-
-
Notifications
You must be signed in to change notification settings - Fork 36.3k
Expand file tree
/
Copy pathNodes.js
More file actions
840 lines (558 loc) · 19.3 KB
/
Nodes.js
File metadata and controls
840 lines (558 loc) · 19.3 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
import DataMap from '../DataMap.js';
import ChainMap from '../ChainMap.js';
import NodeBuilderState from './NodeBuilderState.js';
import NodeMaterial from '../../../materials/nodes/NodeMaterial.js';
import { cubeMapNode } from '../../../nodes/utils/CubeMapNode.js';
import { NodeFrame } from '../../../nodes/Nodes.js';
import { objectGroup, renderGroup, frameGroup, cubeTexture, texture, texture3D, vec3, fog, rangeFogFactor, densityFogFactor, reference, pmremTexture, screenUV } from '../../../nodes/TSL.js';
import { builtin } from '../../../nodes/accessors/BuiltinNode.js';
import { CubeUVReflectionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping } from '../../../constants.js';
import { hashArray } from '../../../nodes/core/NodeUtils.js';
import { error } from '../../../utils.js';
const _outputNodeMap = new WeakMap();
const _chainKeys = [];
const _cacheKeyValues = [];
/**
* This renderer module manages node-related objects and is the
* primary interface between the renderer and the node system.
*
* @private
* @augments DataMap
*/
class Nodes extends DataMap {
/**
* Constructs a new nodes management component.
*
* @param {Renderer} renderer - The renderer.
* @param {Backend} backend - The renderer's backend.
*/
constructor( renderer, backend ) {
super();
/**
* The renderer.
*
* @type {Renderer}
*/
this.renderer = renderer;
/**
* The renderer's backend.
*
* @type {Backend}
*/
this.backend = backend;
/**
* The node frame.
*
* @type {Renderer}
*/
this.nodeFrame = new NodeFrame();
/**
* A cache for managing node builder states.
*
* @type {Map<number,NodeBuilderState>}
*/
this.nodeBuilderCache = new Map();
/**
* A cache for managing data cache key data.
*
* @type {ChainMap}
*/
this.callHashCache = new ChainMap();
/**
* A cache for managing node uniforms group data.
*
* @type {ChainMap}
*/
this.groupsData = new ChainMap();
/**
* A cache for managing node objects of
* scene properties like fog or environments.
*
* @type {Object<string,WeakMap>}
*/
this.cacheLib = {};
}
/**
* Returns `true` if the given node uniforms group must be updated or not.
*
* @param {NodeUniformsGroup} nodeUniformsGroup - The node uniforms group.
* @return {boolean} Whether the node uniforms group requires an update or not.
*/
updateGroup( nodeUniformsGroup ) {
const groupNode = nodeUniformsGroup.groupNode;
const name = groupNode.name;
// objectGroup is always updated
if ( name === objectGroup.name ) return true;
// renderGroup is updated once per render/compute call
if ( name === renderGroup.name ) {
const uniformsGroupData = this.get( nodeUniformsGroup );
const renderId = this.nodeFrame.renderId;
if ( uniformsGroupData.renderId !== renderId ) {
uniformsGroupData.renderId = renderId;
return true;
}
return false;
}
// frameGroup is updated once per frame
if ( name === frameGroup.name ) {
const uniformsGroupData = this.get( nodeUniformsGroup );
const frameId = this.nodeFrame.frameId;
if ( uniformsGroupData.frameId !== frameId ) {
uniformsGroupData.frameId = frameId;
return true;
}
return false;
}
// other groups are updated just when groupNode.needsUpdate is true
_chainKeys[ 0 ] = groupNode;
_chainKeys[ 1 ] = nodeUniformsGroup;
let groupData = this.groupsData.get( _chainKeys );
if ( groupData === undefined ) this.groupsData.set( _chainKeys, groupData = {} );
_chainKeys.length = 0;
if ( groupData.version !== groupNode.version ) {
groupData.version = groupNode.version;
return true;
}
return false;
}
/**
* Returns the cache key for the given render object.
