matdbg
- Materials are now sorted by name and the sha id is hidden.
- PostProcess materials now separated from Surface materials.
- PostProcess details now hide the non-existing properties.
- Larger default pane size for the material list.
- Use nicer font.
matinfo
- Print out the Material Domain.
filament
- get*Slow methods in FMaterial are now private.
381 lines
13 KiB
JavaScript
381 lines
13 KiB
JavaScript
/*
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* Copyright (C) 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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const kMonacoBaseUrl = 'https://cdnjs.cloudflare.com/ajax/libs/monaco-editor/0.17.1/min/';
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const materialList = document.getElementById("material-list");
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const materialDetail = document.getElementById("material-detail");
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const header = document.querySelector("header");
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const footer = document.querySelector("footer");
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const shaderSource = document.getElementById("shader-source");
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const matDetailTemplate = document.getElementById("material-detail-template");
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const matListTemplate = document.getElementById("material-list-template");
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const gMaterialDatabase = {};
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let gSocket = null;
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let gEditor = null;
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let gCurrentMaterial = "00000000";
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let gCurrentShader = { matid: "00000000", glindex: 0 };
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let gCurrentSocketId = 0;
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let gEditorIsLoading = false;
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require.config({ paths: { "vs": `${kMonacoBaseUrl}vs` }});
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window.MonacoEnvironment = {
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getWorkerUrl: function() {
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return `data:text/javascript;charset=utf-8,${encodeURIComponent(`
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self.MonacoEnvironment = {
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baseUrl: '${kMonacoBaseUrl}'
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};
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importScripts('${kMonacoBaseUrl}vs/base/worker/workerMain.js');`
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)}`;
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}
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};
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// TODO: this function could be simplified by changing the format of the shader selector.
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function rebuildMaterial() {
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let api = 0, index = -1;
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if ("glindex" in gCurrentShader) { api = 1; index = gCurrentShader.glindex; }
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if ("vkindex" in gCurrentShader) { api = 2; index = gCurrentShader.vkindex; }
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if ("metalindex" in gCurrentShader) { api = 3; index = gCurrentShader.metalindex; }
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const text = getShaderRecord(gCurrentShader).text;
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gSocket.send(`EDIT ${gCurrentShader.matid} ${api} ${index} ${text}`);
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}
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document.querySelector("body").addEventListener("click", (evt) => {
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const anchor = evt.target.closest("a");
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if (!anchor) {
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return;
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}
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// Handle selection of a material.
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if (anchor.classList.contains("material")) {
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selectMaterial(anchor.dataset.matid);
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return;
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}
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// Handle selection of a shader.
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if (anchor.classList.contains("shader")) {
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selectShader(anchor.dataset);
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return;
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}
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// Handle a rebuild.
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if (anchor.classList.contains("rebuild")) {
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rebuildMaterial();
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return;
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}
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});
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// Handle Ctrl+Arrow for fast keyboard navigation between shader variants and materials. Either the
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// materialStep or shaderStep argument can be non-zero (not both) and they must be -1, 0, or +1.
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// TODO: this function could be vastly simplified by changing the format of the shader selector.
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function selectNextShader(materialStep, shaderStep) {
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if (materialStep !== 0) {
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const matids = Object.keys(gMaterialDatabase);
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const currentIndex = matids.indexOf(gCurrentMaterial);
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const nextIndex = currentIndex + materialStep;
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if (nextIndex >= 0 && nextIndex < matids.length) {
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selectMaterial(matids[nextIndex], true);
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}
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return;
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}
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const material = gMaterialDatabase[gCurrentMaterial];
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const variants = [];
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let currentIndex = 0;
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for (const [index, shader] of material.opengl.entries()) {
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if (index === gCurrentShader.glindex) currentIndex = variants.length;
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variants.push({ matid, glindex: index });
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}
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for (const [index, shader] of material.vulkan.entries()) {
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if (index === gCurrentShader.vkindex) currentIndex = variants.length;
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variants.push({ matid, vkindex: index });
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}
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for (const [index, shader] of material.metal.entries()) {
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if (index === gCurrentShader.metalindex) currentIndex = variants.length;
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variants.push({ matid, metalindex: index });
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}
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const nextIndex = currentIndex + shaderStep;
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if (nextIndex >= 0 && nextIndex < variants.length) {
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selectShader(variants[nextIndex]);
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}
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}
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function fetchMaterial(matid) {
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fetch(`api/material?matid=${matid}`).then(function(response) {
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return response.json();
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}).then(function(matInfo) {
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if (matid in gMaterialDatabase) {
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return;
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}
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matInfo.matid = matid;
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gMaterialDatabase[matid] = matInfo;
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for (const shader of matInfo.opengl) fetchShader({glindex: shader.index}, matInfo);
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for (const shader of matInfo.vulkan) fetchShader({vkindex: shader.index}, matInfo);
