@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
131 lines (130 loc) • 5.54 kB
JavaScript
"use strict";
import { TypedGlNode } from "./_Base";
import { ThreeToGl } from "../../../core/ThreeToGl";
import VERTEX_ANIMATION_TEXTURE from "./gl/vertexAnimationTexture.glsl";
import { NodeParamsConfig, ParamConfig } from "../utils/params/ParamsConfig";
import { FunctionGLDefinition, UniformGLDefinition } from "./utils/GLDefinition";
import { GlConnectionPoint, GlConnectionPointType } from "../utils/io/connections/Gl";
import { ParamConfigsController } from "../utils/code/controllers/ParamConfigsController";
import { GlParamConfig } from "./code/utils/GLParamConfig";
import { ParamType } from "../../poly/ParamType";
import { GlType } from "../../poly/registers/nodes/types/Gl";
const OUTPUT = {
P: "position",
N: "normal"
};
class VertexAnimationTextureInterpolatedGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.frame = ParamConfig.FLOAT(0);
this.framesCount = ParamConfig.FLOAT(100);
this.uv = ParamConfig.VECTOR2([0, 0]);
this.paddedRatio = ParamConfig.VECTOR2([1, 1]);
this.textureP = ParamConfig.STRING("textureP");
this.textureP2 = ParamConfig.STRING("textureP2");
this.textureN = ParamConfig.STRING("textureN");
this.speed = ParamConfig.FLOAT(0.2);
this.boundMin = ParamConfig.FLOAT(0);
this.boundMax = ParamConfig.FLOAT(1);
this.Poffset = ParamConfig.VECTOR3([0, 0, 0]);
}
}
const ParamsConfig = new VertexAnimationTextureInterpolatedGlParamsConfig();
export class VertexAnimationTextureInterpolatedGlNode extends TypedGlNode {
constructor() {
super(...arguments);
this.paramsConfig = ParamsConfig;
}
static type() {
return GlType.VERTEX_ANIMATION_TEXTURE_INTERPOLATED;
}
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT.P, GlConnectionPointType.VEC3),
new GlConnectionPoint(OUTPUT.N, GlConnectionPointType.VEC3)
]);
}
setLines(shadersCollectionController) {
const function_declaration_lines = [];
const body_lines = [];
function_declaration_lines.push(new FunctionGLDefinition(this, VERTEX_ANIMATION_TEXTURE));
const frame = ThreeToGl.float(this.variableForInputParam(this.p.frame));
const framesCount = ThreeToGl.float(this.variableForInputParam(this.p.framesCount));
const uv = ThreeToGl.vector2(this.variableForInputParam(this.p.uv));
const paddedRatio = ThreeToGl.vector2(this.variableForInputParam(this.p.paddedRatio));
const speed = ThreeToGl.float(this.variableForInputParam(this.p.speed));
const Poffset = ThreeToGl.vector3(this.variableForInputParam(this.p.Poffset));
const boundMin = ThreeToGl.float(this.variableForInputParam(this.p.boundMin));
const boundMax = ThreeToGl.float(this.variableForInputParam(this.p.boundMax));
const mapP = this._uniformName(this.pv.textureP);
const mapP2 = this._uniformName(this.pv.textureP2);
const mapN = this._uniformName(this.pv.textureN);
const PBound = this.glVarName("PBound");
const VATInfoBasic = this.glVarName("VATInfoBasic");
const VATDataInfoInterpolated = this.glVarName("VATDataInfoInterpolated");
const VATDataResult = this.glVarName("VATDataResultTmp");
const outP = this.glVarName(OUTPUT.P);
const outN = this.glVarName(OUTPUT.N);
body_lines.push(`BoundingBox ${PBound} = BoundingBox(${boundMin}, ${boundMax});`);
body_lines.push(
`VATDataInfoBasic ${VATInfoBasic} = VATDataInfoBasic(${frame}, ${framesCount}, ${paddedRatio}, ${uv});`
);
body_lines.push(
`VATDataInfoInterpolated ${VATDataInfoInterpolated} = VATDataInfoInterpolated(${speed}, ${PBound}, ${Poffset}, ${VATInfoBasic});`
);
body_lines.push(
`VATDataResult ${VATDataResult} = VATDataInterpolated(${VATDataInfoInterpolated}, ${mapP}, ${mapP2}, ${mapN})`
);
body_lines.push(`vec3 ${outP} = ${VATDataResult}.P;`);
body_lines.push(`vec3 ${outN} = ${VATDataResult}.N;`);
shadersCollectionController.addDefinitions(this, function_declaration_lines);
shadersCollectionController.addBodyLines(this, body_lines);
const definitionP = new UniformGLDefinition(
this,
GlConnectionPointType.SAMPLER_2D,
this._uniformName(this.pv.textureP)
);
const definitionP2 = new UniformGLDefinition(
this,
GlConnectionPointType.SAMPLER_2D,
this._uniformName(this.pv.textureP2)
);
const definitionN = new UniformGLDefinition(
this,
GlConnectionPointType.SAMPLER_2D,
this._uniformName(this.pv.textureN)
);
shadersCollectionController.addDefinitions(this, [definitionP, definitionP2, definitionN]);
}
paramsGenerating() {
return true;
}
setParamConfigs() {
this._param_configs_controller = this._param_configs_controller || new ParamConfigsController();
this._param_configs_controller.reset();
const paramConfigP = new GlParamConfig(
ParamType.NODE_PATH,
this.pv.textureP,
"",
this._uniformName(this.pv.textureP)
);
const paramConfigP2 = new GlParamConfig(
ParamType.NODE_PATH,
this.pv.textureP2,
"",
this._uniformName(this.pv.textureP2)
);
const paramConfigN = new GlParamConfig(
ParamType.NODE_PATH,
this.pv.textureN,
"",
this._uniformName(this.pv.textureN)
);
this._param_configs_controller.push(paramConfigP);
this._param_configs_controller.push(paramConfigP2);
this._param_configs_controller.push(paramConfigN);
}
_uniformName(name) {
return this.glVarName(name);
}
}