*
* @param {RenderObject} renderObject - The render object.
* @return {number} The cache key.
*/
getForRenderCacheKey( renderObject ) {
return renderObject.initialCacheKey;
}
/**
* Returns a node builder state for the given render object.
*
* @param {RenderObject} renderObject - The render object.
* @return {NodeBuilderState} The node builder state.
*/
getForRender( renderObject ) {
const renderObjectData = this.get( renderObject );
let nodeBuilderState = renderObjectData.nodeBuilderState;
if ( nodeBuilderState === undefined ) {
const { nodeBuilderCache } = this;
const cacheKey = this.getForRenderCacheKey( renderObject );
nodeBuilderState = nodeBuilderCache.get( cacheKey );
if ( nodeBuilderState === undefined ) {
const createNodeBuilder = ( material ) => {
const nodeBuilder = this.backend.createNodeBuilder( renderObject.object, this.renderer );
nodeBuilder.scene = renderObject.scene;
nodeBuilder.material = material;
nodeBuilder.camera = renderObject.camera;
nodeBuilder.context.material = material;
nodeBuilder.lightsNode = renderObject.lightsNode;
nodeBuilder.environmentNode = this.getEnvironmentNode( renderObject.scene );
nodeBuilder.fogNode = this.getFogNode( renderObject.scene );
nodeBuilder.clippingContext = renderObject.clippingContext;
if ( this.renderer.getOutputRenderTarget() ? this.renderer.getOutputRenderTarget().multiview : false ) {
nodeBuilder.enableMultiview();
}
return nodeBuilder;
};
let nodeBuilder = createNodeBuilder( renderObject.material );
try {
nodeBuilder.build();
} catch ( e ) {
nodeBuilder = createNodeBuilder( new NodeMaterial() );
nodeBuilder.build();
error( 'TSL: ' + e );
}
nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
nodeBuilderCache.set( cacheKey, nodeBuilderState );
}
nodeBuilderState.usedTimes ++;
renderObjectData.nodeBuilderState = nodeBuilderState;
}
return nodeBuilderState;
}
/**
* Deletes the given object from the internal data map
*
* @param {any} object - The object to delete.
* @return {?Object} The deleted dictionary.
*/
delete( object ) {
if ( object.isRenderObject ) {
const nodeBuilderState = this.get( object ).nodeBuilderState;
nodeBuilderState.usedTimes --;
if ( nodeBuilderState.usedTimes === 0 ) {
this.nodeBuilderCache.delete( this.getForRenderCacheKey( object ) );
}
}
return super.delete( object );
}
/**
* Returns a node builder state for the given compute node.
*
* @param {Node} computeNode - The compute node.
* @return {NodeBuilderState} The node builder state.
*/
getForCompute( computeNode ) {
const computeData = this.get( computeNode );
let nodeBuilderState = computeData.nodeBuilderState;
if ( nodeBuilderState === undefined ) {
const nodeBuilder = this.backend.createNodeBuilder( computeNode, this.renderer );
nodeBuilder.build();
nodeBuilderState = this._createNodeBuilderState( nodeBuilder );
computeData.nodeBuilderState = nodeBuilderState;
}
return nodeBuilderState;
}
/**
* Creates a node builder state for the given node builder.
*
* @private
* @param {NodeBuilder} nodeBuilder - The node builder.
* @return {NodeBuilderState} The node builder state.
*/
_createNodeBuilderState( nodeBuilder ) {
return new NodeBuilderState(
nodeBuilder.vertexShader,
nodeBuilder.fragmentShader,
nodeBuilder.computeShader,
nodeBuilder.getAttributesArray(),
nodeBuilder.getBindings(),
nodeBuilder.updateNodes,
nodeBuilder.updateBeforeNodes,
nodeBuilder.updateAfterNodes,
nodeBuilder.observer,
nodeBuilder.transforms
);
}
/**
* Returns an environment node for the current configured
* scene environment.
