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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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"use strict"; import { TypedGlNode } from "./_Base"; import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig"; import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl"; import { VaryingGLDefinition, FunctionGLDefinition } from "./utils/GLDefinition"; import { ShaderName } from "../utils/shaders/ShaderName"; import FogGlsl from "./gl/fog.glsl"; import { ThreeToGl } from "../../../core/ThreeToGl"; const OUTPUT_NAME = "color"; class FogGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.mvPosition = ParamConfig.VECTOR4([0, 0, 0, 0]); this.baseColor = ParamConfig.COLOR([0, 0, 0]); this.fogColor = ParamConfig.COLOR([1, 1, 1]); this.near = ParamConfig.FLOAT(0); this.far = ParamConfig.FLOAT(0); } } const ParamsConfig = new FogGlParamsConfig(); export class FogGlNode extends TypedGlNode { constructor() { super(...arguments); this.paramsConfig = ParamsConfig; } static type() { return "fog"; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3) ]); } setLines(shaders_collection_controller) { if (shaders_collection_controller.currentShaderName() == ShaderName.FRAGMENT) { const varying_name = this.glVarName(this.name()); const definition = new VaryingGLDefinition(this, GlConnectionPointType.VEC4, varying_name); const vertex_body_line = `${varying_name} = modelViewMatrix * vec4(position, 1.0)`; shaders_collection_controller.addDefinitions(this, [definition], ShaderName.VERTEX); shaders_collection_controller.addBodyLines(this, [vertex_body_line], ShaderName.VERTEX); const function_definition = new FunctionGLDefinition(this, FogGlsl); const mvPosition = ThreeToGl.vector4(this.variableForInputParam(this.p.mvPosition)); const baseColor = ThreeToGl.vector3(this.variableForInputParam(this.p.baseColor)); const fogColor = ThreeToGl.vector3(this.variableForInputParam(this.p.fogColor)); const near = ThreeToGl.vector3(this.variableForInputParam(this.p.near)); const far = ThreeToGl.vector3(this.variableForInputParam(this.p.far)); const out_value = this.glVarName(OUTPUT_NAME); const args = [mvPosition, baseColor, fogColor, near, far].join(", "); const body_line = `vec3 ${out_value} = compute_fog(${args})`; shaders_collection_controller.addDefinitions(this, [definition, function_definition]); shaders_collection_controller.addBodyLines(this, [body_line]); } } }