Files
VFXdemo/server.js
2026-04-01 21:32:06 +08:00

259 lines
8.1 KiB
JavaScript

const express = require("express");
const fs = require("fs/promises");
const path = require("path");
const crypto = require("crypto");
const app = express();
const PORT = process.env.PORT || 5180;
const DB_PATH = path.join(__dirname, "data", "shaders.json");
app.use(express.json({ limit: "1mb" }));
app.use(express.static(__dirname));
async function ensureDb() {
await fs.mkdir(path.dirname(DB_PATH), { recursive: true });
try {
await fs.access(DB_PATH);
} catch {
await fs.writeFile(DB_PATH, "[]", "utf8");
}
}
async function readDb() {
await ensureDb();
const raw = await fs.readFile(DB_PATH, "utf8");
return JSON.parse(raw);
}
async function writeDb(list) {
await ensureDb();
await fs.writeFile(DB_PATH, JSON.stringify(list, null, 2), "utf8");
}
function extractFunctionSection(code) {
const endMarker = code.indexOf("void ANGLE__0_main");
const end = endMarker >= 0 ? endMarker : code.length;
const firstFn = code.search(
/(metal::float[234](x2)?|float|void)\s+[A-Za-z_][A-Za-z0-9_]*\s*\([^)]*\)\s*\{/m
);
if (firstFn < 0 || firstFn >= end) return "";
return code.slice(firstFn, end);
}
function isAngleLike(code) {
return (
code.includes("_umainImage") &&
(code.includes("ANGLE_") ||
code.includes("metal::") ||
code.includes("[[function_constant") ||
code.includes("float2") ||
code.includes("float3"))
);
}
function extractFunctionBlocks(code) {
const blocks = [];
const sig = /(?:^|\n)\s*(?:void|float|vec[234]|mat[234]|float[234](?:x[234])?)\s+([A-Za-z_][A-Za-z0-9_]*)\s*\([^;]*\)\s*\{/g;
let m;
while ((m = sig.exec(code)) !== null) {
const name = m[1];
if (name === "main0" || name === "ANGLE__0_main") continue;
let i = code.indexOf("{", m.index);
if (i < 0) continue;
let depth = 0;
let end = -1;
for (let p = i; p < code.length; p++) {
const ch = code[p];
if (ch === "{") depth++;
else if (ch === "}") {
depth--;
if (depth === 0) {
end = p + 1;
break;
}
}
}
if (end > i) {
blocks.push(code.slice(m.index, end));
sig.lastIndex = end;
}
}
return blocks;
}
function convertAngleLikeToGlsl(code) {
let s = code;
const cut = s.indexOf("fragment ANGLE_FragmentOut");
if (cut > 0) s = s.slice(0, cut);
s = s
.replace(/metal::fast::normalize/g, "normalize")
.replace(/metal::/g, "")
.replace(/\[\[[^\]]+\]\]/g, "")
.replace(/\bthread\b/g, "")
.replace(/\bconstant\b/g, "")
.replace(/\bprecise::tanh\b/g, "tanh")
.replace(/\bfloat2x2\b/g, "mat2")
.replace(/\bfloat3x3\b/g, "mat3")
.replace(/\bfloat4x4\b/g, "mat4")
.replace(/\bfloat2\b/g, "vec2")
.replace(/\bfloat3\b/g, "vec3")
.replace(/\bfloat4\b/g, "vec4")
.replace(/\bint2\b/g, "ivec2")
.replace(/\bint3\b/g, "ivec3")
.replace(/\bint4\b/g, "ivec4")
.replace(/\buint2\b/g, "uvec2")
.replace(/\buint3\b/g, "uvec3")
.replace(/\buint4\b/g, "uvec4")
.replace(/\buint32_t\b/g, "uint")
.replace(/\bANGLE_userUniforms\._uiResolution\b/g, "iResolution")
.replace(/\bANGLE_userUniforms\._uiTime\b/g, "iTime")
.replace(/\bANGLE_userUniforms\._uiMouse\b/g, "iMouse")
.replace(/\bANGLE_userUniforms\./g, "")
.replace(/ANGLE_texture\([^)]*\)/g, "vec4(0.0)")
.replace(/ANGLE_texelFetch\([^)]*\)/g, "vec4(0.0)")
.replace(/\bANGLE_mod\(/g, "mod(")
.replace(/\bANGLE_out\(([^)]+)\)/g, "$1")
.replace(/\bANGLE_swizzle_ref\(([^)]+)\)/g, "$1")
.replace(/\bANGLE_elem_ref\(([^)]+)\)/g, "$1")
.replace(/\bANGLE_addressof\(([^)]+)\)/g, "$1")
.replace(/\bANGLE_UserUniforms\s*&\s*ANGLE_userUniforms\s*,?/g, "")
.replace(/\bANGLE_TextureEnvs\s*&\s*ANGLE_textureEnvs\s*,?/g, "")
.replace(/\bANGLE_NonConstGlobals\s*&\s*ANGLE_nonConstGlobals\s*,?/g, "")
.replace(/\(\s*,/g, "(")
.replace(/,\s*,/g, ",")
.replace(/,\s*\)/g, ")")
.replace(/(\d+\.\d+|\d+)f\b/g, "$1")
.replace(/;\s*;/g, ";");
