.children.length < 2) return '0.0'
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const left = generateGLSLExpression(node.children[0], context)
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const right = generateGLSLExpression(node.children[1], context)
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if (node.operator === 'add') return `(${left} + ${right})`
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if (node.operator === 'sub') return `(${left} - ${right})`
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if (node.operator === 'mul') return `(${left} * ${right})`
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if (node.operator === 'div') return `(${left} / ${right})`
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if (node.operator === 'mod') return `mod(${left}, ${right})`
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if (node.operator === 'equal') return `(${left} == ${right})`
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if (node.operator === 'notEqual') return `(${left} != ${right})`
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if (node.operator === 'lessThan') return `(${left} < ${right})`
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if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`
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if (node.operator === 'greaterThan') return `(${left} > ${right})`
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if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`
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if (node.operator === 'and') return `(${left} && ${right})`
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if (node.operator === 'or') return `(${left} || ${right})`
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return `(${left} + ${right})`
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}
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// GLSL数学関数を生成
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const generateGLSLMathFunction = (node: Node, context: GLSLContext): string => {
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if (!node.children || node.children.length < 1) return '0.0'
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const fun = node.mathFunction
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const args = node.children.map((child) => {
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return generateGLSLExpression(child, context)
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})
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const [x, y, z] = args
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// @TODO FIX
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// if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す
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if (args.length === 1) return `${fun}(${x})`
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if (args.length === 2) return `${fun}(${x}, ${y})`
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if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`
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return x || '0.0'
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}
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// 値からGLSL型を推定
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const inferGLSLType = (value: unknown): string => {
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if (is.num(value)) return 'float'
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if (is.bol(value)) return 'bool'
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if (is.arr(value)) {
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const len = value.length
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if (len === 2) return 'vec2'
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if (len === 3) return 'vec3'
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if (len === 4) return 'vec4'
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}
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return 'float'
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}
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-
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// 完全なGLSLシェーダーを生成
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export const glsl = (
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fragmentNode: X,
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options?: {
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precision?: 'lowp' | 'mediump' | 'highp'
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version?: '100' | '300 es'
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uniforms?: Record<string, any>
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}
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) => {
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const precision = options?.precision || 'mediump'
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const version = options?.version || '300 es'
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const is300ES = version === '300 es'
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const fragment = nodeToGLSL(fragmentNode)