*
* @param {Scene} scene - The scene.
* @return {Node} A node representing the current scene environment.
*/
getEnvironmentNode( scene ) {
this.updateEnvironment( scene );
let environmentNode = null;
if ( scene.environmentNode && scene.environmentNode.isNode ) {
environmentNode = scene.environmentNode;
} else {
const sceneData = this.get( scene );
if ( sceneData.environmentNode ) {
environmentNode = sceneData.environmentNode;
}
}
return environmentNode;
}
/**
* Returns a background node for the current configured
* scene background.
*
* @param {Scene} scene - The scene.
* @return {Node} A node representing the current scene background.
*/
getBackgroundNode( scene ) {
this.updateBackground( scene );
let backgroundNode = null;
if ( scene.backgroundNode && scene.backgroundNode.isNode ) {
backgroundNode = scene.backgroundNode;
} else {
const sceneData = this.get( scene );
if ( sceneData.backgroundNode ) {
backgroundNode = sceneData.backgroundNode;
}
}
return backgroundNode;
}
/**
* Returns a fog node for the current configured scene fog.
*
* @param {Scene} scene - The scene.
* @return {Node} A node representing the current scene fog.
*/
getFogNode( scene ) {
this.updateFog( scene );
return scene.fogNode || this.get( scene ).fogNode || null;
}
/**
* Returns a cache key for the given scene and lights node.
* This key is used by `RenderObject` as a part of the dynamic
* cache key (a key that must be checked every time the render
* objects is drawn).
*
* @param {Scene} scene - The scene.
* @param {LightsNode} lightsNode - The lights node.
* @return {number} The cache key.
*/
getCacheKey( scene, lightsNode ) {
_chainKeys[ 0 ] = scene;
_chainKeys[ 1 ] = lightsNode;
const callId = this.renderer.info.calls;
const cacheKeyData = this.callHashCache.get( _chainKeys ) || {};
if ( cacheKeyData.callId !== callId ) {
const environmentNode = this.getEnvironmentNode( scene );
const fogNode = this.getFogNode( scene );
if ( lightsNode ) _cacheKeyValues.push( lightsNode.getCacheKey( true ) );
if ( environmentNode ) _cacheKeyValues.push( environmentNode.getCacheKey() );
if ( fogNode ) _cacheKeyValues.push( fogNode.getCacheKey() );
_cacheKeyValues.push( this.renderer.getOutputRenderTarget() && this.renderer.getOutputRenderTarget().multiview ? 1 : 0 );
_cacheKeyValues.push( this.renderer.shadowMap.enabled ? 1 : 0 );
_cacheKeyValues.push( this.renderer.shadowMap.type );
cacheKeyData.callId = callId;
cacheKeyData.cacheKey = hashArray( _cacheKeyValues );
this.callHashCache.set( _chainKeys, cacheKeyData );
_cacheKeyValues.length = 0;
}
_chainKeys.length = 0;
return cacheKeyData.cacheKey;
}
/**
* A boolean that indicates whether tone mapping should be enabled
* or not.
*
* @type {boolean}
*/
get isToneMappingState() {
return this.renderer.getRenderTarget() ? false : true;
}
/**
* If a scene background is configured, this method makes sure to
* represent the background with a corresponding node-based implementation.
*
* @param {Scene} scene - The scene.
