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@polygonjs/polygonjs

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

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/** * fresnel returns the dot product between the surface normal and the eye vector. * * @remarks * * This can be very useful to affect transparency or reflection based on the angle at which a surface is viewed at. * */ import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {TypedGlNode} from './_Base'; import FresnelMethods from './gl/fresnel.glsl'; import {GlConnectionPoint, GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {ThreeToGl} from '../../../core/ThreeToGl'; import {FunctionGLDefinition} from './utils/GLDefinition'; import {ShaderAssemblerMaterial} from './code/assemblers/materials/_BaseMaterial'; import {Vector3Param} from '../../params/Vector3'; import {Vector4Param} from '../../params/Vector4'; const OUTPUT_NAME = 'fresnel'; class FresnelGlParamsConfig extends NodeParamsConfig { worldPosition = ParamConfig.VECTOR4([0, 0, 0, 0]); worldNormal = ParamConfig.VECTOR3([0, 0, 0]); cameraPosition = ParamConfig.VECTOR3([0, 0, 0]); } const ParamsConfig = new FresnelGlParamsConfig(); export class FresnelGlNode extends TypedGlNode<FresnelGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return 'fresnel'; } override initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT), ]); } override setLines(shadersCollectionController: ShadersCollectionController) { const args = [ this._varFromParam(this.p.worldPosition, ThreeToGl.vector4, shadersCollectionController), this._varFromParam(this.p.worldNormal, ThreeToGl.vector3, shadersCollectionController), this._varFromParam(this.p.cameraPosition, ThreeToGl.vector3, shadersCollectionController), ]; const output = this.glVarName(OUTPUT_NAME); const body_line = `float ${output} = fresnel(${args.join(',')})`; shadersCollectionController.addBodyLines(this, [body_line]); shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, FresnelMethods)]); } private _varFromParam( param: Vector3Param | Vector4Param, convertMethod: (str: string) => string, shadersCollectionController: ShadersCollectionController ) { const varName = param.name(); const input = this.io.inputs.named_input(param.name()); if (input) { return convertMethod(this.variableForInputParam(param)); } else { const glType = param instanceof Vector3Param ? GlConnectionPointType.VEC3 : GlConnectionPointType.VEC4; this._getGlobalVar(varName, glType, shadersCollectionController); return this.glVarName(varName); } } private _getGlobalVar( varName: string, glType: GlConnectionPointType, shadersCollectionController: ShadersCollectionController ) { const assembler = shadersCollectionController.assembler() as ShaderAssemblerMaterial; assembler.globalsHandler()?.handleGlobalVar(this, varName, glType, shadersCollectionController); } }