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let shader = ''
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if (is300ES) shader += '#version 300 es\n'
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shader += `precision ${precision} float;\n\n`
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// ユニフォーム変数の追加
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if (options?.uniforms) {
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Object.entries(options.uniforms).forEach(([name, value]) => {
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const type = inferGLSLType(value)
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shader += `uniform ${type} ${name};\n`
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})
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shader += '\n'
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}
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// 出力変数
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if (is300ES) shader += 'out vec4 fragColor;\n\n'
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shader += 'void main() {\n'
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shader += is300ES ? ` fragColor = ${fragment};\n` : ` gl_FragColor = ${fragment};\n`
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shader += '}\n'
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return shader
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}
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package/src/code/wgsl.ts
DELETED
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@@ -1,134 +0,0 @@
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import { is } from '../utils/helpers'
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import type { Node, NodeType, ConversionContext, X } from '../node'
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// WGSLコード生成コンテキスト
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interface WGSLContext extends ConversionContext {
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target: 'webgpu'
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}
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// ノードからWGSLコードを生成
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export const nodeToWGSL = (nodeProxy: X, context?: Partial<WGSLContext>): string => {
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const ctx: WGSLContext = {
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target: 'webgpu',
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nodes: new Map(),
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variables: new Map(),
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functions: new Map(),
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...context,
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}
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return generateWGSLExpression(nodeProxy as any, ctx)
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}
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// WGSL式を生成
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const generateWGSLExpression = (node: Node, context: WGSLContext): string => {
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if (!node) return '0.0'
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// 値ノード
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if (node.value !== undefined) return formatWGSLValue(node.value, node.type)
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// プロパティアクセス(スウィズル)
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if (node.property && node.parent) {
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const parentExpr = generateWGSLExpression(node.parent, context)
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return `${parentExpr}.${node.property}`
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}
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// 演算子ノード
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if (node.operator && node.children && node.children.length >= 2) return generateWGSLOperator(node, context)
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33
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-
// 数学関数ノード
|
|
34
|
-
if (node.mathFunction && node.children && node.children.length >= 1)
|
|
35
|
-
return generateWGSLMathFunction(node, context)
|
|
36
|
-
return '0.0'
|
|
37
|
-
}
|
|
38
|
-
|
|
39
|
-
// WGSL値をフォーマット
|
|
40
|
-
const formatWGSLValue = (value: any, type: NodeType): string => {
|
|
41
|
-
if (type === 'float') {
|
|
42
|
-
const num = Number(value)
|
|
43
|
-
return num % 1 === 0 ? `${num}.0` : `${num}`
|
|
44
|
-
}
|
|
45
|
-
if (type === 'int') return `${Math.floor(Number(value))}`
|
|
46
|
-
if (type === 'bool') return Boolean(value) ? 'true' : 'false'
|
|
47
|
-
if (is.arr(value)) {
|
|
48
|
-
const values = value
|
|
49
|
-
.map((v) => {
|
|
50
|
-
const num = Number(v)
|
|
51
|
-
return num % 1 === 0 ? `${num}.0` : `${num}`
|
|
52
|
-
})
|
|
53
|
-
.join(', ')
|
|
54
|
-
if (type === 'vec2') return `vec2<f32>(${values})`
|
|
55
|
-
if (type === 'vec3') return `vec3<f32>(${values})`
|
|
56
|
-
if (type === 'vec4') return `vec4<f32>(${values})`
|
|
57
|
-
if (type === 'color') return `vec3<f32>(${values})`
