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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * Allows to feed a vertex attribute into the shader * * */ import {GlType} from './../../poly/registers/nodes/types/Gl'; import {TypedGlNode, BaseGlNodeType} from './_Base'; import {GlConnectionPointType, BaseGlConnectionPoint} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; export const ATTRIBUTE_NODE_AVAILABLE_GL_TYPES = [ GlConnectionPointType.FLOAT, GlConnectionPointType.VEC2, GlConnectionPointType.VEC3, GlConnectionPointType.VEC4, ]; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {isBooleanTrue} from '../../../core/BooleanValue'; import {BaseGlShaderAssembler} from './code/assemblers/_Base'; class AttributeGlParamsConfig extends NodeParamsConfig { /** @param attribute name */ name = ParamConfig.STRING('attribute1'); /** @param attribute type (float, vec2, vec3, vec4) */ type = ParamConfig.INTEGER(0, { menu: { entries: ATTRIBUTE_NODE_AVAILABLE_GL_TYPES.map((name, i) => { return {name: name, value: i}; }), }, }); /** @param allows to export the attribute to a material (when used inside a particles system) */ texportWhenConnected = ParamConfig.BOOLEAN(0, {hidden: true}); /** @param allows to export the attribute to a material (when used inside a particles system) */ exportWhenConnected = ParamConfig.BOOLEAN(0, {visibleIf: {texportWhenConnected: 1}}); } const ParamsConfig = new AttributeGlParamsConfig(); export class AttributeGlNode extends TypedGlNode<AttributeGlParamsConfig> { override paramsConfig = ParamsConfig; static override type(): Readonly<GlType.ATTRIBUTE> { return GlType.ATTRIBUTE; } static readonly INPUT_NAME = 'in'; static readonly OUTPUT_NAME = 'val'; // private _update_signature_if_required_bound = this._update_signature_if_required.bind(this); // public readonly gl_connections_controller: GlConnectionsController = new GlConnectionsController(this); override initializeNode() { this.addPostDirtyHook('_setMatToRecompile', this._setMatToRecompileIfIsExporting.bind(this)); this.io.connection_points.initializeNode(); this.io.connection_points.set_expected_input_types_function(() => { if (this.materialNode()?.assemblerController()?.allow_attribute_exports()) { return [ATTRIBUTE_NODE_AVAILABLE_GL_TYPES[this.pv.type]]; } else { return []; } }); this.io.connection_points.set_input_name_function((index: number) => { return AttributeGlNode.INPUT_NAME; }); this.io.connection_points.set_expected_output_types_function(() => [ ATTRIBUTE_NODE_AVAILABLE_GL_TYPES[this.pv.type], ]); // this.params.add_on_scene_load_hook('_update_signature_if_required', this._update_signature_if_required_bound); // this.params.set_post_create_params_hook(this._update_signature_if_required_bound); // this.addPostDirtyHook('_update_signature_if_required', this._update_signature_if_required_bound); this.lifecycle.onAfterAdded(this._bound_setExportWhenConnectedStatus); this.params.addOnSceneLoadHook('prepare params', this._bound_setExportWhenConnectedStatus); } private _bound_setExportWhenConnectedStatus = this._setExportWhenConnectedStatus.bind(this); private _setExportWhenConnectedStatus() { if (this.materialNode()?.assemblerController()?.allow_attribute_exports()) { this.p.texportWhenConnected.set(1); } } setAttribSize(size: number) { this.p.type.set(size - 1); } // createParams() {} // inputless_params_names(): string[] { // return ['type']; // } inputName() { return AttributeGlNode.INPUT_NAME; } outputName() { return AttributeGlNode.OUTPUT_NAME; } // TODO: // ideally glVarName should know which shader it is being called in. // so that if it is in a vertex shader, it can return the name of the attribute directly. // and if it is in a fragment, it would behave as usual. // override glVarName() { // // if (name) { // // return super.glVarName(name); // // } // // return this.varyingName(); // } varyingName() { return `v_POLY_attribute_${this.pv.name}`; } // private