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for (const shader of matInfo.metal) fetchShader({metalindex: shader.index}, matInfo);
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renderMaterialList();
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});
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}
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function queryActiveShaders() {
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if (!gSocket) {
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for (matid in gMaterialDatabase) {
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const material = gMaterialDatabase[matid];
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material.active = false;
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for (const shader of material.opengl) shader.active = false;
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for (const shader of material.vulkan) shader.active = false;
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for (const shader of material.metal) shader.active = false;
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}
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renderMaterialList();
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renderMaterialDetail();
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return;
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}
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fetch("api/active").then(function(response) {
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return response.json();
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}).then(function(activeMaterials) {
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for (matid in gMaterialDatabase) {
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const material = gMaterialDatabase[matid];
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material.active = matid in activeMaterials;
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}
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for (matid in activeMaterials) {
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const material = gMaterialDatabase[matid];
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const activeBackend = activeMaterials[matid][0];
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const activeShaders = activeMaterials[matid].slice(1);
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for (const shader of material[activeBackend]) {
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const index = parseInt(shader.index);
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shader.active = activeShaders.indexOf(index) > -1;
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}
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}
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renderMaterialList();
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renderMaterialDetail();
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});
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}
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function startSocket() {
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const url = new URL(document.URL)
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const ws = new WebSocket(`ws://${url.host}`);
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// When a new server has come online, ask it what materials it has.
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ws.addEventListener("open", () => {
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footer.innerText = `connection ${gCurrentSocketId}`;
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gCurrentSocketId++;
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fetch("api/matids").then(function(response) {
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return response.json();
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}).then(function(matInfo) {
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for (matid of matInfo) {
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if (!(matid in gMaterialDatabase)) {
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fetchMaterial(matid);
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}
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}
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});
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});
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ws.addEventListener("close", (e) => {
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footer.innerText = "no connection";
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gSocket = null;
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setTimeout(() => startSocket(), 3000);
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});
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ws.addEventListener("message", event => {
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const matid = event.data;
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fetchMaterial(matid);
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});
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gSocket = ws;
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}
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function fetchMaterials() {
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fetch("api/materials").then(function(response) {
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return response.json();
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}).then(function(matJson) {
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for (const matInfo of matJson) {
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if (matInfo.matid in gMaterialDatabase) {
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continue;
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}
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gMaterialDatabase[matInfo.matid] = matInfo;
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for (const shader of matInfo.opengl) fetchShader({glindex: shader.index}, matInfo);
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for (const shader of matInfo.vulkan) fetchShader({vkindex: shader.index}, matInfo);
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for (const shader of matInfo.metal) fetchShader({metalindex: shader.index}, matInfo);
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}
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selectMaterial(matJson[0].matid);
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});
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}
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function fetchShader(selection, matinfo) {
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let query, target;
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if (selection.glindex >= 0) {
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query = `type=glsl&glindex=${selection.glindex}`;
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target = matinfo.opengl[parseInt(selection.glindex)];
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}
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if (selection.vkindex >= 0) {
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query = `type=spirv&vkindex=${selection.vkindex}`;
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target = matinfo.vulkan[parseInt(selection.vkindex)];
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}
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if (selection.metalindex >= 0) {
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query = `type=glsl&metalindex=${selection.metalindex}`;
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target = matinfo.metal[parseInt(selection.metalindex)];
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}
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fetch(`api/shader?matid=${matinfo.matid}&${query}`).then(function(response) {
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return response.text();
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}).then(function(shaderText) {
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target.text = shaderText;
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});
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}
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function renderMaterialList() {
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const items = [];
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for (const matid in gMaterialDatabase) {
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const item = Object.assign({}, gMaterialDatabase[matid]);
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item.classes = matid === gCurrentMaterial ? "current " : "";
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if (!item.active) {
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item.classes += "inactive "
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}
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item.domain = item.shading.material_domain === "surface" ? "surface" : "postpro";
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item.is_material = true;
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items.push(item);
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}
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const label = {"is_label": true, "name": "0"};
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items.push(Object.assign({"label": "Surface materials", "domain": "surface"}, label));