|
|
58
|
-
}
|
|
59
|
-
|
|
60
|
-
return '0.0'
|
|
61
|
-
}
|
|
62
|
-
|
|
63
|
-
// WGSL演算子を生成
|
|
64
|
-
const generateWGSLOperator = (node: Node, context: WGSLContext): string => {
|
|
65
|
-
if (!node.children || node.children.length < 2) return '0.0'
|
|
66
|
-
const left = generateWGSLExpression(node.children[0], context)
|
|
67
|
-
const right = generateWGSLExpression(node.children[1], context)
|
|
68
|
-
if (node.operator === 'add') return `(${left} + ${right})`
|
|
69
|
-
if (node.operator === 'sub') return `(${left} - ${right})`
|
|
70
|
-
if (node.operator === 'mul') return `(${left} * ${right})`
|
|
71
|
-
if (node.operator === 'div') return `(${left} / ${right})`
|
|
72
|
-
if (node.operator === 'mod') return `(${left} % ${right})`
|
|
73
|
-
if (node.operator === 'equal') return `(${left} == ${right})`
|
|
74
|
-
if (node.operator === 'notEqual') return `(${left} != ${right})`
|
|
75
|
-
if (node.operator === 'lessThan') return `(${left} < ${right})`
|
|
76
|
-
if (node.operator === 'lessThanEqual') return `(${left} <= ${right})`
|
|
77
|
-
if (node.operator === 'greaterThan') return `(${left} > ${right})`
|
|
78
|
-
if (node.operator === 'greaterThanEqual') return `(${left} >= ${right})`
|
|
79
|
-
if (node.operator === 'and') return `(${left} && ${right})`
|
|
80
|
-
if (node.operator === 'or') return `(${left} || ${right})`
|
|
81
|
-
return `(${left} + ${right})`
|
|
82
|
-
}
|
|
83
|
-
|
|
84
|
-
// WGSL数学関数を生成
|
|
85
|
-
const generateWGSLMathFunction = (node: Node, context: WGSLContext): string => {
|
|
86
|
-
if (!node.children || node.children.length < 1) return '0.0'
|
|
87
|
-
const fun = node.mathFunction
|
|
88
|
-
const args = node.children.map((child) => generateWGSLExpression(child, context))
|
|
89
|
-
const [x, y, z] = args
|
|
90
|
-
// @TODO FIX
|
|
91
|
-
// if (fun === 'toVar') return x // toVarは変数化のヒントなので、そのまま返す
|
|
92
|
-
if (args.length === 1) return `${fun}(${x})`
|
|
93
|
-
if (args.length === 2) return `${fun}(${x}, ${y})`
|
|
94
|
-
if (args.length === 3) return `${fun}(${x}, ${y}, ${z})`
|
|
95
|
-
return x || '0.0'
|
|
96
|
-
}
|
|
97
|
-
|
|
98
|
-
// 完全なWGSLシェーダーを生成
|
|
99
|
-
export const wgsl = (
|
|
100
|
-
fragmentNode: X,
|
|
101
|
-
options?: {
|
|
102
|
-
uniforms?: Record<string, any>
|
|
103
|
-
}
|
|
104
|
-
) => {
|
|
105
|
-
let shader = ''
|
|
106
|
-
// ユニフォーム変数の追加
|
|
107
|
-
if (options?.uniforms) {
|
|
108
|
-
Object.entries(options.uniforms).forEach(([name, value]) => {
|
|
109
|
-
const type = inferWGSLType(value)
|
|
110
|
-
shader += `@group(0) @binding(0) var<uniform> ${name}: ${type};\n`
|
|
111
|
-
})
|
|
112
|
-
shader += '\n'
|
|
113
|
-
}
|
|
114
|
-
shader += '@fragment\n'
|
|
115
|
-
shader += 'fn main() -> @location(0) vec4<f32> {\n'
|
|
116
|
-
const fragmentExpr = nodeToWGSL(fragmentNode)
|
|
117
|
-
shader += ` return ${fragmentExpr};\n`
|
|
118
|
-
shader += '}\n'
|
|
119
|
-
|
|
120
|
-
return shader
|
|
121
|
-
}
|
|
122
|
-
|
|
123
|
-
// 値からWGSL型を推定
|
|
124
|
-
const inferWGSLType = (value: any): string => {
|
|
125
|
-
if (is.num(value)) return 'f32'
|
|
126
|
-
if (is.bol(value)) return 'bool'
|
|
127
|
-
if (is.arr(value)) {
|
|
128
|
-
const len = value.length
|
|
129
|
-
if (len === 2) return 'vec2<f32>'
|
|
130
|
-
if (len === 3) return 'vec3<f32>'
|
|
131
|
-
if (len === 4) return 'vec4<f32>'
|
|
132
|
-
}
|
|
133
|
-
return 'f32'
|
|
134
|
-
}
|
package/src/node/cache.ts
DELETED
|
@@ -1,60 +0,0 @@
|
|
|
1
|
-
import { CACHE_BOOLS, CACHE_INTS, CACHE_FLOATS } from './const'
|
|
2
|
-
import { node } from '.'
|
|
3
|
-
import type { X } from './types'
|
|
4
|
-
|
|
5
|
-
const boolCache = new Map<boolean, X>()
|
|
6
|
-
const intCache = new Map<number, X>()
|
|
7
|
-
const floatCache = new Map<number, X>()
|
|
8
|
-
|
|
9
|
-
const initializeCache = () => {
|
|
10
|
-
CACHE_BOOLS.forEach((value) => {
|
|
11
|
-
boolCache.set(value, node('bool', value))
|
|
12
|
-
})
|
|
13
|
-
CACHE_INTS.forEach((value) => {
|
|
14
|
-
intCache.set(value, node('int', value))
|
|
15
|
-
})
|
|
16
|
-
CACHE_FLOATS.forEach((value) => {
|
|
17
|
-
floatCache.set(value, node('float', value))
|
|
18
|
-
})
|
|
19
|
-
}
|
|
20
|
-
|
|
21
|
-
export const getCachedBool = (x: boolean): X => {
|
|
22
|
-
if (!boolCache.has(x)) initializeCache()
|
|
23
|
-
return boolCache.get(x) || node('bool', x)
|
|
24
|
-
}
|
|
25
|
-
|
|
26
|
-
// キャッシュされたintノードを取得
|
|
27
|
-
export const getCachedInt = (x: number): X => {
|
|
28
|
-
if (intCache.has(x)) return intCache.get(x)!
|
|
29
|
-
return node('int', x)
|
|
30
|
-
}
|
|
31
|
-
|
|
32
|
-
// キャッシュされたfloatノードを取得
|
|
33
|
-
export const getCachedFloat = (x: number): X => {
|
|
34
|
-
if (floatCache.has(x)) return floatCache.get(x)!
|
|
35
|
-
return node('float', x)
|
|
36
|
-
}
|
|
37
|
-
|
|
38
|
-
// ノードの重複を検出
|
|
39
|
-
export const findDuplicateNodes = (nodes: X[]): Map<string, X[]> => {
|
|
40
|
-
const duplicates = new Map<string, X[]>()
|
|
41
|
-
const signatures = new Map<string, X>()
|
|
42
|
-
|
|
43
|
-
nodes.forEach((nodeProxy) => {
|
|
44
|
-
const signature = generateNodeSignature(nodeProxy)
|
|
45
|
-
if (signatures.has(signature)) {
|
|
46
|
-
if (!duplicates.has(signature)) duplicates.set(signature, [signatures.get(signature)!])
