Files
filament/libs/matdbg/web/script.js
2023-02-03 13:57:44 -08:00

509 lines
17 KiB
JavaScript

/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
const kMonacoBaseUrl = 'https://cdnjs.cloudflare.com/ajax/libs/monaco-editor/0.25.2/min/';
const kUntitledPlaceholder = "untitled";
const materialList = document.getElementById("material-list");
const materialDetail = document.getElementById("material-detail");
const header = document.querySelector("header");
const footer = document.querySelector("footer");
const shaderSource = document.getElementById("shader-source");
const matDetailTemplate = document.getElementById("material-detail-template");
const matListTemplate = document.getElementById("material-list-template");
const gMaterialDatabase = {};
let gSocket = null;
let gEditor = null;
let gCurrentMaterial = "00000000";
let gCurrentLanguage = "glsl";
let gCurrentShader = { matid: "00000000", glindex: 0 };
let gCurrentSocketId = 0;
let gEditorIsLoading = false;
require.config({ paths: { "vs": `${kMonacoBaseUrl}vs` }});
window.MonacoEnvironment = {
getWorkerUrl: function() {
return `data:text/javascript;charset=utf-8,${encodeURIComponent(`
self.MonacoEnvironment = {
baseUrl: '${kMonacoBaseUrl}'
};
importScripts('${kMonacoBaseUrl}vs/base/worker/workerMain.js');`
)}`;
}
};
function getShaderAPI(selection) {
if (!selection) {
selection = gCurrentShader;
}
if ("glindex" in selection) return "opengl";
if ("vkindex" in selection) return "vulkan";
if ("metalindex" in selection) return "metal";
return "error";
}
function rebuildMaterial() {
let api = 0, index = -1;
const shader = getShaderRecord(gCurrentShader);
const shaderApi = getShaderAPI();
switch (shaderApi) {
case "opengl": api = 1; index = gCurrentShader.glindex; break;
case "vulkan": api = 2; index = gCurrentShader.vkindex; break;
case "metal": api = 3; index = gCurrentShader.metalindex; break;
}
if (shaderApi === "vulkan") {
if (gCurrentLanguage === "glsl") {
delete shader["spirv"];
} else if (gCurrentLanguage === "spirv") {
delete shader["glsl"];
}
}
const editedText = shader[gCurrentLanguage];
const byteCount = new Blob([editedText]).size;
gSocket.send(`EDIT ${gCurrentShader.matid} ${api} ${index} ${byteCount} ${editedText}`);
}
document.querySelector("body").addEventListener("click", (evt) => {
const anchor = evt.target.closest("a");
if (!anchor) {
return;
}
// Handle selection of a material.
if (anchor.classList.contains("material")) {
selectMaterial(anchor.dataset.matid, true);
return;
}
// Handle selection of a shader.
if (anchor.classList.contains("shader")) {
selectShader(anchor.dataset);
return;
}
// Handle a rebuild.
if (anchor.classList.contains("rebuild")) {
rebuildMaterial();
return;
}
// Handle language selection.
for (const lang of "glsl spirv msl".split(" ")) {
if (anchor.classList.contains(lang)) {
gCurrentLanguage = lang;
selectShader(gCurrentShader);
return;
}
}
});
// Handle Ctrl+Arrow for fast keyboard navigation between shader variants and materials. Either the
// materialStep or shaderStep argument can be non-zero (not both) and they must be -1, 0, or +1.
