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packages/webgl/src/multipass.ts

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import type { IObjectOf } from "@thi.ng/api";
import { assert } from "@thi.ng/errors/assert";
import { S2D, S3D, V2, V4 } from "@thi.ng/shader-ast/api/types";
import { assign } from "@thi.ng/shader-ast/ast/assign";
import { defMain } from "@thi.ng/shader-ast/ast/function";
import { INT0, ivec2 } from "@thi.ng/shader-ast/ast/lit";
import { $xy } from "@thi.ng/shader-ast/ast/swizzle";
import { texelFetch } from "@thi.ng/shader-ast/builtin/texture";
import { mapIndexed } from "@thi.ng/transducers";
import { assocObj } from "@thi.ng/transducers/assoc-obj";
import { map } from "@thi.ng/transducers/map";
import { range } from "@thi.ng/transducers/range";
import { some } from "@thi.ng/transducers/some";
import { transduce } from "@thi.ng/transducers/transduce";
import type { ExtensionBehaviors } from "./api/ext.js";
import type { Multipass, MultipassOpts, PassOpts } from "./api/multipass.js";
import type {
    ShaderOutputSpec,
    ShaderSpec,
    ShaderUniformSpecs,
    UniformDecl,
} from "./api/shader.js";
import {
    TextureFilter,
    TextureRepeat,
    TextureTarget,
    type ITexture,
} from "./api/texture.js";
import { compileModel } from "./buffer.js";
import { isFloatTexture, isGL2Context } from "./checks.js";
import { draw } from "./draw.js";
import { defFBO } from "./fbo.js";
import { defQuadModel } from "./geo/quad.js";
import { defShader } from "./shader.js";
import { PASSTHROUGH_VS } from "./shaders/pipeline.js";
import { defTexture } from "./texture.js";

export const defMultiPass = (opts: MultipassOpts) => {
    const gl = opts.gl;
    const numPasses = opts.passes.length;
    assert(numPasses > 0, "require at least one shader pass");

    const useMainBuffer = !opts.passes[numPasses - 1].outputs.length;
    const textures = __initTextures(opts);
    const passes = __initPasses(opts, textures);
    const fbos = __initBuffers(opts, textures, useMainBuffer);

    const drawPass = (i: number, time: number, isFBO = true) => {
        isFBO && fbos[i].bind();
        const spec = opts.passes[i];
        const pass = passes[i];
        const shader = pass.shader;
        const size = spec.outputs.length
            ? textures[spec.outputs[0]].size
            : [gl.drawingBufferWidth, gl.drawingBufferHeight];
        shader.uniforms.resolution && (pass.uniforms!.resolution = size);
        shader.uniforms.time && (pass.uniforms!.time = time);
        gl.viewport(0, 0, size[0], size[1]);
        draw(pass);
        isFBO && fbos[i].unbind();
    };

    const update = (time: number) => {
        for (let i = 0; i < fbos.length; i++) {
            drawPass(i, time);
        }
        useMainBuffer && drawPass(numPasses - 1, time, false);
    };

    const updateRAF = () => {
        update((Date.now() - t0) * 1e-3);
        active && (rafID = requestAnimationFrame(updateRAF));
    };

    let active: boolean;
    let t0 = Date.now();
    let rafID: number;

    const instance: Multipass = {
        start() {
            t0 = Date.now();
            active = true;
            rafID = requestAnimationFrame(updateRAF);
        },
        stop() {
            if (active) {
                active = false;
                cancelAnimationFrame(rafID);
            }
        },
        update(time: number) {
            update(time);
        },
        singlePass(i: number, time: number) {
            drawPass(i, time, i < fbos.length);
        },
        passes: opts.passes,
        fbos,
        models: passes,
        textures,
    };

    return instance;
};

/** @internal */
const __initPasses = (opts: MultipassOpts, textures: IObjectOf<ITexture>) => {
    const gl = opts.gl;
    const model = compileModel(gl, defQuadModel({ uv: false }));
    return opts.passes.map((pass) => {
        const m = pass.model ? compileModel(gl, <any>pass.model) : { ...model };
        m.shader = __initShader(gl, pass, textures);
        m.uniforms = { ...pass.uniformVals };
        pass.inputs.length > 0 &&
            (m.textures = pass.inputs.map((id) => textures[id]));
        return m;
    });
};

/** @internal */
const TEX_TYPE_MAP: Record<number, string> = {
    [TextureTarget.TEXTURE_2D]: S2D,
    [TextureTarget.TEXTURE_3D]: S3D,
    [TextureTarget.TEXTURE_CUBE_MAP]: "samplerCube",
};