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items.push(Object.assign({"label": "PostProcess materials", "domain": "postpro"}, label));
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items.sort((a, b) => {
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if (a.domain > b.domain) return -1;
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if (a.domain < b.domain) return +1;
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if (a.name < b.name) return -1;
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if (a.name > b.name) return +1;
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return 0;
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});
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materialList.innerHTML = Mustache.render(matListTemplate.innerHTML, { "item": items } );
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}
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function updateClassList(array, indexProperty, selectedIndex) {
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for (let item of array) {
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const current = parseInt(item[indexProperty]) === selectedIndex;
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item.classes = current ? "current " : "";
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if (!item.active) {
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item.classes += "inactive "
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}
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}
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}
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function renderMaterialDetail() {
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const mat = gMaterialDatabase[gCurrentMaterial];
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const ok = mat.matid === gCurrentShader.matid;
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updateClassList(mat.opengl, "index", ok ? parseInt(gCurrentShader.glindex) : -1);
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updateClassList(mat.vulkan, "index", ok ? parseInt(gCurrentShader.vkindex) : -1);
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updateClassList(mat.metal, "index", ok ? parseInt(gCurrentShader.metalindex) : -1);
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const item = Object.assign({}, mat);
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if (item.shading.material_domain !== "surface") {
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delete item.shading;
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}
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materialDetail.innerHTML = Mustache.render(matDetailTemplate.innerHTML, item);
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}
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function getShaderRecord(selection) {
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const mat = gMaterialDatabase[gCurrentMaterial];
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if (selection.glindex >= 0) return mat.opengl[parseInt(selection.glindex)];
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if (selection.vkindex >= 0) return mat.vulkan[parseInt(selection.vkindex)];
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if (selection.metalindex >= 0) return mat.metal[parseInt(selection.metalindex)];
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return null;
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}
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function renderShaderStatus() {
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const shader = getShaderRecord(gCurrentShader);
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if (shader && shader.modified) {
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header.innerHTML = "matdbg <a class='rebuild'>[rebuild]</a>";
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} else {
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header.innerHTML = "matdbg";
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}
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}
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function selectShader(selection) {
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const shader = getShaderRecord(selection);
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if (!shader || !shader.text) {
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console.error("Shader source not yet available.");
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return;
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}
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gCurrentShader = selection;
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gCurrentShader.matid = gCurrentMaterial;
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renderMaterialDetail();
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gEditorIsLoading = true;
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gEditor.setValue(shader.text);
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gEditorIsLoading = false;
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shaderSource.style.visibility = "visible";
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renderShaderStatus();
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}
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function onEdit(changes) {
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if (gEditorIsLoading) {
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return;
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}
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const shader = getShaderRecord(gCurrentShader);
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if (!shader) {
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return;
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}
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if (!shader.modified) {
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shader.modified = true;
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renderShaderStatus();
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}
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shader.text = gEditor.getValue();
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}
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function selectMaterial(matid, selectFirstShader) {
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gCurrentMaterial = matid;
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renderMaterialList();
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renderMaterialDetail();
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if (selectFirstShader) {
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const mat = gMaterialDatabase[gCurrentMaterial];
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const selection = { matid };
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if (mat.opengl.length > 0) selection.glindex = 0;
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else if (mat.vkindex.length > 0) selection.vkindex = 0;
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else if (mat.metalindex.length > 0) selection.metalindex = 0;
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selectShader(selection);
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}
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}
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function init() {
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require(["vs/editor/editor.main"], function () {
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const KeyMod = monaco.KeyMod, KeyCode = monaco.KeyCode;
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gEditor = monaco.editor.create(shaderSource, {
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value: "",
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language: "cpp",
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scrollBeyondLastLine: false,
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readOnly: false,
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minimap: { enabled: false }
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});
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gEditor.onDidChangeModelContent((e) => { onEdit(e.changes); });
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gEditor.addCommand(KeyMod.CtrlCmd | KeyCode.KEY_S, () => rebuildMaterial());
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gEditor.addCommand(KeyMod.WinCtrl | KeyCode.UpArrow, () => selectNextShader(-1, 0));
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gEditor.addCommand(KeyMod.WinCtrl | KeyCode.DownArrow, () => selectNextShader(+1, 0));
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gEditor.addCommand(KeyMod.WinCtrl | KeyCode.LeftArrow, () => selectNextShader(0, -1));
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gEditor.addCommand(KeyMod.WinCtrl | KeyCode.RightArrow, () => selectNextShader(0, +1));
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fetchMaterials();
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});
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Mustache.parse(matDetailTemplate.innerHTML);
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Mustache.parse(matListTemplate.innerHTML);
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startSocket();
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setInterval(queryActiveShaders, 1000);
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}
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init();
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