@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
74 lines (73 loc) • 2.88 kB
JavaScript
;
import { BaseSDFGlNode } from "./_BaseSDF";
import { TypedGlNode } from "./_Base";
import { ThreeToGl } from "../../../core/ThreeToGl";
import { NodeParamsConfig } from "../utils/params/ParamsConfig";
import { GlConnectionPointType } from "../utils/io/connections/Gl";
import { JsType } from "../../poly/registers/nodes/types/Js";
var InputName = /* @__PURE__ */ ((InputName2) => {
InputName2["SDF"] = "sdf";
InputName2["THICKNESS"] = "thickness";
return InputName2;
})(InputName || {});
const DefaultValues = {
thickness: 0.1
};
const OUTPUT_NAME = "sdf";
const ALLOWED_TYPES = [GlConnectionPointType.FLOAT, GlConnectionPointType.SDF_CONTEXT];
class SDFOnionGlParamsConfig extends NodeParamsConfig {
}
const ParamsConfig = new SDFOnionGlParamsConfig();
export class SDFOnionGlNode extends TypedGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return JsType.SDF_ONION;
}
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));
}
paramDefaultValue(name) {
return DefaultValues[name];
}
_glInputName(index) {
return ["sdf" /* SDF */, "thickness" /* THICKNESS */][index];
}
_glOutputName(index) {
return OUTPUT_NAME;
}
_expectedInputTypes() {
let firstInputType = this.io.connection_points.first_input_connection_type();
if (!firstInputType || ALLOWED_TYPES.includes(firstInputType)) {
firstInputType = GlConnectionPointType.FLOAT;
}
return [firstInputType, GlConnectionPointType.FLOAT];
}
_expectedOutputTypes() {
return [this._expectedInputTypes()[0]];
}
setLines(shadersCollectionController) {
const sdf = ThreeToGl.float(this.variableForInput("sdf" /* SDF */));
const thickness = ThreeToGl.float(this.variableForInput("thickness" /* THICKNESS */));
const firstInputType = this._expectedInputTypes()[0];
const bodyLines = [];
if (firstInputType == GlConnectionPointType.FLOAT) {
const float = this.glVarName(OUTPUT_NAME);
const bodyLine = `float ${float} = SDFOnion(${sdf}, ${thickness})`;
bodyLines.push(bodyLine);
} else {
const sdfContext = this.glVarName(OUTPUT_NAME);
const matId = `${sdf}.d`;
const bodyLine = `SDFContext ${sdfContext} = SDFContext(SDFOnion(${sdf}.d, ${thickness}), 0, ${matId}, ${matId}, 0.)`;
bodyLines.push(bodyLine);
}
shadersCollectionController.addBodyLines(this, bodyLines);
BaseSDFGlNode.addSDFMethods(shadersCollectionController, this);
}
}