/** @internal */
const __initShader = (
    gl: WebGLRenderingContext,
    pass: PassOpts,
    textures: IObjectOf<ITexture>
) => {
    const isGL2 = isGL2Context(gl);
    // const numIns = pass.inputs.length;
    const numOuts = pass.outputs.length;
    const ext: ExtensionBehaviors = { ...pass.ext };
    const spec: ShaderSpec = {
        vs: pass.vs || PASSTHROUGH_VS,
        fs: pass.fs,
        attribs: pass.attribs || { position: V2 },
        varying: pass.varying,
        uniforms: <ShaderUniformSpecs>{
            ...pass.uniforms,
            ...transduce(
                mapIndexed(
                    (i, id) =>
                        <[string, UniformDecl]>[
                            `input${i}`,
                            [TEX_TYPE_MAP[textures[id].target], i],
                        ]
                ),
                assocObj(),
                pass.inputs
            ),
        },
        outputs: numOuts
            ? transduce(
                    map(
                        (i) =>
                            <[string, ShaderOutputSpec]>[`output${i}`, [V4, i]]
                    ),
                    assocObj(),
                    range(numOuts)
              )
            : undefined,
        state: pass.state,
        pre: pass.pre,
        post: pass.post,
        replacePrelude: pass.replacePrelude,
        generateDecls: pass.generateDecls,
        ext,
    };
    const floatIn = some((id) => isFloatTexture(textures[id]), pass.inputs);
    const floatOut = some((id) => isFloatTexture(textures[id]), pass.outputs);
    if (!isGL2) {
        floatIn && (ext.OES_texture_float = "require");
        numOuts > 1 && (ext.WEBGL_draw_buffers = "require");
    }
    if (floatOut) {
        ext[isGL2 ? "EXT_color_buffer_float" : "WEBGL_color_buffer_float"] =
            "require";
        isGL2 && (ext["EXT_float_blend"] = "require");
    }
    return defShader(gl, spec);
};

/** @internal */
const __initTextures = (opts: MultipassOpts) =>
    Object.keys(opts.textures).reduce((acc, id) => {
        acc[id] = defTexture(opts.gl, {
            width: opts.width,
            height: opts.height,
            depth: opts.depth,
            filter: TextureFilter.NEAREST,
            wrap: TextureRepeat.CLAMP,
            image: null,
            ...opts.textures[id],
        });
        return acc;
    }, <IObjectOf<ITexture>>{});

/** @internal */
const __initBuffers = (
    opts: MultipassOpts,
    textures: IObjectOf<ITexture>,
    useMainBuffer: boolean
) =>
    (useMainBuffer
        ? opts.passes.slice(0, opts.passes.length - 1)
        : opts.passes
    ).map((pass) =>
        defFBO(opts.gl, { tex: pass.outputs.map((id) => textures[id]) })
    );

/**
 * Returns a dynamically generated single pass spec ({@link PassOpts}) for use
 * within a larger multipass pipeline spec, and which copies given `src`
 * textures into their respective `dest` textures (e.g. for feedback purposes).
 *
 * @remarks
 * Both arrays must have same length. The first `src` texture is written to the
 * first `dest` tex, etc.
 *
 * WebGL2 only (uses `texelFetch()`)
 *
 * @param src -
 * @param dest -
 */
export const passCopy = (src: string[], dest: string[]): PassOpts => {
    assert(
        src.length === dest.length,
        `require same number of in/out textures`
    );
    return {
        fs: (gl, unis, _, outs) => [
            defMain(() => [
                ...map(
                    (i) =>
                        assign(
                            outs[`output${i}`],
                            texelFetch(
                                unis[`input${i}`],
                                ivec2($xy(gl.gl_FragCoord)),
                                INT0
                            )
                        ),
                    range(src.length)
                ),
            ]),
        ],
        inputs: src,
        outputs: dest,
    };
};

/**
 * Generates a shader pass spec which copies given named texture `src` to the
 * main drawing buffer as final step in a {@link defMultiPass} pipeline.
 *
 * @remarks
 * WebGL2 only (uses `texelFetch()`)
 *
 * @param src
 */
export const passCopyMain = (src: string): PassOpts => ({
    fs: (gl, unis, _, outs) => [
        defMain(() => [
            assign(
                outs.fragColor,
                texelFetch(unis.input0, ivec2($xy(gl.gl_FragCoord)), INT0)
            ),
        ]),
    ],
    inputs: [src],
    outputs: [],
});