|
|
47
|
-
duplicates.get(signature)!.push(nodeProxy)
|
|
48
|
-
} else signatures.set(signature, nodeProxy)
|
|
49
|
-
})
|
|
50
|
-
return duplicates
|
|
51
|
-
}
|
|
52
|
-
|
|
53
|
-
// ノードのシグネチャを生成
|
|
54
|
-
const generateNodeSignature = (nodeProxy: X): string => {
|
|
55
|
-
const parts = [nodeProxy.type, `${nodeProxy.value}`, nodeProxy.property || '']
|
|
56
|
-
return parts.join('|')
|
|
57
|
-
}
|
|
58
|
-
|
|
59
|
-
// 初期化を実行
|
|
60
|
-
// initializeCache()
|
package/src/node/conv.ts
DELETED
|
@@ -1,111 +0,0 @@
|
|
|
1
|
-
import { node } from '.'
|
|
2
|
-
import { getCachedBool, getCachedInt, getCachedFloat } from './cache'
|
|
3
|
-
import { is } from '../utils/helpers'
|
|
4
|
-
import type { X } from './types'
|
|
5
|
-
|
|
6
|
-
// JavaScript値をノードに変換
|
|
7
|
-
export const convertToNode = (x: unknown): X => {
|
|
8
|
-
if (is.bol(x)) return getCachedBool(x)
|
|
9
|
-
if (is.num(x)) {
|
|
10
|
-
if (is.int(x)) return getCachedInt(x)
|
|
11
|
-
return getCachedFloat(x)
|
|
12
|
-
}
|
|
13
|
-
if (is.arr(x)) return convertArrayToNode(x)
|
|
14
|
-
if (is.obj(x)) return convertObjectToNode(x)
|
|
15
|
-
return node('float', 0)
|
|
16
|
-
}
|
|
17
|
-
|
|
18
|
-
// 配列をベクトル/行列ノードに変換
|
|
19
|
-
const convertArrayToNode = (array: number[]): X => {
|
|
20
|
-
const len = array.length
|
|
21
|
-
if (len === 2) return node('vec2', array)
|
|
22
|
-
if (len === 3) return node('vec3', array)
|
|
23
|
-
if (len === 4) return node('vec4', array)
|
|
24
|
-
if (len === 9) return node('mat3', array)
|
|
25
|
-
if (len === 16) return node('mat4', array)
|
|
26
|
-
return node('float', array[0])
|
|
27
|
-
}
|
|
28
|
-
|
|
29
|
-
// オブジェクトをノードに変換
|
|
30
|
-
const convertObjectToNode = (obj: any): X => {
|
|
31
|
-
// カラーオブジェクトの検出
|
|
32
|
-
if ('r' in obj && 'g' in obj && 'b' in obj) {
|
|
33
|
-
const arr = [obj.r, obj.g, obj.b]
|
|
34
|
-
if ('a' in obj) arr.push(obj.a)
|
|
35
|
-
return node('color', arr)
|
|
36
|
-
}
|
|
37
|
-
// ベクトルライクオブジェクトの検出
|
|
38
|
-
if ('x' in obj && 'y' in obj) {
|
|
39
|
-
const arr = [obj.x, obj.y]
|
|
40
|
-
if ('z' in obj) arr.push(obj.z)
|
|
41
|
-
if ('w' in obj) arr.push(obj.w)
|
|
42
|
-
return convertArrayToNode(arr)
|
|
43
|
-
}
|
|
44
|
-
return node('float', 0)
|
|
45
|
-
}
|
|
46
|
-
|
|
47
|
-
// 型変換関数
|
|
48
|
-
export const float = (x: unknown): X => {
|
|
49
|
-
if (is.num(x)) return getCachedFloat(x)
|
|
50
|
-
return node('float', Number(x))
|
|
51
|
-
}
|
|
52
|
-
|
|
53
|
-
export const int = (x: unknown): X => {
|
|
54
|
-
if (is.num(x) && Number.isInteger(x)) return getCachedInt(x)
|
|
55
|
-
return node('int', Math.floor(Number(x)))
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
export const bool = (x: unknown): X => {
|
|
59
|
-
return getCachedBool(Boolean(x))
|
|
60
|
-
}
|
|
61
|
-
|
|
62
|
-
export const vec2 = (x?: any, y?: any): X => {
|
|
63
|
-