*/
updateBackground( scene ) {
const sceneData = this.get( scene );
const background = scene.background;
if ( background ) {
const forceUpdate = ( scene.backgroundBlurriness === 0 && sceneData.backgroundBlurriness > 0 ) || ( scene.backgroundBlurriness > 0 && sceneData.backgroundBlurriness === 0 );
if ( sceneData.background !== background || forceUpdate ) {
const backgroundNode = this.getCacheNode( 'background', background, () => {
if ( background.isCubeTexture === true || ( background.mapping === EquirectangularReflectionMapping || background.mapping === EquirectangularRefractionMapping || background.mapping === CubeUVReflectionMapping ) ) {
if ( scene.backgroundBlurriness > 0 || background.mapping === CubeUVReflectionMapping ) {
return pmremTexture( background );
} else {
let envMap;
if ( background.isCubeTexture === true ) {
envMap = cubeTexture( background );
} else {
envMap = texture( background );
}
return cubeMapNode( envMap );
}
} else if ( background.isTexture === true ) {
return texture( background, screenUV.flipY() ).setUpdateMatrix( true );
} else if ( background.isColor !== true ) {
error( 'WebGPUNodes: Unsupported background configuration.', background );
}
}, forceUpdate );
sceneData.backgroundNode = backgroundNode;
sceneData.background = background;
sceneData.backgroundBlurriness = scene.backgroundBlurriness;
}
} else if ( sceneData.backgroundNode ) {
sceneData.backgroundNode = undefined;
sceneData.background = undefined;
}
}
/**
* This method is part of the caching of nodes which are used to represents the
* scene's background, fog or environment.
*
* @param {string} type - The type of object to cache.
* @param {Object} object - The object.
* @param {Function} callback - A callback that produces a node representation for the given object.
* @param {boolean} [forceUpdate=false] - Whether an update should be enforced or not.
* @return {Node} The node representation.
*/
getCacheNode( type, object, callback, forceUpdate = false ) {
const nodeCache = this.cacheLib[ type ] || ( this.cacheLib[ type ] = new WeakMap() );
let node = nodeCache.get( object );
if ( node === undefined || forceUpdate ) {
node = callback();
nodeCache.set( object, node );
}
return node;
}
/**
* If a scene fog is configured, this method makes sure to
* represent the fog with a corresponding node-based implementation.
*
* @param {Scene} scene - The scene.
*/
updateFog( scene ) {
const sceneData = this.get( scene );
const sceneFog = scene.fog;
if ( sceneFog ) {
if ( sceneData.fog !== sceneFog ) {
const fogNode = this.getCacheNode( 'fog', sceneFog, () => {
if ( sceneFog.isFogExp2 ) {
const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
const density = reference( 'density', 'float', sceneFog ).setGroup( renderGroup );
return fog( color, densityFogFactor( density ) );
} else if ( sceneFog.isFog ) {
const color = reference( 'color', 'color', sceneFog ).setGroup( renderGroup );
const near = reference( 'near', 'float', sceneFog ).setGroup( renderGroup );
const far = reference( 'far', 'float', sceneFog ).setGroup( renderGroup );
return fog( color, rangeFogFactor( near, far ) );
} else {
error( 'Renderer: Unsupported fog configuration.', sceneFog );
}
} );
sceneData.fogNode = fogNode;
sceneData.fog = sceneFog;
}
} else {
sceneData.fogNode = undefined;
sceneData.fog = undefined;
}
}
/**
* If a scene environment is configured, this method makes sure to
* represent the environment with a corresponding node-based implementation.
*
* @param {Scene} scene - The scene.
*/
updateEnvironment( scene ) {
const sceneData = this.get( scene );
const environment = scene.environment;
if ( environment ) {
if ( sceneData.environment !== environment ) {
const environmentNode = this.getCacheNode( 'environment', environment, () => {
if ( environment.isCubeTexture === true ) {
return cubeTexture( environment );
} else if ( environment.isTexture === true ) {
return texture( environment );
} else {
error( 'Nodes: Unsupported environment configuration.', environment );
}
} );
sceneData.environmentNode = environmentNode;
sceneData.environment = environment;
}
} else if ( sceneData.environmentNode ) {
sceneData.environmentNode = undefined;
sceneData.environment = undefined;
}
}
getNodeFrame( renderer = this.renderer, scene = null, object = null, camera = null, material = null ) {
const nodeFrame = this.nodeFrame;
nodeFrame.renderer = renderer;
nodeFrame.scene = scene;
nodeFrame.object = object;
nodeFrame.camera = camera;
nodeFrame.material = material;
return nodeFrame;
}
getNodeFrameForRender( renderObject ) {
return this.getNodeFrame( renderObject.renderer, renderObject.scene, renderObject.object, renderObject.camera, renderObject.material );
}
/**
* Returns the current output cache key.
