-
Notifications
You must be signed in to change notification settings - Fork 3.5k
/
ShaderSource.js
462 lines (396 loc) · 13.7 KB
/
ShaderSource.js
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
import defaultValue from "../Core/defaultValue.js";
import defined from "../Core/defined.js";
import DeveloperError from "../Core/DeveloperError.js";
import modernizeShader from "../Renderer/modernizeShader.js";
import CzmBuiltins from "../Shaders/Builtin/CzmBuiltins.js";
import AutomaticUniforms from "./AutomaticUniforms.js";
function removeComments(source) {
// remove inline comments
source = source.replace(/\/\/.*/g, "");
// remove multiline comment block
return source.replace(/\/\*\*[\s\S]*?\*\//gm, function (match) {
// preserve the number of lines in the comment block so the line numbers will be correct when debugging shaders
var numberOfLines = match.match(/\n/gm).length;
var replacement = "";
for (var lineNumber = 0; lineNumber < numberOfLines; ++lineNumber) {
replacement += "\n";
}
return replacement;
});
}
function getDependencyNode(name, glslSource, nodes) {
var dependencyNode;
// check if already loaded
for (var i = 0; i < nodes.length; ++i) {
if (nodes[i].name === name) {
dependencyNode = nodes[i];
}
}
if (!defined(dependencyNode)) {
// strip doc comments so we don't accidentally try to determine a dependency for something found
// in a comment
glslSource = removeComments(glslSource);
// create new node
dependencyNode = {
name: name,
glslSource: glslSource,
dependsOn: [],
requiredBy: [],
evaluated: false,
};
nodes.push(dependencyNode);
}
return dependencyNode;
}
function generateDependencies(currentNode, dependencyNodes) {
if (currentNode.evaluated) {
return;
}
currentNode.evaluated = true;
// identify all dependencies that are referenced from this glsl source code
var czmMatches = currentNode.glslSource.match(/\bczm_[a-zA-Z0-9_]*/g);
if (defined(czmMatches) && czmMatches !== null) {
// remove duplicates
czmMatches = czmMatches.filter(function (elem, pos) {
return czmMatches.indexOf(elem) === pos;
});
czmMatches.forEach(function (element) {
if (
element !== currentNode.name &&
ShaderSource._czmBuiltinsAndUniforms.hasOwnProperty(element)
) {
var referencedNode = getDependencyNode(
element,
ShaderSource._czmBuiltinsAndUniforms[element],
dependencyNodes
);
currentNode.dependsOn.push(referencedNode);
referencedNode.requiredBy.push(currentNode);
// recursive call to find any dependencies of the new node
generateDependencies(referencedNode, dependencyNodes);
}
});
}
}
function sortDependencies(dependencyNodes) {
var nodesWithoutIncomingEdges = [];
var allNodes = [];
while (dependencyNodes.length > 0) {
var node = dependencyNodes.pop();
allNodes.push(node);
if (node.requiredBy.length === 0) {
nodesWithoutIncomingEdges.push(node);
}
}
while (nodesWithoutIncomingEdges.length > 0) {
var currentNode = nodesWithoutIncomingEdges.shift();
dependencyNodes.push(currentNode);
for (var i = 0; i < currentNode.dependsOn.length; ++i) {
// remove the edge from the graph
var referencedNode = currentNode.dependsOn[i];
var index = referencedNode.requiredBy.indexOf(currentNode);
referencedNode.requiredBy.splice(index, 1);
// if referenced node has no more incoming edges, add to list
if (referencedNode.requiredBy.length === 0) {
nodesWithoutIncomingEdges.push(referencedNode);
}
}
}
// if there are any nodes left with incoming edges, then there was a circular dependency somewhere in the graph
var badNodes = [];
for (var j = 0; j < allNodes.length; ++j) {
if (allNodes[j].requiredBy.length !== 0) {
badNodes.push(allNodes[j]);
}
}
//>>includeStart('debug', pragmas.debug);
if (badNodes.length !== 0) {
var message =
"A circular dependency was found in the following built-in functions/structs/constants: \n";
for (var k = 0; k < badNodes.length; ++k) {
message = message + badNodes[k].name + "\n";
}
throw new DeveloperError(message);
}
//>>includeEnd('debug');
}
function getBuiltinsAndAutomaticUniforms(shaderSource) {
// generate a dependency graph for builtin functions
var dependencyNodes = [];
var root = getDependencyNode("main", shaderSource, dependencyNodes);
generateDependencies(root, dependencyNodes);
sortDependencies(dependencyNodes);
// Concatenate the source code for the function dependencies.
