MCP 3D Printer Server

by DMontgomery40
Verified
import TextureNode from './TextureNode.js'; import { nodeProxy } from '../tsl/TSLBase.js'; import { NodeAccess } from '../core/constants.js'; /** @module StorageTextureNode **/ /** * This special version of a texture node can be used to * write data into a storage texture with a compute shader. * * ```js * const storageTexture = new THREE.StorageTexture( width, height ); * * const computeTexture = Fn( ( { storageTexture } ) => { * * const posX = instanceIndex.modInt( width ); * const posY = instanceIndex.div( width ); * const indexUV = uvec2( posX, posY ); * * // generate RGB values * * const r = 1; * const g = 1; * const b = 1; * * textureStore( storageTexture, indexUV, vec4( r, g, b, 1 ) ).toWriteOnly(); * * } ); * * const computeNode = computeTexture( { storageTexture } ).compute( width * height ); * renderer.computeAsync( computeNode ); * ``` * * This node can only be used with a WebGPU backend. * * @augments module:TextureNode~TextureNode */ class StorageTextureNode extends TextureNode { static get type() { return 'StorageTextureNode'; } /** * Constructs a new storage texture node. * * @param {StorageTexture} value - The storage texture. * @param {Node<vec2|vec3>} uvNode - The uv node. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture. */ constructor( value, uvNode, storeNode = null ) { super( value, uvNode ); /** * The value node that should be stored in the texture. * * @type {Node?} * @default null */ this.storeNode = storeNode; /** * This flag can be used for type testing. * * @type {Boolean} * @readonly * @default true */ this.isStorageTextureNode = true; /** * The access type of the texture node. * * @type {String} * @default 'writeOnly' */ this.access = NodeAccess.WRITE_ONLY; } /** * Overwrites the default implementation to return a fixed value `'storageTexture'`. * * @param {NodeBuilder} builder - The current node builder. * @return {String} The input type. */ getInputType( /*builder*/ ) { return 'storageTexture'; } setup( builder ) { super.setup( builder ); const properties = builder.getNodeProperties( this ); properties.storeNode = this.storeNode; } /** * Defines the node access. * * @param {String} value - The node access. * @return {StorageTextureNode} A reference to this node. */ setAccess( value ) { this.access = value; return this; } /** * Generates the code snippet of the stroge node. If no `storeNode` * is defined, the texture node is generated as normal texture. * * @param {NodeBuilder} builder - The current node builder. * @param {String} output - The current output. * @return {String} The generated code snippet. */ generate( builder, output ) { let snippet; if ( this.storeNode !== null ) { snippet = this.generateStore( builder ); } else { snippet = super.generate( builder, output ); } return snippet; } /** * Convenience method for configuring a read/write node access. * * @return {StorageTextureNode} A reference to this node. */ toReadWrite() { return this.setAccess( NodeAccess.READ_WRITE ); } /** * Convenience method for configuring a read-only node access. * * @return {StorageTextureNode} A reference to this node. */ toReadOnly() { return this.setAccess( NodeAccess.READ_ONLY ); } /** * Convenience method for configuring a write-only node access. * * @return {StorageTextureNode} A reference to this node. */ toWriteOnly() { return this.setAccess( NodeAccess.WRITE_ONLY ); } /** * Generates the code snippet of the storage texture node. * * @param {NodeBuilder} builder - The current node builder. */ generateStore( builder ) { const properties = builder.getNodeProperties( this ); const { uvNode, storeNode } = properties; const textureProperty = super.generate( builder, 'property' ); const uvSnippet = uvNode.build( builder, 'uvec2' ); const storeSnippet = storeNode.build( builder, 'vec4' ); const snippet = builder.generateTextureStore( builder, textureProperty, uvSnippet, storeSnippet ); builder.addLineFlowCode( snippet, this ); } } export default StorageTextureNode; /** * TSL function for creating a storage texture node. * * @function * @param {StorageTexture} value - The storage texture. * @param {Node<vec2|vec3>} uvNode - The uv node. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture. * @returns {StorageTextureNode} */ export const storageTexture = /*@__PURE__*/ nodeProxy( StorageTextureNode ); /** * TODO: Explain difference to `storageTexture()`. * * @function * @param {StorageTexture} value - The storage texture. * @param {Node<vec2|vec3>} uvNode - The uv node. * @param {Node?} [storeNode=null] - The value node that should be stored in the texture. * @returns {StorageTextureNode} */ export const textureStore = ( value, uvNode, storeNode ) => { const node = storageTexture( value, uvNode, storeNode ); if ( storeNode !== null ) node.append(); return node; };