s = s.replace(/void\s+_umainImage\s*\([^)]*\)/g, "void _umainImage(out vec4 _ufragColor, vec2 _ufragCoord)");
const blocks = extractFunctionBlocks(s).filter((b) =>
/(ANGLE_sc|ANGLE_sd|_u|mainImage|ANGLE_loopForwardProgress|_umainImage)/.test(b)
);
if (!blocks.length || !s.includes("_umainImage")) return "";
const hasMainImage = blocks.some((b) => /void\s+mainImage\s*\(/.test(b));
const withoutDupLoop = [];
let seenLoop = false;
for (const b of blocks) {
if (/void\s+ANGLE_loopForwardProgress\s*\(/.test(b)) {
if (seenLoop) continue;
seenLoop = true;
withoutDupLoop.push("void ANGLE_loopForwardProgress() {}");
continue;
}
withoutDupLoop.push(b);
}
if (!hasMainImage) {
withoutDupLoop.push("void mainImage(out vec4 fragColor, in vec2 fragCoord) { _umainImage(fragColor, fragCoord); }");
}
return withoutDupLoop.join("\n\n");
}
function normalizeIncomingCode(code) {
if (!code || typeof code !== "string") return { error: "code 不能为空", normalized: "" };
if (isAngleLike(code)) {
const converted = convertAngleLikeToGlsl(code);
if (!converted) {
return { error: "自动解构失败:请检查粘贴内容是否完整。", normalized: "" };
}
return { error: "", normalized: converted };
}
if (!code.includes("mainImage")) {
return { error: "code 必须包含 mainImage", normalized: "" };
}
return { error: "", normalized: code };
}
async function autoNormalizeStoredShaders() {
const shaders = await readDb();
let changed = false;
const next = shaders.map((item) => {
const code = String(item.code || "");
if (isAngleLike(code) || code.includes("struct ANGLE_") || item.sourceFormat === "angle-metal-auto-converted") {
const { error, normalized } = normalizeIncomingCode(code);
if (!error && normalized) {
changed = true;
return {
...item,
code: normalized,
updatedAt: new Date().toISOString(),
sourceFormat: "angle-metal-auto-converted",
};
}
}
return item;
});
if (changed) await writeDb(next);
}
app.get("/api/shaders", async (_req, res) => {
try {
let shaders = await readDb();
// Runtime safeguard: always return normalized code for display layer.
shaders = shaders.map((item) => {
const { error, normalized } = normalizeIncomingCode(String(item.code || ""));
if (error || !normalized) return item;
if (normalized === item.code) return item;
return { ...item, code: normalized, sourceFormat: "angle-metal-auto-converted" };
});
res.json(shaders);
} catch {
res.status(500).json({ error: "读取失败" });
}
});
app.post("/api/shaders", async (req, res) => {
const { name, author = "unknown", code } = req.body || {};
if (!name || typeof name !== "string") {
return res.status(400).json({ error: "name 必填" });
}
const { error: parseError, normalized } = normalizeIncomingCode(code);
if (parseError) {
return res.status(400).json({ error: parseError });
}
try {
const shaders = await readDb();
const item = {
id: crypto.randomUUID(),
name: name.trim(),
author: String(author || "unknown").trim() || "unknown",
code: normalized,
views: Math.floor(3000 + Math.random() * 22000),
likes: Math.floor(40 + Math.random() * 700),
createdAt: new Date().toISOString(),
sourceFormat: isAngleLike(code) ? "angle-metal-auto-converted" : "glsl",
};
shaders.unshift(item);
await writeDb(shaders);
res.status(201).json(item);
} catch {
res.status(500).json({ error: "保存失败" });
}
});
app.delete("/api/shaders/:id", async (req, res) => {
try {
const shaders = await readDb();
const next = shaders.filter((it) => it.id !== req.params.id);
if (next.length === shaders.length) {
return res.status(404).json({ error: "未找到该 shader" });
}
await writeDb(next);
res.status(204).end();
} catch {
res.status(500).json({ error: "删除失败" });
}
});
ensureDb().then(() => {
autoNormalizeStoredShaders().catch(() => {});
app.listen(PORT, () => {
console.log(`Server running: http://localhost:${PORT}`);
});
});