123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462 |
- 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;
|