gpu.js/dist/backend/web-gl2/function-node.js
Robert Plummer d765de4cd0 fix: Upgrade remaining non-javascript like types
To be referenced in same way.
Simplify FunctionNode.
Update documentation to be more straightforward.
Remove code no longer needed from WebGL2 FunctionNode.
2018-10-30 08:14:01 -06:00

132 lines
4.7 KiB
JavaScript

'use strict';
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var WebGLFunctionNode = require('../web-gl/function-node');
var DECODE32_ENCODE32 = /decode32\(\s+encode32\(/g;
var ENCODE32_DECODE32 = /encode32\(\s+decode32\(/g;
/**
* @class WebGL2FunctionNode
*
* @desc [INTERNAL] Takes in a function node, and does all the AST voodoo required to generate its respective webGL code.
*
* @extends WebGLFunctionNode
*
* @returns the converted webGL function string
*
*/
module.exports = function (_WebGLFunctionNode) {
_inherits(WebGL2FunctionNode, _WebGLFunctionNode);
function WebGL2FunctionNode() {
_classCallCheck(this, WebGL2FunctionNode);
return _possibleConstructorReturn(this, (WebGL2FunctionNode.__proto__ || Object.getPrototypeOf(WebGL2FunctionNode)).apply(this, arguments));
}
_createClass(WebGL2FunctionNode, [{
key: 'generate',
value: function generate() {
if (this.debug) {
console.log(this);
}
if (this.prototypeOnly) {
return this.astFunctionPrototype(this.getJsAST(), []).join('').trim();
} else {
this.functionStringArray = this.astGeneric(this.getJsAST(), []);
}
this.functionString = webGlRegexOptimize(this.functionStringArray.join('').trim());
return this.functionString;
}
/**
* @memberOf WebGL2FunctionNode#
* @function
* @name astIdentifierExpression
*
* @desc Parses the abstract syntax tree for *identifier* expression
*
* @param {Object} idtNode - An ast Node
* @param {Array} retArr - return array string
*
* @returns {Array} the append retArr
*/
}, {
key: 'astIdentifierExpression',
value: function astIdentifierExpression(idtNode, retArr) {
if (idtNode.type !== 'Identifier') {
throw this.astErrorOutput('IdentifierExpression - not an Identifier', idtNode);
}
// do we need to cast addressing vales to float?
var castFloat = !this.isState('in-get-call-parameters');
switch (idtNode.name) {
case 'gpu_threadX':
castFloat && retArr.push('float(');
retArr.push('threadId.x');
castFloat && retArr.push(')');
break;
case 'gpu_threadY':
castFloat && retArr.push('float(');
retArr.push('threadId.y');
castFloat && retArr.push(')');
break;
case 'gpu_threadZ':
castFloat && retArr.push('float(');
retArr.push('threadId.z');
castFloat && retArr.push(')');
break;
case 'gpu_outputX':
retArr.push('uOutputDim.x');
break;
case 'gpu_outputY':
retArr.push('uOutputDim.y');
break;
case 'gpu_outputZ':
retArr.push('uOutputDim.z');
break;
case 'Infinity':
retArr.push('intBitsToFloat(2139095039)');
break;
default:
var userParamName = this.getUserParamName(idtNode.name);
if (userParamName !== null) {
this.pushParameter(retArr, 'user_' + userParamName);
} else {
this.pushParameter(retArr, 'user_' + idtNode.name);
}
}
return retArr;
}
}]);
return WebGL2FunctionNode;
}(WebGLFunctionNode);
/**
* @ignore
* @function
* @name webgl_regex_optimize
*
* @desc [INTERNAL] Takes the near final webgl function string, and do regex search and replacments.
* For voodoo optimize out the following:
*
* - decode32(encode32( <br>
* - encode32(decode32( <br>
*
* @param {String} inStr - The webGl function String
*
*/
function webGlRegexOptimize(inStr) {
return inStr.replace(DECODE32_ENCODE32, '((').replace(ENCODE32_DECODE32, '((');
}