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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 { BaseSDFGlNode } from "./_BaseSDF"; import { ThreeToGl } from "../../../../src/core/ThreeToGl"; import SDFRepeatMethods from "./gl/raymarching/sdfRepeat.glsl"; import SDFRepeatPolarMethods from "./gl/raymarching/sdfRepeatPolar.glsl"; import PolarGlslLib from "./gl/polar.glsl"; import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig"; import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl"; import { FunctionGLDefinition } from "./utils/GLDefinition"; const OUTPUT_NAME = "p"; class SDFRepeatPolarGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.position = ParamConfig.VECTOR3([0, 0, 0], { hidden: true }); this.center = ParamConfig.VECTOR3([0, 0, 0]); // repeatLon = ParamConfig.BOOLEAN(1); this.periodLon = ParamConfig.FLOAT(1, { // visibleIf: {repeatLon: true}, range: [0, Math.PI] }); } // repeatLat = ParamConfig.BOOLEAN(1); // periodLat = ParamConfig.FLOAT(1, { // visibleIf: {repeatLat: true}, // range: [0, 0.5 * Math.PI], // }); // repeatDepth = ParamConfig.BOOLEAN(1); // periodDepth = ParamConfig.FLOAT(1, { // visibleIf: {repeatDepth: true}, // }); } const ParamsConfig = new SDFRepeatPolarGlParamsConfig(); export class SDFRepeatPolarGlNode extends BaseSDFGlNode { constructor() { super(...arguments); this.paramsConfig = ParamsConfig; } static type() { return "SDFRepeatPolar"; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3) ]); } setLines(shadersCollectionController) { const position = this.position(); const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center)); const periodLon = ThreeToGl.float(this.variableForInputParam(this.p.periodLon)); const float = this.glVarName(OUTPUT_NAME); const functionName = "SDFRepeatPolarZ"; const bodyLine = `vec3 ${float} = ${functionName}(${position} - ${center}, ${periodLon})`; shadersCollectionController.addBodyLines(this, [bodyLine]); shadersCollectionController.addDefinitions(this, [ new FunctionGLDefinition(this, PolarGlslLib), new FunctionGLDefinition(this, SDFRepeatMethods), new FunctionGLDefinition(this, SDFRepeatPolarMethods) ]); } // protected _functionSuffix() { // const lon = isBooleanTrue(this.pv.repeatLon); // const lat = isBooleanTrue(this.pv.repeatLat); // const d = isBooleanTrue(this.pv.repeatDepth); // if (lon && lat && d) { // return ''; // } // const args: string[] = []; // if (d) args.push('X'); // if (lat) args.push('Y'); // if (lon) args.push('Z'); // return args.join(''); // } }