@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
50 lines (49 loc) • 2.19 kB
JavaScript
"use strict";
import { BaseSDFGlNode } from "./_BaseSDF";
import { ThreeToGl } from "../../../../src/core/ThreeToGl";
import GL_CODE from "./gl/raymarching/sdfRhombus.glsl";
import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig";
import { GlConnectionPointType, GlConnectionPoint } from "../utils/io/connections/Gl";
import { FunctionGLDefinition } from "./utils/GLDefinition";
import { GlType } from "../../poly/registers/nodes/types/Gl";
const OUTPUT_NAME = "float";
class SDFRhombusGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.position = ParamConfig.VECTOR3([0, 0, 0], { hidden: true });
this.center = ParamConfig.VECTOR3([0, 0, 0]);
this.length1 = ParamConfig.FLOAT(1);
this.length2 = ParamConfig.FLOAT(0.5);
this.height = ParamConfig.FLOAT(0.2);
this.radius = ParamConfig.FLOAT(0.05);
}
}
const ParamsConfig = new SDFRhombusGlParamsConfig();
export class SDFRhombusGlNode extends BaseSDFGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return GlType.SDF_RHOMBUS;
}
initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT)
]);
}
setLines(shadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const length1 = ThreeToGl.float(this.variableForInputParam(this.p.length1));
const length2 = ThreeToGl.float(this.variableForInputParam(this.p.length2));
const height = ThreeToGl.float(this.variableForInputParam(this.p.height));
const radius = ThreeToGl.float(this.variableForInputParam(this.p.radius));
const float = this.glVarName(OUTPUT_NAME);
const bodyLine = `float ${float} = sdRhombus(${position} - ${center}, ${length1}, ${length2}, ${height}, ${radius})`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
this._addSDFMethods(shadersCollectionController);
shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, GL_CODE)]);
}
}