@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
133 lines (117 loc) • 5.73 kB
text/typescript
/**
* This node updates the position and normals of instances
*
*
*
*/
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../core/ThreeToGl';
import {Attribute} from '../../../core/geometry/Attribute';
import {InstanceAttrib} from '../../../core/geometry/Instancer';
import QuaternionMethods from './gl/quaternion.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 {BaseGlShaderAssembler} from './code/assemblers/_Base';
const VARS = {
position: Attribute.POSITION,
normal: Attribute.NORMAL,
instancePosition: InstanceAttrib.POSITION,
instanceQuaternion: InstanceAttrib.QUATERNION,
instanceScale: InstanceAttrib.SCALE,
};
class InstanceTransformGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0]);
normal = ParamConfig.VECTOR3([0, 0, 1]);
instancePosition = ParamConfig.VECTOR3([0, 0, 0]);
instanceQuaternion = ParamConfig.VECTOR4([0, 0, 0, 0]);
instanceScale = ParamConfig.VECTOR3([1, 1, 1]);
}
const ParamsConfig = new InstanceTransformGlParamsConfig();
export class InstanceTransformGlNode extends TypedGlNode<InstanceTransformGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'instanceTransform';
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(this.gl_output_name_position(), GlConnectionPointType.VEC3),
new GlConnectionPoint(this.gl_output_name_normal(), GlConnectionPointType.VEC3),
]);
}
override setLines(shaders_collection_controller: ShadersCollectionController) {
const bodyLines = [];
const functionDeclarationLines = [];
functionDeclarationLines.push(new FunctionGLDefinition(this, QuaternionMethods));
const inputPosition = this.io.inputs.named_input(this.p.position.name());
const position = inputPosition
? ThreeToGl.float(this.variableForInputParam(this.p.position))
: this._defaultPosition();
const inputNormal = this.io.inputs.named_input(this.p.normal.name());
const normal = inputNormal ? ThreeToGl.float(this.variableForInputParam(this.p.normal)) : this._defaultNormal();
const inputInstancePosition = this.io.inputs.named_input(this.p.instancePosition.name());
const instancePosition = inputInstancePosition
? ThreeToGl.float(this.variableForInputParam(this.p.instancePosition))
: this._defaultInstancePosition(shaders_collection_controller);
// const instancePosition = ThreeToGl.float(this.variableForInput('instancePosition'))
const inputInstanceQuaternion = this.io.inputs.named_input(this.p.instanceQuaternion.name());
const instanceQuaternion = inputInstanceQuaternion
? ThreeToGl.float(this.variableForInputParam(this.p.instanceQuaternion))
: this._defaultInputInstanceQuaternion(shaders_collection_controller);
const inputInstanceScale = this.io.inputs.named_input(this.p.instanceScale.name());
const instanceScale = inputInstanceScale
? ThreeToGl.float(this.variableForInputParam(this.p.instanceScale))
: this._defaultInputInstanceScale(shaders_collection_controller);
const resultPosition = this.glVarName(this.gl_output_name_position());
const resultNormal = this.glVarName(this.gl_output_name_normal());
bodyLines.push(`vec3 ${resultPosition} = vec3(${position})`);
bodyLines.push(`${resultPosition} *= ${instanceScale}`);
bodyLines.push(`${resultPosition} = rotateWithQuat( ${resultPosition}, ${instanceQuaternion} )`);
bodyLines.push(`${resultPosition} += ${instancePosition}`);
bodyLines.push(`vec3 ${resultNormal} = vec3(${normal})`);
bodyLines.push(`${resultNormal} = rotateWithQuat( ${resultNormal}, ${instanceQuaternion} )`);
shaders_collection_controller.addBodyLines(this, bodyLines);
shaders_collection_controller.addDefinitions(this, functionDeclarationLines);
}
gl_output_name_position() {
return 'position';
}
gl_output_name_normal() {
return 'normal';
}
private _defaultPosition(): string {
return VARS.position;
}
private _defaultNormal(): string {
return VARS.normal;
}
private _defaultInstancePosition(shaders_collection_controller: ShadersCollectionController): string | undefined {
const assembler = shaders_collection_controller.assembler() as BaseGlShaderAssembler;
return assembler
.globalsHandler()
?.readAttribute(this, GlConnectionPointType.VEC3, VARS.instancePosition, shaders_collection_controller);
// return this.assembler()
// .globalsHandler()
// .read_attribute(this, 'vec3', VARS.instancePosition, this._shader_name);
}
private _defaultInputInstanceQuaternion(shaders_collection_controller: ShadersCollectionController) {
const assembler = shaders_collection_controller.assembler() as BaseGlShaderAssembler;
return assembler
.globalsHandler()
?.readAttribute(this, GlConnectionPointType.VEC4, VARS.instanceQuaternion, shaders_collection_controller);
// return this.assembler()
// .globalsHandler()
// .read_attribute(this, 'vec4', VARS.instanceOrientation, this._shader_name);
}
private _defaultInputInstanceScale(shaders_collection_controller: ShadersCollectionController) {
const assembler = shaders_collection_controller.assembler() as BaseGlShaderAssembler;
return assembler
.globalsHandler()
?.readAttribute(this, GlConnectionPointType.VEC3, VARS.instanceScale, shaders_collection_controller);
// return this.assembler()
// .globalsHandler()
// .read_attribute(this, 'vec3', VARS.instanceScale, this._shader_name);
}
}