@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* ImportorUV is an experimental node that helps creating importors, which are displaying a render of a higher resolution render onto different tiles of a texture
*
*
*
*/
import Quaternion from './gl/quaternion.glsl';
import Impostor from './gl/impostor.glsl';
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import {ParamConfig, NodeParamsConfig} from '../utils/params/ParamsConfig';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {FunctionGLDefinition} from './utils/GLDefinition';
const OUTPUT_NAME = 'uv';
class ImpostorUvGlParamsConfig extends NodeParamsConfig {
center = ParamConfig.VECTOR3([0, 0, 0]);
cameraPos = ParamConfig.VECTOR3([0, 0, 0]);
uv = ParamConfig.VECTOR2([0, 0]);
tilesCount = ParamConfig.INTEGER(8, {
range: [0, 32],
rangeLocked: [true, false],
});
offset = ParamConfig.FLOAT(0);
}
const ParamsConfig = new ImpostorUvGlParamsConfig();
export class ImpostorUvGlNode extends TypedGlNode<ImpostorUvGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'impostorUv';
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC2),
]);
}
override setLines(shaders_collection_controller: ShadersCollectionController) {
const body_lines: string[] = [];
shaders_collection_controller.addDefinitions(this, [
new FunctionGLDefinition(this, Quaternion),
new FunctionGLDefinition(this, Impostor),
]);
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const cameraPos = ThreeToGl.vector3(this.variableForInputParam(this.p.cameraPos));
const uv = ThreeToGl.vector2(this.variableForInputParam(this.p.uv));
const tilesCount = ThreeToGl.float(this.variableForInputParam(this.p.tilesCount));
const offset = ThreeToGl.float(this.variableForInputParam(this.p.offset));
const impostor_uv = this.glVarName(OUTPUT_NAME);
const args = [center, cameraPos, uv, tilesCount, offset].join(', ');
body_lines.push(`vec2 ${impostor_uv} = impostor_uv(${args})`);
shaders_collection_controller.addBodyLines(this, body_lines);
}
}