// Iterate in reverse so that dependent items are declared before they are used.
var builtinsSource = "";
for (var i = dependencyNodes.length - 1; i >= 0; --i) {
builtinsSource = builtinsSource + dependencyNodes[i].glslSource + "\n";
}
return builtinsSource.replace(root.glslSource, "");
}
function combineShader(shaderSource, isFragmentShader, context) {
var i;
var length;
// Combine shader sources, generally for pseudo-polymorphism, e.g., czm_getMaterial.
var combinedSources = "";
var sources = shaderSource.sources;
if (defined(sources)) {
for (i = 0, length = sources.length; i < length; ++i) {
// #line needs to be on its own line.
combinedSources += "\n#line 0\n" + sources[i];
}
}
combinedSources = removeComments(combinedSources);
// Extract existing shader version from sources
var version;
combinedSources = combinedSources.replace(/#version\s+(.*?)\n/gm, function (
match,
group1
) {
//>>includeStart('debug', pragmas.debug);
if (defined(version) && version !== group1) {
throw new DeveloperError(
"inconsistent versions found: " + version + " and " + group1
);
}
//>>includeEnd('debug');
// Extract #version to put at the top
version = group1;
// Replace original #version directive with a new line so the line numbers
// are not off by one. There can be only one #version directive
// and it must appear at the top of the source, only preceded by
// whitespace and comments.
return "\n";
});
// Extract shader extensions from sources
var extensions = [];
combinedSources = combinedSources.replace(/#extension.*\n/gm, function (
match
) {
// Extract extension to put at the top
extensions.push(match);
// Replace original #extension directive with a new line so the line numbers
// are not off by one.
return "\n";
});
// Remove precision qualifier
combinedSources = combinedSources.replace(
/precision\s(lowp|mediump|highp)\s(float|int);/,
""
);
// Replace main() for picked if desired.
var pickColorQualifier = shaderSource.pickColorQualifier;
if (defined(pickColorQualifier)) {
combinedSources = ShaderSource.createPickFragmentShaderSource(
combinedSources,
pickColorQualifier
);
}
// combine into single string
var result = "";
// #version must be first
// defaults to #version 100 if not specified
if (defined(version)) {
result = "#version " + version + "\n";
}
var extensionsLength = extensions.length;
for (i = 0; i < extensionsLength; i++) {
result += extensions[i];
}
if (isFragmentShader) {
result +=
"\
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
precision highp float;\n\
#else\n\
precision mediump float;\n\
#endif\n\n";
}
// Prepend #defines for uber-shaders
var defines = shaderSource.defines;
if (defined(defines)) {
for (i = 0, length = defines.length; i < length; ++i) {
var define = defines[i];
if (define.length !== 0) {
result += "#define " + define + "\n";
}
}
}
// GLSLModernizer inserts its own layout qualifiers
// at this position in the source
if (context.webgl2) {
result += "#define OUTPUT_DECLARATION\n\n";
}
// Define a constant for the OES_texture_float_linear extension since WebGL does not.
if (context.textureFloatLinear) {
result += "#define OES_texture_float_linear\n\n";
}
// append built-ins
if (shaderSource.includeBuiltIns) {
result += getBuiltinsAndAutomaticUniforms(combinedSources);
}
// reset line number
result += "\n#line 0\n";
// append actual source
result += combinedSources;
// modernize the source
if (context.webgl2) {
result = modernizeShader(result, isFragmentShader, true);
}
return result;
}
/**
* An object containing various inputs that will be combined to form a final GLSL shader string.
*
* @param {Object} [options] Object with the following properties:
* @param {String[]} [options.sources] An array of strings to combine containing GLSL code for the shader.
* @param {String[]} [options.defines] An array of strings containing GLSL identifiers to <code>#define</code>.
* @param {String} [options.pickColorQualifier] The GLSL qualifier, <code>uniform</code> or <code>varying</code>, for the input <code>czm_pickColor</code>. When defined, a pick fragment shader is generated.
* @param {Boolean} [options.includeBuiltIns=true] If true, referenced built-in functions will be included with the combined shader. Set to false if this shader will become a source in another shader, to avoid duplicating functions.
*
* @exception {DeveloperError} options.pickColorQualifier must be 'uniform' or 'varying'.