// TODO: this function could be vastly simplified by changing the format of the shader selector.
function selectNextShader(materialStep, shaderStep) {
if (materialStep !== 0) {
const matids = getDisplayedMaterials().map(m => m.matid).filter(m => m);
const currentIndex = matids.indexOf(gCurrentMaterial);
const nextIndex = currentIndex + materialStep;
if (nextIndex >= 0 && nextIndex < matids.length) {
selectMaterial(matids[nextIndex], true);
}
return;
}
const material = gMaterialDatabase[gCurrentMaterial];
const variants = [];
let currentIndex = 0;
for (const [index, shader] of material.opengl.entries()) {
if (index === gCurrentShader.glindex) currentIndex = variants.length;
variants.push({ matid, glindex: index });
}
for (const [index, shader] of material.vulkan.entries()) {
if (index === gCurrentShader.vkindex) currentIndex = variants.length;
variants.push({ matid, vkindex: index });
}
for (const [index, shader] of material.metal.entries()) {
if (index === gCurrentShader.metalindex) currentIndex = variants.length;
variants.push({ matid, metalindex: index });
}
const nextIndex = currentIndex + shaderStep;
if (nextIndex >= 0 && nextIndex < variants.length) {
selectShader(variants[nextIndex]);
}
}
function fetchMaterial(matid) {
fetch(`api/material?matid=${matid}`).then(function(response) {
return response.json();
}).then(function(matInfo) {
if (matid in gMaterialDatabase) {
return;
}
matInfo.matid = matid;
gMaterialDatabase[matid] = matInfo;
renderMaterialList();
});
}
function queryActiveShaders() {
if (!gSocket) {
for (matid in gMaterialDatabase) {
const material = gMaterialDatabase[matid];
material.active = false;
for (const shader of material.opengl) shader.active = false;
for (const shader of material.vulkan) shader.active = false;
for (const shader of material.metal) shader.active = false;
}
renderMaterialList();
renderMaterialDetail();
return;
}
fetch("api/active").then(function(response) {
return response.json();
}).then(function(activeMaterials) {
// The only active materials are the ones with active variants.
for (matid in gMaterialDatabase) {
const material = gMaterialDatabase[matid];
material.active = false;
}
for (matid in activeMaterials) {
const material = gMaterialDatabase[matid];
const activeBackend = activeMaterials[matid][0];
const activeShaders = activeMaterials[matid].slice(1);
for (const shader of material[activeBackend]) {
shader.active = activeShaders.indexOf(shader.variant) > -1;
material.active = material.active || shader.active;
}
}
renderMaterialList();
renderMaterialDetail();
})
.catch(error => {
// This can occur if the JSON is invalid.
console.error(error);
});
}
function startSocket() {
const url = new URL(document.URL)
const ws = new WebSocket(`ws://${url.host}`);
// When a new server has come online, ask it what materials it has.
ws.addEventListener("open", () => {
footer.innerText = `connection ${gCurrentSocketId}`;
gCurrentSocketId++;
fetch("api/matids").then(function(response) {
return response.json();
}).then(function(matInfo) {
for (matid of matInfo) {
if (!(matid in gMaterialDatabase)) {
fetchMaterial(matid);
}
}
});
});
ws.addEventListener("close", (e) => {
footer.innerText = "no connection";
gSocket = null;
setTimeout(() => startSocket(), 3000);
});
ws.addEventListener("message", event => {
const matid = event.data;
fetchMaterial(matid);
});
gSocket = ws;
}
function fetchMaterials() {
fetch("api/materials").then(function(response) {
return response.json();
}).then(function(matJson) {
for (const matInfo of matJson) {
if (matInfo.matid in gMaterialDatabase) {
continue;
}
gMaterialDatabase[matInfo.matid] = matInfo;
}
selectMaterial(matJson[0].matid, true);
});
}
function fetchShader(selection, matinfo, onDone) {
let query, target, index;
switch (getShaderAPI(selection)) {
case "opengl":
index = parseInt(selection.glindex);
query = `type=${gCurrentLanguage}&glindex=${index}`;
target = matinfo.opengl[index];
break;
case "vulkan":
index = parseInt(selection.vkindex);
query = `type=${gCurrentLanguage}&vkindex=${index}`;
target = matinfo.vulkan[index];
break;
case "metal":
index = parseInt(selection.metalindex);
query = `type=${gCurrentLanguage}&metalindex=${index}`;
target = matinfo.metal[index];
break;
}
fetch(`api/shader?matid=${matinfo.matid}&${query}`).then(function(response) {
return response.text();
}).then(function(shaderText) {
target[gCurrentLanguage] = shaderText;
onDone();
});
}
function getDisplayedMaterials() {
const items = [];
// Names need not be unique, so we display a numeric suffix for non-unique names.