create_inputs_from_params() { // if (this.materialNode().allow_attribute_exports) { // // this.set_named_inputs([new TypedConnectionFloat(AttributeGlNode.input_name())]); // this.io.inputs.setNamedInputConnectionPoints([ // new TypedNamedConnectionPoint(INPUT_NAME, ConnectionPointTypes[this.pv.type]), // ]); // // this._init_graph_node_inputs(); // } // } override setLines(shadersCollectionController: ShadersCollectionController) { const assembler = shadersCollectionController.assembler() as BaseGlShaderAssembler; assembler.setNodeLinesAttribute(this, shadersCollectionController); } // update_output_type(constructor) { // const named_output = new constructor(Attribute.output_name()); // this.set_named_outputs([named_output]); // } // update_input_type(constructor) { // const named_input = new constructor(Attribute.input_name()); // this.set_named_inputs([named_input]); // this._init_graph_node_inputs(); // } attributeName(): string { return this.pv.name.trim(); } glType(): GlConnectionPointType { const outputConnectionPoints = this.io.outputs.namedOutputConnectionPoints(); if (!outputConnectionPoints) { return GlConnectionPointType.FLOAT; } return outputConnectionPoints[0].type(); } setGlType(type: GlConnectionPointType) { this.p.type.set(ATTRIBUTE_NODE_AVAILABLE_GL_TYPES.indexOf(type)); } // // // Utility methods for SOP/ParticlesSystemGPU and Assembler/Particles // // connected_input_node(): BaseGlNodeType | null { // if (this.io.inputs.hasNamedInputs()) { return this.io.inputs.named_input(AttributeGlNode.INPUT_NAME); // } } connected_input_connection_point(): BaseGlConnectionPoint | undefined { return this.io.inputs.named_input_connection_point(AttributeGlNode.INPUT_NAME); } // connected_input(): NamedConnection { // const connection_point = this.connected_input_connection_point(); // if (connection_point) { // return this.io.inputs.named_inputs().filter((ni) => ni.name() == Attribute.input_name())[0]; // } // } output_connection_point(): BaseGlConnectionPoint | undefined { // if (this.io.inputs.hasNamedInputs()) { return this.io.outputs.namedOutputConnectionPointsByName(this.outputName()); // } } // connected_output(): NamedConnection { // const output = this.named_output(0); // if (output) { // return output; //this.named_inputs().filter(ni=>ni.name() == Attribute.input_name())[0] // } // } isImporting(): boolean { return this.io.outputs.used_output_names().length > 0; // TODO: ensure that we can check that the connected outputs are part of the nodes retrieved by the node traverser } isExporting(): boolean { if (isBooleanTrue(this.pv.exportWhenConnected)) { const input_node = this.io.inputs.named_input(AttributeGlNode.INPUT_NAME); return input_node != null; } else { return false; } } private _setMatToRecompileIfIsExporting() { //if (this.isExporting()) { // we cannot just use .isExporting() // as the node must also set the parent to recompile // when its input is being removed // (in which case .isExporting() would always return false) if (isBooleanTrue(this.pv.exportWhenConnected)) { this._setMatToRecompile(); } } // // // SIGNATURE // // // private _update_signature_if_required(dirty_trigger?: CoreGraphNode) { // if (!this.lifecycle.creation_completed || dirty_trigger == this.p.type) { // this.update_input_and_output_types(); // this.removeDirtyState(); // this.make_output_nodes_dirty(); // } // this.materialNode()?.assembler_controller.set_compilation_required_and_dirty(this); // } // private update_input_and_output_types() { // const set_dirty = false; // this.io.outputs.setNamedOutputConnectionPoints( // [new TypedNamedConnectionPoint(this.output_name, ConnectionPointTypesAvailableForAttribute[this.pv.type])], // set_dirty // ); // if (this.materialNode()?.assembler_controller.allow_attribute_exports()) { // this.io.inputs.setNamedInputConnectionPoints([ // new TypedNamedConnectionPoint(this.input_name, ConnectionPointTypesAvailableForAttribute[this.pv.type]), // ]); // } // } }