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Shaderfrog Core

🚨 This library is experimental! 🚨

🚨 The API can change at any time! 🚨

The core graph API that powers Shaderfrog. This API, built on top of the @Shaderfrog/glsl-parser, compiles Shaderfrog graphs into an intermediate result, which you then pass off to an engine (aka a plugin), to create a running GLSL shader.

Examples

See examples of using Core in your own projects on Github.

Graph

interface Graph {
  nodes: GraphNode[];
  edges: Edge[];
}

The Shaderfrog graph is a list of nodes and edges. It represents all of the GLSL code and configurations in your material. Conceptually, a graph is similar to a dependency graph for source code, where edges represent relationships (including dependencies) between nodes.

Each node in the graph is some type of GLSL (raw source code) and configuration. Some graph node GLSL is hard coded, as in written by you, like in a SourceNode. Some source code is generated at runtime by an engine, and injected into a node right before the graph is compiled.

Each edge in the graph represents a dependency between two nodes. Edges have different types and meanings, based on which inputs and outputs they're connected to.

The main API function for working with graphs are compileGraph and computeGraphContext:

type compileGraph = (
  engineContext: EngineContext,
  engine: Engine,
  graph: Graph
): CompileGraphResult

type computeGraphContext = async (
  engineContext: EngineContext,
  engine: Engine,
  graph: Graph
): void

A graph's context, more specifically a node's context, is the runtime / in-memory computed data associated with a graph node. It includes the parsed AST representation of the node, as well as the inputs found in that AST.

Parsers

A graph is a vanilla Javscript object. To convert it to context, there's one "parser" per node type in the graph, defined in the engine configuration. A parser is an object with this interface:

type NodeParser = {
  // cacheKey?: (graph: Graph, node: GraphNode, sibling?: GraphNode) => string;
  // Callback hook to manipulate the node right before it's compiled by the
  // graph. Engines use this to dynamically generate node source code.
  onBeforeCompile?: OnBeforeCompile;
  // Callback hook to manipulate the parsed AST. Example use is to convert
  // standalone GLSL programs into code that can be used in the graph, like
  // turning `void main() { out = color; }` into `vec4 main() { return color; }`
  manipulateAst?: ManipulateAst;
  // Find the inputs for this node type. Done dynamically because it's based on
  // the source code of the node.
  findInputs?: FindInputs;
  // Create the filler AST offered up to nodes that import this node.
  produceFiller?: ProduceNodeFiller;
};

Engine

Shaderfrog is a GLSL editor. It's not a Three.js editor, nor a Babylon.js editor, etc. The output of Shaderfrog is raw GLSL and metadata.

To use shaders in your engine, like Three.js, or even your own home grown engine, you implement your engine as a plugin to Shaderfrog. An engine definition is verbose and likely to change:

export interface Engine {
  // The name of your engine, like "three"
  name: string;
  // Which GLSL variables are defined in your engine's materials
  preserve: Set<string>;
  // Rules for how to merge source code from different nodes together
  mergeOptions: MergeOptions;
  // Parsers for your engine node types. These are combined with the
  // core engine parsers
  parsers: Record<string, NodeParser>;
  // Functions to import graphs/code from other engines into your own
  importers: EngineImporters;
  // How to evaluate a node, like turning a node of { type: 'vec3' } into a
  // THREE.Vector3
  evaluateNode: (node: DataNode) => any;
  // How to create specific nodes in your engine
  constructors: {
    [EngineNodeType]: NodeConstructor;
  };
}

Inputs, Holes and Fillers

Shaderfrog works by searching each node's AST for certain patterns, like uniform variables, and creating an interface where you can replace each uniform variable with the output of another node.

Each fillable part of the AST is called a hole. Holes are found by executing user defined strategies against an AST. With a program such as:

uniform vec2 uv;
void main() {
  vec2 someVar = uv * 2.0;
}

If you apply the uniform strategy to this code, it will mark the AST nodes relevant to the uniform as holes:

uniform vec2 [uv];
void main() {
  vec2 someVar = [uv] * 2.0;
}

And it adds a new input to your node, named uv in this case.

When you plug in the output of another node into this input, it "fills in" the hole with the filler output of another node. A filler is an AST node. For example, if you have another node like:

vec2 myFn() {
  return vec2(1.0, 1.0);
}

And you plug in the myFn output into the uv input, the hole is filled, resulting in:

vec2 myFn() {
  return vec2(1.0, 1.0);
}

void main() {
  vec2 someVar = myFn() * 2.0;
}

Note that this is not a simple find and replace. Not only was the uv variable replaced, but the declaration line uniform vec2 uv; was removed, and myFn was inlined into the final program.

Hole filling always produces a new AST, or more accurately, a new ShaderSections, which is the intermediary representation of the compilation process.

Static Monkeypatching

This whole process allows Shaderfrog to monkeypatch engine shaders. When modifying an engine shader, the process is:

  • Shaderfrog creates a BABYLON.PBRMaterial or Three.MeshPhysicalMaterial (or whatever built in material type you want)
  • Shaderfrog reads the engine material's generated GLSL, and then modifies it to add new effects by injecting new GLSL
  • Shaderfrog dumps the new compiled GLSL back into the BABYLON.PBRMaterial or Three.MeshPhysicalMaterial, and updates the material to add a new uniforms.

Injecting new GLSL into an engine shader is essentially monkeypatching it: your code is modifying an external library's code. I call this static monkeypatching because compiles new source code. This is opposed to traditional monkeypatching in languages like Ruby, where you modify external modules by changing them at runtime.

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