// To achieve stable ordering of anonymous materials, we first sort by matid.
const labels = new Set();
const matids = Object.keys(gMaterialDatabase).sort();
const duplicatedLabels = {};
for (const matid of matids) {
const name = gMaterialDatabase[matid].name || kUntitledPlaceholder;
if (labels.has(name)) {
duplicatedLabels[name] = 0;
} else {
labels.add(name);
}
}
// Build a list of objects to pass into the template string.
for (const matid of matids) {
const item = Object.assign({}, gMaterialDatabase[matid]);
item.classes = matid === gCurrentMaterial ? "current " : "";
if (!item.active) {
item.classes += "inactive "
}
item.domain = item.shading.material_domain === "surface" ? "surface" : "postpro";
item.is_material = true;
const name = item.name || kUntitledPlaceholder;
if (name in duplicatedLabels) {
const index = duplicatedLabels[name];
item.name = `${name} (${index})`;
duplicatedLabels[name] = index + 1;
} else {
item.name = name;
}
items.push(item);
}
// The template takes a flat list of items, so here we insert items for section headers using
// blank names, which causes them to sort to the top of their respective sections.
const sectionLabel = {"is_label": true, "name": ""};
items.push(Object.assign({"label": "Surface materials", "domain": "surface"}, sectionLabel));
items.push(Object.assign({"label": "PostProcess materials", "domain": "postpro"}, sectionLabel));
// Next, sort all materials and section headers.
items.sort((a, b) => {
if (a.domain > b.domain) return -1;
if (a.domain < b.domain) return +1;
if (a.name < b.name) return -1;
if (a.name > b.name) return +1;
return 0;
});
return items;
}
function renderMaterialList() {
const items = getDisplayedMaterials();
materialList.innerHTML = Mustache.render(matListTemplate.innerHTML, { "item": items } );
}
function updateClassList(array, indexProperty, selectedIndex) {
for (let item of array) {
const current = parseInt(item[indexProperty]) === selectedIndex;
item.classes = current ? "current " : "";
if (!item.active) {
item.classes += "inactive "
}
}
}
function renderMaterialDetail() {
const mat = gMaterialDatabase[gCurrentMaterial];
const ok = mat.matid === gCurrentShader.matid;
updateClassList(mat.opengl, "index", ok ? parseInt(gCurrentShader.glindex) : -1);
updateClassList(mat.vulkan, "index", ok ? parseInt(gCurrentShader.vkindex) : -1);
updateClassList(mat.metal, "index", ok ? parseInt(gCurrentShader.metalindex) : -1);
const item = Object.assign({}, mat);
if (item.shading.material_domain !== "surface") {
delete item.shading;
}
materialDetail.innerHTML = Mustache.render(matDetailTemplate.innerHTML, item);
}
function getShaderRecord(selection) {
const mat = gMaterialDatabase[gCurrentMaterial];
if (selection.glindex >= 0) return mat.opengl[parseInt(selection.glindex)];
if (selection.vkindex >= 0) return mat.vulkan[parseInt(selection.vkindex)];
if (selection.metalindex >= 0) return mat.metal[parseInt(selection.metalindex)];
return null;
}
function renderShaderStatus() {
const shader = getShaderRecord(gCurrentShader);
let statusString = "";
if (shader) {
const glsl = "glsl " + (gCurrentLanguage === "glsl" ? "active" : "");
const msl = "msl " + (gCurrentLanguage === "msl" ? "active" : "");
const spirv = "spirv " + (gCurrentLanguage === "spirv" ? "active" : "");
switch (getShaderAPI()) {
case "opengl":
statusString += ` &nbsp; <a class='status_button ${glsl}'>[GLSL]</a>`;
break;
case "metal":
statusString += ` &nbsp; <a class='status_button ${msl}'>[MSL]</a>`;
break;
case "vulkan":
statusString += ` &nbsp; <a class='status_button ${glsl}'>[GLSL]</a>`;
statusString += ` &nbsp; <a class='status_button ${spirv}'>[SPIRV]</a>`;
break;
}
if (shader.modified && gCurrentLanguage !== "spirv") {
statusString += " &nbsp; <a class='status_button rebuild'>[rebuild]</a>";
}
if (!shader.active) {
statusString += " &nbsp; <span class='warning'> selected variant is inactive </span>";
}
}
header.innerHTML = "matdbg" + statusString;
}
function selectShader(selection) {
const shader = getShaderRecord(selection);
if (!shader) {
console.error("Shader not yet available.")
