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Alexander Rose authoredAlexander Rose authored
shader-code.ts 13.32 KiB
/**
* Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
import { ValueCell } from '../mol-util';
import { idFactory } from '../mol-util/id-factory';
import { WebGLExtensions } from './webgl/extensions';
import { isWebGL2, GLRenderingContext } from './webgl/compat';
export type DefineKind = 'boolean' | 'string' | 'number'
export type DefineType = boolean | string
export type DefineValues = { [k: string]: ValueCell<DefineType> }
const shaderCodeId = idFactory();
type ShaderExtensionsValue = 'required' | 'optional'
export interface ShaderExtensions {
readonly fragDepth?: ShaderExtensionsValue
readonly drawBuffers?: ShaderExtensionsValue
readonly shaderTextureLod?: ShaderExtensionsValue
}
type FragOutTypes = { [k in number]: 'vec4' | 'ivec4' }
type IgnoreDefine = (name: string, variant: string, defines: ShaderDefines) => boolean
export interface ShaderCode {
readonly id: number
readonly name: string
readonly vert: string
readonly frag: string
readonly extensions: ShaderExtensions
/** Fragment shader output type only applicable for webgl2 */
readonly outTypes: FragOutTypes
readonly ignoreDefine?: IgnoreDefine
}
import { apply_fog } from './shader/chunks/apply-fog.glsl';
import { apply_interior_color } from './shader/chunks/apply-interior-color.glsl';
import { apply_light_color } from './shader/chunks/apply-light-color.glsl';
import { apply_marker_color } from './shader/chunks/apply-marker-color.glsl';
import { assign_clipping_varying } from './shader/chunks/assign-clipping-varying.glsl';
import { assign_color_varying } from './shader/chunks/assign-color-varying.glsl';
import { assign_group } from './shader/chunks/assign-group.glsl';
import { assign_marker_varying } from './shader/chunks/assign-marker-varying.glsl';
import { assign_material_color } from './shader/chunks/assign-material-color.glsl';
import { assign_position } from './shader/chunks/assign-position.glsl';
import { assign_size } from './shader/chunks/assign-size.glsl';
import { check_picking_alpha } from './shader/chunks/check-picking-alpha.glsl';
import { clip_instance } from './shader/chunks/clip-instance.glsl';
import { clip_pixel } from './shader/chunks/clip-pixel.glsl';
import { color_frag_params } from './shader/chunks/color-frag-params.glsl';
import { color_vert_params } from './shader/chunks/color-vert-params.glsl';
import { common_clip } from './shader/chunks/common-clip.glsl';
import { common_frag_params } from './shader/chunks/common-frag-params.glsl';
import { common_vert_params } from './shader/chunks/common-vert-params.glsl';
import { common } from './shader/chunks/common.glsl';
import { float_to_rgba } from './shader/chunks/float-to-rgba.glsl';
import { light_frag_params } from './shader/chunks/light-frag-params.glsl';
import { matrix_scale } from './shader/chunks/matrix-scale.glsl';
import { normal_frag_params } from './shader/chunks/normal-frag-params.glsl';
import { read_from_texture } from './shader/chunks/read-from-texture.glsl';
import { rgba_to_float } from './shader/chunks/rgba-to-float.glsl';
import { size_vert_params } from './shader/chunks/size-vert-params.glsl';
import { texture3d_from_1d_trilinear } from './shader/chunks/texture3d-from-1d-trilinear.glsl';
import { texture3d_from_2d_linear } from './shader/chunks/texture3d-from-2d-linear.glsl';
import { texture3d_from_2d_nearest } from './shader/chunks/texture3d-from-2d-nearest.glsl';
import { wboit_write } from './shader/chunks/wboit-write.glsl';
const ShaderChunks: { [k: string]: string } = {
apply_fog,
apply_interior_color,
apply_light_color,
apply_marker_color,
assign_clipping_varying,
assign_color_varying,
assign_group,
assign_marker_varying,
assign_material_color,
assign_position,
assign_size,
check_picking_alpha,
clip_instance,
clip_pixel,
color_frag_params,
color_vert_params,
common_clip,
common_frag_params,
common_vert_params,
common,
float_to_rgba,
light_frag_params,
matrix_scale,
normal_frag_params,
read_from_texture,
rgba_to_float,
size_vert_params,
texture3d_from_1d_trilinear,
texture3d_from_2d_linear,
