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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 { UniformsUtils } from "three"; import { ShaderMaterial } from "three"; import { BaseShaderAssemblerVolume } from "./_BaseVolume"; import { ShaderName } from "../../../../utils/shaders/ShaderName"; import { GlConnectionPointType, GlConnectionPoint } from "../../../../utils/io/connections/Gl"; import { FrontSide } from "three"; import { addUserDataRenderHook } from "../../../../../../core/geometry/Material"; import { VolumeController } from "../../../../mat/utils/VolumeController"; import { ShaderConfig } from "../../configs/ShaderConfig"; import { VariableConfig } from "../../configs/VariableConfig"; import { UniformGLDefinition } from "../../../utils/GLDefinition"; import { pushOnArrayAtEntry } from "../../../../../../core/MapUtils"; import VERTEX from "../../../gl/volume/vert.glsl"; import FRAGMENT from "../../../gl/volume/frag.glsl"; import { VOLUME_UNIFORMS } from "../../../gl/volume/uniforms"; const INSERT_BODY_AFTER_MAP = /* @__PURE__ */ new Map([ [ShaderName.VERTEX, "// start builder body code"], [ShaderName.FRAGMENT, "// start builder body code"] ]); const LINES_TO_REMOVE_MAP = /* @__PURE__ */ new Map([[ShaderName.FRAGMENT, []]]); export class ShaderAssemblerVolume extends BaseShaderAssemblerVolume { templateShader() { return { vertexShader: VERTEX, fragmentShader: FRAGMENT, uniforms: UniformsUtils.clone(VOLUME_UNIFORMS) }; } createMaterial() { const template_shader = this.templateShader(); const material = new ShaderMaterial({ vertexShader: template_shader.vertexShader, fragmentShader: template_shader.fragmentShader, side: FrontSide, transparent: true, depthTest: true, uniforms: UniformsUtils.clone(template_shader.uniforms) }); addUserDataRenderHook(material, VolumeController.renderHook.bind(VolumeController)); this._addCustomMaterials(material); return material; } // static add_output_inputs(output_child: OutputGlNode) { // // adding the color here would require to understand how to have the color affect the light in raymarch_light // // output_child.params.add_param(ParamType.COLOR, 'color', [1, 1, 1], {hidden: true}); // // output_child.params.add_param(ParamType.VECTOR3, 'position', [0, 0, 0], {hidden: true}); // // output_child.params.add_param(ParamType.FLOAT, 'density', 1, {hidden: true}); // } add_output_inputs(output_child) { output_child.io.inputs.setNamedInputConnectionPoints([ new GlConnectionPoint("density", GlConnectionPointType.FLOAT, 1) ]); } static create_globals_node_output_connections() { return [ new GlConnectionPoint("position", GlConnectionPointType.VEC3), new GlConnectionPoint("pos_normalized", GlConnectionPointType.VEC3), new GlConnectionPoint("time", GlConnectionPointType.FLOAT) ]; } create_globals_node_output_connections() { return ShaderAssemblerVolume.create_globals_node_output_connections(); } insertBodyAfter(shader_name) { return INSERT_BODY_AFTER_MAP.get(shader_name); } linesToRemove(shader_name) { return LINES_TO_REMOVE_MAP.get(shader_name); } create_shader_configs() { return [ new ShaderConfig(ShaderName.VERTEX, [], []), new ShaderConfig(ShaderName.FRAGMENT, [ /*'color', */ "density" ], [ShaderName.VERTEX]) ]; } static create_variable_configs() { return [ new VariableConfig("position", { // default_from_attribute: true, // prefix: 'vec3 transformed = ', }), // new VariableConfig('color', { // prefix: 'BUILDER_color.xyz = ', // }), new VariableConfig("density", { prefix: "density *= " }) ]; } create_variable_configs() { return ShaderAssemblerVolume.create_variable_configs(); } set_node_lines_globals(globals_node, shaders_collection_controller) { const body_lines = []; const shader_name = shaders_collection_controller.currentShaderName(); const shader_config = this.shader_config(shader_name); if (!shader_config) { return; } const dependencies = shader_config.dependencies(); const definitions_by_shader_name = /* @__PURE__ */ new Map(); const body_lines_by_shader_name = /* @__PURE__ */ new Map(); let definition; let body_line; for (const output_name of globals_node.io.outputs.used_output_names()) { const var_name = globals_node.glVarName(output_name); const globals_shader_name = shaders_collection_controller.currentShaderName(); switch (output_name) { case "time": definition = new UniformGLDefinition(globals_node, GlConnectionPointType.FLOAT, output_name); if (globals_shader_name) { pushOnArrayAtEntry(definitions_by_shader_name, globals_shader_name, definition); } body_line = `float ${var_name} = ${output_name}`; for (const dependency of dependencies) { pushOnArrayAtEntry(definitions_by_shader_name, dependency, definition); pushOnArrayAtEntry(body_lines_by_shader_name, dependency, body_line); } body_lines.push(body_line); this.setUniformsTimeDependent(); break; case "position": if (shader_name == ShaderName.FRAGMENT) { body_lines.push(`vec3 ${var_name} = position_for_step`); } break; case "pos_normalized": if (shader_name == ShaderName.FRAGMENT) { body_lines.push( `vec3 ${var_name} = (position_for_step - u_BoundingBoxMax) / (u_BoundingBoxMax - u_BoundingBoxMin)` ); } break; } } definitions_by_shader_name.forEach((definitions, shader_name2) => { shaders_collection_controller.addDefinitions(globals_node, definitions, shader_name2); }); body_lines_by_shader_name.forEach((body_lines2, shader_name2) => { shaders_collection_controller.addBodyLines(globals_node, body_lines2, shader_name2); }); shaders_collection_controller.addBodyLines(globals_node, body_lines); } }