@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
83 lines (82 loc) • 3.39 kB
JavaScript
;
import { BaseSDFGlNode } from "./_BaseSDF";
import { TypedGlNode } from "./_Base";
import { ThreeToGl } from "../../../../src/core/ThreeToGl";
import { NodeParamsConfig } from "../utils/params/ParamsConfig";
import { GlConnectionPointType } from "../utils/io/connections/Gl";
var InputName = /* @__PURE__ */ ((InputName2) => {
InputName2["SDF0"] = "sdf0";
InputName2["SDF1"] = "sdf1";
return InputName2;
})(InputName || {});
const OUTPUT_NAME = "min";
const ALLOWED_TYPES = [GlConnectionPointType.FLOAT, GlConnectionPointType.SDF_CONTEXT];
class SDFMinGlParamsConfig extends NodeParamsConfig {
}
const ParamsConfig = new SDFMinGlParamsConfig();
export class SDFMinGlNode extends TypedGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return "SDFMin";
}
initializeNode() {
super.initializeNode();
this.io.connection_points.set_input_name_function(this._glInputName.bind(this));
this.io.connection_points.set_output_name_function(this._glOutputName.bind(this));
this.io.connection_points.set_expected_input_types_function(this._expectedInputTypes.bind(this));
this.io.connection_points.set_expected_output_types_function(this._expectedOutputTypes.bind(this));
}
_glInputName(index) {
return ["sdf0" /* SDF0 */, "sdf1" /* SDF1 */][index];
}
_glOutputName(index) {
return OUTPUT_NAME;
}
_expectedInputTypes() {
let firstInputType = this.io.connection_points.first_input_connection_type();
if (firstInputType && ALLOWED_TYPES.includes(firstInputType)) {
return [firstInputType, firstInputType];
}
return [GlConnectionPointType.FLOAT, GlConnectionPointType.FLOAT];
}
_expectedOutputTypes() {
return [this._expectedInputTypes()[0]];
}
setLines(shadersCollectionController) {
const firstInputType = this._expectedInputTypes()[0];
switch (firstInputType) {
case GlConnectionPointType.FLOAT: {
return this._setLinesFloat(shadersCollectionController);
}
case GlConnectionPointType.SDF_CONTEXT: {
return this._setLinesSDFContext(shadersCollectionController);
}
}
}
_setLinesFloat(shadersCollectionController) {
const sdf0 = ThreeToGl.float(this.variableForInput("sdf0" /* SDF0 */));
const sdf1 = ThreeToGl.float(this.variableForInput("sdf1" /* SDF1 */));
const float = this.glVarName(OUTPUT_NAME);
const bodyLine = `float ${float} = min(${sdf0}, ${sdf1})`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
BaseSDFGlNode.addSDFMethods(shadersCollectionController, this);
}
_setLinesSDFContext(shadersCollectionController) {
const sdf0 = ThreeToGl.vector2(this.variableForInput("sdf0" /* SDF0 */));
const sdf1 = ThreeToGl.vector2(this.variableForInput("sdf1" /* SDF1 */));
const sdfContext = this.glVarName(OUTPUT_NAME);
const side = this.glVarName("side");
const setSide = `bool ${side} = ${sdf0}.d < ${sdf1}.d`;
const matId = `${side} ? ${sdf0}.matId : ${sdf1}.matId`;
const matId2 = `${side} ? ${sdf1}.matId : ${sdf0}.matId`;
const bodyLines = [
setSide,
`SDFContext ${sdfContext} = SDFContext(min(${sdf0}.d, ${sdf1}.d), 0, ${matId}, ${matId2}, 0.)`
];
shadersCollectionController.addBodyLines(this, bodyLines);
BaseSDFGlNode.addSDFMethods(shadersCollectionController, this);
}
}