return;
}
// Change the current language selection if necessary.
switch (getShaderAPI(selection)) {
case "opengl":
if (gCurrentLanguage !== "glsl") {
gCurrentLanguage = "glsl";
}
break;
case "vulkan":
if (gCurrentLanguage !== "spirv" && gCurrentLanguage !== "glsl") {
gCurrentLanguage = "spirv";
}
break;
case "metal":
if (gCurrentLanguage !== "msl") {
gCurrentLanguage = "msl";
}
break;
}
const showShaderSource = () => {
gCurrentShader = selection;
gCurrentShader.matid = gCurrentMaterial;
renderMaterialDetail();
gEditorIsLoading = true;
gEditor.setValue(shader[gCurrentLanguage]);
gEditorIsLoading = false;
shaderSource.style.visibility = "visible";
renderShaderStatus();
};
if (!shader[gCurrentLanguage]) {
const matInfo = gMaterialDatabase[gCurrentMaterial];
fetchShader(selection, matInfo, showShaderSource);
} else {
showShaderSource();
}
}
function onEdit(changes) {
if (gEditorIsLoading) {
return;
}
const shader = getShaderRecord(gCurrentShader);
if (!shader) {
return;
}
if (!shader.modified) {
shader.modified = true;
renderShaderStatus();
}
shader[gCurrentLanguage] = gEditor.getValue();
}
function selectMaterial(matid, selectFirstShader) {
gCurrentMaterial = matid;
renderMaterialList();
renderMaterialDetail();
if (selectFirstShader) {
const mat = gMaterialDatabase[gCurrentMaterial];
const selection = { matid };
if (mat.opengl.length > 0) selection.glindex = 0;
else if (mat.vulkan.length > 0) selection.vkindex = 0;
else if (mat.metal.length > 0) selection.metalindex = 0;
selectShader(selection);
}
}
function init() {
require(["vs/editor/editor.main"], function () {
const KeyMod = monaco.KeyMod, KeyCode = monaco.KeyCode;
gEditor = monaco.editor.create(shaderSource, {
value: "",
language: "cpp",
scrollBeyondLastLine: false,
readOnly: false,
minimap: { enabled: false }
});
gEditor.onDidChangeModelContent((e) => { onEdit(e.changes); });
gEditor.addCommand(KeyMod.CtrlCmd | KeyCode.KEY_S, () => rebuildMaterial());
gEditor.addCommand(KeyMod.Shift | KeyMod.WinCtrl | KeyCode.UpArrow, () => selectNextShader(-1, 0));
gEditor.addCommand(KeyMod.Shift | KeyMod.WinCtrl | KeyCode.DownArrow, () => selectNextShader(+1, 0));
gEditor.addCommand(KeyMod.Shift | KeyMod.WinCtrl | KeyCode.LeftArrow, () => selectNextShader(0, -1));
gEditor.addCommand(KeyMod.Shift | KeyMod.WinCtrl | KeyCode.RightArrow, () => selectNextShader(0, +1));
fetchMaterials();
});
Mustache.parse(matDetailTemplate.innerHTML);
Mustache.parse(matListTemplate.innerHTML);
startSocket();
// Poll for active shaders once every second.
// Take care not to poll more frequently than the frame rate. Active variants are determined
// by the list of variants that were fetched between this query and the previous query.
setInterval(queryActiveShaders, 1000);
}
init();