*
* @return {string} The output cache key.
*/
getOutputCacheKey() {
const renderer = this.renderer;
return renderer.toneMapping + ',' + renderer.currentColorSpace + ',' + renderer.xr.isPresenting;
}
/**
* Checks if the output configuration (tone mapping and color space) for
* the given target has changed.
*
* @param {Texture} outputTarget - The output target.
* @return {boolean} Whether the output configuration has changed or not.
*/
hasOutputChange( outputTarget ) {
const cacheKey = _outputNodeMap.get( outputTarget );
return cacheKey !== this.getOutputCacheKey();
}
/**
* Returns a node that represents the output configuration (tone mapping and
* color space) for the current target.
*
* @param {Texture} outputTarget - The output target.
* @return {Node} The output node.
*/
getOutputNode( outputTarget ) {
const renderer = this.renderer;
const cacheKey = this.getOutputCacheKey();
const output = outputTarget.isArrayTexture ?
texture3D( outputTarget, vec3( screenUV, builtin( 'gl_ViewID_OVR' ) ) ).renderOutput( renderer.toneMapping, renderer.currentColorSpace ) :
texture( outputTarget, screenUV ).renderOutput( renderer.toneMapping, renderer.currentColorSpace );
_outputNodeMap.set( outputTarget, cacheKey );
return output;
}
/**
* Triggers the call of `updateBefore()` methods
* for all nodes of the given render object.
*
* @param {RenderObject} renderObject - The render object.
*/
updateBefore( renderObject ) {
const nodeBuilder = renderObject.getNodeBuilderState();
for ( const node of nodeBuilder.updateBeforeNodes ) {
// update frame state for each node
this.getNodeFrameForRender( renderObject ).updateBeforeNode( node );
}
}
/**
* Triggers the call of `updateAfter()` methods
* for all nodes of the given render object.
*
* @param {RenderObject} renderObject - The render object.
*/
updateAfter( renderObject ) {
const nodeBuilder = renderObject.getNodeBuilderState();
for ( const node of nodeBuilder.updateAfterNodes ) {
// update frame state for each node
this.getNodeFrameForRender( renderObject ).updateAfterNode( node );
}
}
/**
* Triggers the call of `update()` methods
* for all nodes of the given compute node.
*
* @param {Node} computeNode - The compute node.
*/
updateForCompute( computeNode ) {
const nodeFrame = this.getNodeFrame();
const nodeBuilder = this.getForCompute( computeNode );
for ( const node of nodeBuilder.updateNodes ) {
nodeFrame.updateNode( node );
}
}
/**
* Triggers the call of `update()` methods
* for all nodes of the given compute node.
*
* @param {RenderObject} renderObject - The render object.
*/
updateForRender( renderObject ) {
const nodeFrame = this.getNodeFrameForRender( renderObject );
const nodeBuilder = renderObject.getNodeBuilderState();
for ( const node of nodeBuilder.updateNodes ) {
nodeFrame.updateNode( node );
}
}
/**
* Returns `true` if the given render object requires a refresh.
*
* @param {RenderObject} renderObject - The render object.
* @return {boolean} Whether the given render object requires a refresh or not.
*/
needsRefresh( renderObject ) {
const nodeFrame = this.getNodeFrameForRender( renderObject );
const monitor = renderObject.getMonitor();
return monitor.needsRefresh( renderObject, nodeFrame );
}
/**
* Frees the internal resources.
*/
dispose() {
super.dispose();
this.nodeFrame = new NodeFrame();
this.nodeBuilderCache = new Map();
this.cacheLib = {};
}
}
export default Nodes;