*
* @example
* // 1. Prepend #defines to a shader
* var source = new Cesium.ShaderSource({
* defines : ['WHITE'],
* sources : ['void main() { \n#ifdef WHITE\n gl_FragColor = vec4(1.0); \n#else\n gl_FragColor = vec4(0.0); \n#endif\n }']
* });
*
* // 2. Modify a fragment shader for picking
* var source = new Cesium.ShaderSource({
* sources : ['void main() { gl_FragColor = vec4(1.0); }'],
* pickColorQualifier : 'uniform'
* });
*
* @private
*/
function ShaderSource(options) {
options = defaultValue(options, defaultValue.EMPTY_OBJECT);
var pickColorQualifier = options.pickColorQualifier;
//>>includeStart('debug', pragmas.debug);
if (
defined(pickColorQualifier) &&
pickColorQualifier !== "uniform" &&
pickColorQualifier !== "varying"
) {
throw new DeveloperError(
"options.pickColorQualifier must be 'uniform' or 'varying'."
);
}
//>>includeEnd('debug');
this.defines = defined(options.defines) ? options.defines.slice(0) : [];
this.sources = defined(options.sources) ? options.sources.slice(0) : [];
this.pickColorQualifier = pickColorQualifier;
this.includeBuiltIns = defaultValue(options.includeBuiltIns, true);
}
ShaderSource.prototype.clone = function () {
return new ShaderSource({
sources: this.sources,
defines: this.defines,
pickColorQualifier: this.pickColorQualifier,
includeBuiltIns: this.includeBuiltIns,
});
};
ShaderSource.replaceMain = function (source, renamedMain) {
renamedMain = "void " + renamedMain + "()";
return source.replace(/void\s+main\s*\(\s*(?:void)?\s*\)/g, renamedMain);
};
/**
* Create a single string containing the full, combined vertex shader with all dependencies and defines.
*
* @param {Context} context The current rendering context
*
* @returns {String} The combined shader string.
*/
ShaderSource.prototype.createCombinedVertexShader = function (context) {
return combineShader(this, false, context);
};
/**
* Create a single string containing the full, combined fragment shader with all dependencies and defines.
*
* @param {Context} context The current rendering context
*
* @returns {String} The combined shader string.
*/
ShaderSource.prototype.createCombinedFragmentShader = function (context) {
return combineShader(this, true, context);
};
/**
* For ShaderProgram testing
* @private
*/
ShaderSource._czmBuiltinsAndUniforms = {};
// combine automatic uniforms and Cesium built-ins
for (var builtinName in CzmBuiltins) {
if (CzmBuiltins.hasOwnProperty(builtinName)) {
ShaderSource._czmBuiltinsAndUniforms[builtinName] =
CzmBuiltins[builtinName];
}
}
for (var uniformName in AutomaticUniforms) {
if (AutomaticUniforms.hasOwnProperty(uniformName)) {
var uniform = AutomaticUniforms[uniformName];
if (typeof uniform.getDeclaration === "function") {
ShaderSource._czmBuiltinsAndUniforms[
uniformName
] = uniform.getDeclaration(uniformName);
}
}
}
ShaderSource.createPickVertexShaderSource = function (vertexShaderSource) {
var renamedVS = ShaderSource.replaceMain(vertexShaderSource, "czm_old_main");
var pickMain =
"attribute vec4 pickColor; \n" +
"varying vec4 czm_pickColor; \n" +
"void main() \n" +
"{ \n" +
" czm_old_main(); \n" +
" czm_pickColor = pickColor; \n" +
"}";
return renamedVS + "\n" + pickMain;
};
ShaderSource.createPickFragmentShaderSource = function (
fragmentShaderSource,
pickColorQualifier
) {
var renamedFS = ShaderSource.replaceMain(
fragmentShaderSource,
"czm_old_main"
);
var pickMain =
pickColorQualifier +
" vec4 czm_pickColor; \n" +
"void main() \n" +
"{ \n" +
" czm_old_main(); \n" +
" if (gl_FragColor.a == 0.0) { \n" +
" discard; \n" +
" } \n" +
" gl_FragColor = czm_pickColor; \n" +
"}";
return renamedFS + "\n" + pickMain;
};
ShaderSource.findVarying = function (shaderSource, names) {
var sources = shaderSource.sources;
var namesLength = names.length;
for (var i = 0; i < namesLength; ++i) {
var name = names[i];
var sourcesLength = sources.length;
for (var j = 0; j < sourcesLength; ++j) {
if (sources[j].indexOf(name) !== -1) {
return name;
}
}
}
return undefined;
};
var normalVaryingNames = ["v_normalEC", "v_normal"];
ShaderSource.findNormalVarying = function (shaderSource) {
return ShaderSource.findVarying(shaderSource, normalVaryingNames);
};
var positionVaryingNames = ["v_positionEC"];
ShaderSource.findPositionVarying = function (shaderSource) {
return ShaderSource.findVarying(shaderSource, positionVaryingNames);
};
export default ShaderSource;