if (is.und(x)) return node('vec2', [0, 0])
|
|
64
|
-
if (is.und(y)) {
|
|
65
|
-
if (is.arr(x)) return node('vec2', x.slice(0, 2))
|
|
66
|
-
if (is.obj(x) && 'x' in x && 'y' in x) return node('vec2', [x.x, x.y])
|
|
67
|
-
return node('vec2', [Number(x), Number(x)])
|
|
68
|
-
}
|
|
69
|
-
return node('vec2', [Number(x), Number(y)])
|
|
70
|
-
}
|
|
71
|
-
|
|
72
|
-
export const vec3 = (x?: any, y?: any, z?: any): X => {
|
|
73
|
-
if (is.und(x)) return node('vec3', [0, 0, 0])
|
|
74
|
-
if (is.und(y)) {
|
|
75
|
-
if (is.arr(x)) return node('vec3', x.slice(0, 3))
|
|
76
|
-
if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x) return node('vec3', [x.x, x.y, x.z])
|
|
77
|
-
return node('vec3', [Number(x), Number(x), Number(x)])
|
|
78
|
-
}
|
|
79
|
-
if (z === undefined) {
|
|
80
|
-
return node('vec3', [Number(x), Number(y), 0])
|
|
81
|
-
}
|
|
82
|
-
return node('vec3', [Number(x), Number(y), Number(z)])
|
|
83
|
-
}
|
|
84
|
-
|
|
85
|
-
export const vec4 = (x?: any, y?: any, z?: any, w?: any): X => {
|
|
86
|
-
if (is.und(x)) return node('vec4', [0, 0, 0, 1])
|
|
87
|
-
if (is.und(y)) {
|
|
88
|
-
if (is.arr(x)) return node('vec4', x.slice(0, 4))
|
|
89
|
-
if (is.obj(x) && 'x' in x && 'y' in x && 'z' in x && 'w' in x) return node('vec4', [x.x, x.y, x.z, x.w])
|
|
90
|
-
return node('vec4', [Number(x), Number(x), Number(x), 1])
|
|
91
|
-
}
|
|
92
|
-
return node('vec4', [Number(x), Number(y), Number(z), Number(w)])
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
export const color = (r?: any, g?: any, b?: any): X => {
|
|
96
|
-
if (r === undefined) return node('color', [1, 1, 1])
|
|
97
|
-
|
|
98
|
-
// 16進数カラーの処理
|
|
99
|
-
if (is.str(r) && r.startsWith('#')) {
|
|
100
|
-
const hex = r.slice(1)
|
|
101
|
-
const num = parseInt(hex, 16)
|
|
102
|
-
return node('color', [((num >> 16) & 255) / 255, ((num >> 8) & 255) / 255, (num & 255) / 255])
|
|
103
|
-
}
|
|
104
|
-
|
|
105
|
-
// 数値カラーの処理
|
|
106
|
-
if (is.num(r) && g === undefined && b === undefined) {
|
|
107
|
-
return node('color', [((r >> 16) & 255) / 255, ((r >> 8) & 255) / 255, (r & 255) / 255])
|
|
108
|
-
}
|
|
109
|
-
|
|
110
|
-
return vec3(r, g, b)
|
|
111
|
-
}
|
package/src/node/uniform.ts
DELETED
|
@@ -1,92 +0,0 @@
|
|
|
1
|
-
import { node } from './node'
|
|
2
|
-
import { is } from '../utils/helpers'
|
|
3
|
-
import type { UniformNode } from './types'
|
|
4
|
-
import type { NodeType } from './const'
|
|
5
|
-
|
|
6
|
-
// ユニフォーム更新コンテキスト
|
|
7
|
-
interface UpdateContext {
|
|
8
|
-
object?: any
|
|
9
|
-
camera?: any
|
|
10
|
-
renderer?: any
|
|
11
|
-
scene?: any
|
|
12
|
-
time?: number
|
|
13
|
-
}
|
|
14
|
-
|
|
15
|
-
// ユニフォーム値の型を推定
|
|
16
|
-
const inferUniformType = (value: any): NodeType => {
|
|
17
|
-
if (is.num(value)) return 'float'
|
|
18
|
-
if (is.bol(value)) return 'bool'
|
|
19
|
-
if (is.arr(value)) {
|
|
20
|
-
const len = value.length