texture3d_from_2d_nearest,
wboit_write
};
const reInclude = /^(?!\/\/)\s*#include\s+(\S+)/gm;
const reUnrollLoop = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*\+\+i\s*\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
const reSingleLineComment = /[ \t]*\/\/.*\n/g;
const reMultiLineComment = /[ \t]*\/\*[\s\S]*?\*\//g;
const reMultipleLinebreaks = /\n{2,}/g;
function addIncludes(text: string) {
return text
.replace(reInclude, (_, p1) => {
const chunk = ShaderChunks[p1];
if (!chunk) throw new Error(`empty chunk, '${p1}'`);
return chunk;
})
.trim()
.replace(reSingleLineComment, '\n')
.replace(reMultiLineComment, '\n')
.replace(reMultipleLinebreaks, '\n');
}
function unrollLoops(str: string) {
return str.replace(reUnrollLoop, loopReplacer);
}
function loopReplacer(match: string, start: string, end: string, snippet: string) {
let out = '';
for (let i = parseInt(start); i < parseInt(end); ++i) {
out += snippet
.replace(/\[\s*i\s*\]/g, `[${i}]`)
.replace(/UNROLLED_LOOP_INDEX/g, `${i}`);
}
return out;
}
function replaceCounts(str: string, defines: ShaderDefines) {
if (defines.dLightCount) str = str.replace(/dLightCount/g, `${defines.dLightCount.ref.value}`);
if (defines.dClipObjectCount) str = str.replace(/dClipObjectCount/g, `${defines.dClipObjectCount.ref.value}`);
return str;
}
function preprocess(str: string, defines: ShaderDefines) {
return unrollLoops(replaceCounts(str, defines));
}
export function ShaderCode(name: string, vert: string, frag: string, extensions: ShaderExtensions = {}, outTypes: FragOutTypes = {}, ignoreDefine?: IgnoreDefine): ShaderCode {
return { id: shaderCodeId(), name, vert: addIncludes(vert), frag: addIncludes(frag), extensions, outTypes, ignoreDefine };
}
// Note: `drawBuffers` need to be 'optional' for wboit
function ignoreDefine(name: string, variant: string, defines: ShaderDefines): boolean {
if (variant.startsWith('color')) {
if (name === 'dLightCount') {
return !!defines.dIgnoreLight?.ref.value;
}
} else {
return [
'dColorType', 'dUsePalette',
'dLightCount',
'dOverpaintType', 'dOverpaint',
'dSubstanceType', 'dSubstance',
].includes(name);
}
return false;
};
function ignoreDefineUnlit(name: string, variant: string, defines: ShaderDefines): boolean {
if (name === 'dLightCount') return true;
return ignoreDefine(name, variant, defines);
};
import { points_vert } from './shader/points.vert';
import { points_frag } from './shader/points.frag';
export const PointsShaderCode = ShaderCode('points', points_vert, points_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
import { spheres_vert } from './shader/spheres.vert';
import { spheres_frag } from './shader/spheres.frag';
export const SpheresShaderCode = ShaderCode('spheres', spheres_vert, spheres_frag, { fragDepth: 'required', drawBuffers: 'optional' }, {}, ignoreDefine);
import { cylinders_vert } from './shader/cylinders.vert';
import { cylinders_frag } from './shader/cylinders.frag';
export const CylindersShaderCode = ShaderCode('cylinders', cylinders_vert, cylinders_frag, { fragDepth: 'required', drawBuffers: 'optional' }, {}, ignoreDefine);
import { text_vert } from './shader/text.vert';
import { text_frag } from './shader/text.frag';
export const TextShaderCode = ShaderCode('text', text_vert, text_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
import { lines_vert } from './shader/lines.vert';
import { lines_frag } from './shader/lines.frag';
export const LinesShaderCode = ShaderCode('lines', lines_vert, lines_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
import { mesh_vert } from './shader/mesh.vert';
import { mesh_frag } from './shader/mesh.frag';
export const MeshShaderCode = ShaderCode('mesh', mesh_vert, mesh_frag, { drawBuffers: 'optional' }, {}, ignoreDefine);
import { directVolume_vert } from './shader/direct-volume.vert';
import { directVolume_frag } from './shader/direct-volume.frag';
export const DirectVolumeShaderCode = ShaderCode('direct-volume', directVolume_vert, directVolume_frag, { fragDepth: 'optional', drawBuffers: 'optional' });
import { image_vert } from './shader/image.vert';
import { image_frag } from './shader/image.frag';
