@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* creates a grid pattern
*
*/
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import GRID from './gl/grid.glsl';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {FunctionGLDefinition} from './utils/GLDefinition';
import {TypedGlNode} from './_Base';
import {isBooleanTrue} from '../../../core/Type';
const OUTPUT_NAME = 'grid';
class GridGlParamsConfig extends NodeParamsConfig {
uv = ParamConfig.VECTOR2([0, 0]);
lineWidth = ParamConfig.FLOAT(0.1, {
range: [0, 1],
rangeLocked: [false, false],
});
freq = ParamConfig.VECTOR2([1, 1]);
freqMult = ParamConfig.FLOAT(1, {
range: [0, 10],
rangeLocked: [false, false],
});
filtered = ParamConfig.BOOLEAN(1);
}
const ParamsConfig = new GridGlParamsConfig();
export class GridGlNode extends TypedGlNode<GridGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'grid';
}
override initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.setInputlessParamNames(['filtered']);
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const uv = ThreeToGl.vector2(this.variableForInputParam(this.p.uv));
const lineWidth = ThreeToGl.float(this.variableForInputParam(this.p.lineWidth));
const freq = ThreeToGl.vector2(this.variableForInputParam(this.p.freq));
const freqMult = ThreeToGl.float(this.variableForInputParam(this.p.freqMult));
const coord = this.glVarName('coord');
const float = this.glVarName(OUTPUT_NAME);
const coordLine = `vec2 ${coord} = ${uv}*${freq}*${freqMult}`;
const functionCall = isBooleanTrue(this.pv.filtered)
? `gridTextureGradBox(${coord}, ${lineWidth}, dFdx(${coord}), dFdy(${coord}))`
: `grid(${coord}, ${lineWidth})`;
const bodyLine = `float ${float} = ${functionCall}`;
shadersCollectionController.addBodyLines(this, [coordLine, bodyLine]);
shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, GRID)]);
}
}