|
|
21
|
-
if (len === 2) return 'vec2'
|
|
22
|
-
if (len === 3) return 'vec3'
|
|
23
|
-
if (len === 4) return 'vec4'
|
|
24
|
-
if (len === 9) return 'mat3'
|
|
25
|
-
if (len === 16) return 'mat4'
|
|
26
|
-
}
|
|
27
|
-
if (is.obj(value) && 'r' in value && 'g' in value && 'b' in value) return 'color'
|
|
28
|
-
return 'float'
|
|
29
|
-
}
|
|
30
|
-
|
|
31
|
-
// ユニフォーム変数を作成
|
|
32
|
-
export const uniform = (initialValue: any): UniformNode => {
|
|
33
|
-
const type = inferUniformType(initialValue)
|
|
34
|
-
let currentValue = initialValue
|
|
35
|
-
let objectUpdateCallback: ((context: UpdateContext) => any) | null = null
|
|
36
|
-
let renderUpdateCallback: ((context: UpdateContext) => any) | null = null
|
|
37
|
-
|
|
38
|
-
const baseNode = node(type, currentValue) as any
|
|
39
|
-
|
|
40
|
-
// 値を設定
|
|
41
|
-
const set = (value: any) => {
|
|
42
|
-
currentValue = value
|
|
43
|
-
baseNode.value = value
|
|
44
|
-
}
|
|
45
|
-
// オブジェクト更新時のコールバックを設定
|
|
46
|
-
const onObjectUpdate = (callback: (context: UpdateContext) => any): UniformNode => {
|
|
47
|
-
objectUpdateCallback = callback
|
|
48
|
-
return uniformNode
|
|
49
|
-
}
|
|
50
|
-
// レンダー更新時のコールバックを設定
|
|
51
|
-
const onRenderUpdate = (callback: (context: UpdateContext) => any): UniformNode => {
|
|
52
|
-
renderUpdateCallback = callback
|
|
53
|
-
return uniformNode
|
|
54
|
-
}
|
|
55
|
-
// 内部更新関数(外部から呼び出される)
|
|
56
|
-
const _updateFromContext = (context: UpdateContext) => {
|
|
57
|
-
if (objectUpdateCallback) {
|
|
58
|
-
const newValue = objectUpdateCallback(context)
|
|
59
|
-
if (newValue !== undefined) set(newValue)
|
|
60
|
-
}
|
|
61
|
-
if (renderUpdateCallback) {
|
|
62
|
-
const newValue = renderUpdateCallback(context)
|
|
63
|
-
if (newValue !== undefined) set(newValue)
|
|
64
|
-
}
|
|
65
|
-
}
|
|
66
|
-
// UniformNodeインターフェースを実装
|
|
67
|
-
const uniformNode = Object.create(baseNode)
|
|
68
|
-
uniformNode.set = set
|
|
69
|
-
uniformNode.onObjectUpdate = onObjectUpdate
|
|
70
|
-
uniformNode.onRenderUpdate = onRenderUpdate
|
|
71
|
-
uniformNode._updateFromContext = _updateFromContext
|
|
72
|
-
uniformNode.isUniform = true
|
|
73
|
-
return uniformNode as UniformNode
|
|
74
|
-
}
|
|
75
|
-
|
|
76
|
-
// 組み込みユニフォーム変数
|
|
77
|
-
export const iTime = uniform(0.0)
|
|
78
|
-
export const iPrevTime = uniform(0.0)
|
|
79
|
-
export const iDeltaTime = uniform(0.0)
|
|
80
|
-
export const iResolution = uniform([1920, 1080])
|
|
81
|
-
export const iMouse = uniform([0, 0])
|
|
82
|
-
|
|
83
|
-
// ユニフォーム変数の更新(レンダーループで呼び出される)
|
|
84
|
-
export const updateUniforms = (context: UpdateContext) => {
|
|
85
|
-
// 時間の更新
|
|
86
|
-
if (context.time !== undefined) {
|
|
87
|
-
const prevTime = iTime.value || 0
|
|
88
|
-
iTime.set(context.time)
|
|
89
|
-
iPrevTime.set(prevTime)
|
|
90
|
-
iDeltaTime.set(context.time - prevTime)
|
|
91
|
-
}
|
|
92
|
-
}
|