export const ImageShaderCode = ShaderCode('image', image_vert, image_frag, { drawBuffers: 'optional' }, {}, ignoreDefineUnlit);
//
export type ShaderDefines = {
[k: string]: ValueCell<DefineType>
}
function getDefinesCode(defines: ShaderDefines, ignore?: IgnoreDefine) {
if (defines === undefined) return '';
const variant = (defines.dRenderVariant?.ref.value || '') as string;
const lines = [];
for (const name in defines) {
if (ignore?.(name, variant, defines)) continue;
const define = defines[name];
const v = define.ref.value;
if (v !== undefined) {
if (typeof v === 'string') {
lines.push(`#define ${name}_${v}`);
} else if (typeof v === 'number') {
lines.push(`#define ${name} ${v}`);
} else if (typeof v === 'boolean') {
if (v) lines.push(`#define ${name}`);
} else {
throw new Error('unknown define type');
}
}
}
return lines.join('\n') + '\n';
}
function getGlsl100FragPrefix(extensions: WebGLExtensions, shaderExtensions: ShaderExtensions) {
const prefix: string[] = [
'#extension GL_OES_standard_derivatives : enable'
];
if (shaderExtensions.fragDepth) {
if (extensions.fragDepth) {
prefix.push('#extension GL_EXT_frag_depth : enable');
prefix.push('#define enabledFragDepth');
} else if (shaderExtensions.fragDepth === 'required') {
throw new Error(`required 'GL_EXT_frag_depth' extension not available`);
}
}
if (shaderExtensions.drawBuffers) {
if (extensions.drawBuffers) {
prefix.push('#extension GL_EXT_draw_buffers : require');
prefix.push('#define requiredDrawBuffers');
prefix.push('#define gl_FragColor gl_FragData[0]');
} else if (shaderExtensions.drawBuffers === 'required') {
throw new Error(`required 'GL_EXT_draw_buffers' extension not available`);
}
}
if (shaderExtensions.shaderTextureLod) {
if (extensions.shaderTextureLod) {
prefix.push('#extension GL_EXT_shader_texture_lod : enable');
prefix.push('#define enabledShaderTextureLod');
} else if (shaderExtensions.shaderTextureLod === 'required') {
throw new Error(`required 'GL_EXT_shader_texture_lod' extension not available`);
}
}
if (extensions.depthTexture) {
prefix.push('#define depthTextureSupport');
}
return prefix.join('\n') + '\n';
}
const glsl300VertPrefix = `#version 300 es
#define attribute in
#define varying out
#define texture2D texture
`;
const glsl300FragPrefixCommon = `
#define varying in
#define texture2D texture
#define texture2DLodEXT textureLod
#define gl_FragColor out_FragData0
#define gl_FragDepthEXT gl_FragDepth
#define depthTextureSupport
`;
function getGlsl300FragPrefix(gl: WebGL2RenderingContext, extensions: WebGLExtensions, shaderExtensions: ShaderExtensions, outTypes: FragOutTypes) {
const prefix = [
'#version 300 es',
`layout(location = 0) out highp ${outTypes[0] || 'vec4'} out_FragData0;`
];
if (shaderExtensions.fragDepth) {
prefix.push('#define enabledFragDepth');
}
if (shaderExtensions.drawBuffers) {
prefix.push('#define requiredDrawBuffers');
const maxDrawBuffers = gl.getParameter(gl.MAX_DRAW_BUFFERS) as number;
for (let i = 1, il = maxDrawBuffers; i < il; ++i) {
prefix.push(`layout(location = ${i}) out highp ${outTypes[i] || 'vec4'} out_FragData${i};`);
}
}
if (shaderExtensions.shaderTextureLod) {
prefix.push('#define enabledShaderTextureLod');
}
prefix.push(glsl300FragPrefixCommon);
return prefix.join('\n') + '\n';
}
function transformGlsl300Frag(frag: string) {
return frag.replace(/gl_FragData\[([0-9]+)\]/g, 'out_FragData$1');
}
export function addShaderDefines(gl: GLRenderingContext, extensions: WebGLExtensions, defines: ShaderDefines, shaders: ShaderCode): ShaderCode {
const vertHeader = getDefinesCode(defines, shaders.ignoreDefine);
const fragHeader = getDefinesCode(defines, shaders.ignoreDefine);
const vertPrefix = isWebGL2(gl) ? glsl300VertPrefix : '';
const fragPrefix = isWebGL2(gl)
? getGlsl300FragPrefix(gl, extensions, shaders.extensions, shaders.outTypes)
: getGlsl100FragPrefix(extensions, shaders.extensions);
const frag = isWebGL2(gl) ? transformGlsl300Frag(shaders.frag) : shaders.frag;
return {
id: shaderCodeId(),
name: shaders.name,
vert: `${vertPrefix}${vertHeader}${preprocess(shaders.vert, defines)}`,
frag: `${fragPrefix}${fragHeader}${preprocess(frag, defines)}`,
extensions: shaders.extensions,
outTypes: shaders.outTypes
};
}