@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* generates a ramp as a spare parameter, which can then be used to interpolate an input value.
*
*
*
*/
import {TypedGlNode} from './_Base';
import {GlConnectionPoint, GlConnectionPointType} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {UniformGLDefinition} from './utils/GLDefinition';
import {RampParam} from '../../params/Ramp';
import {ParamConfigsController} from '../utils/code/controllers/ParamConfigsController';
import {ParamType} from '../../poly/ParamType';
const OUTPUT_NAME = 'val';
import {GlParamConfig} from './code/utils/GLParamConfig';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import { GlType } from '../../poly/registers/nodes/types/Gl';
class RampGlParamsConfig extends NodeParamsConfig {
name = ParamConfig.STRING('ramp1');
input = ParamConfig.FLOAT(0);
}
const ParamsConfig = new RampGlParamsConfig();
export class RampGlNode extends TypedGlNode<RampGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type(): Readonly<GlType.RAMP> {
return GlType.RAMP;
}
override initializeNode() {
super.initializeNode();
this.addPostDirtyHook('_setMatToRecompile', this._setMatToRecompile.bind(this));
this.lifecycle.onAfterAdded(this._setMatToRecompile.bind(this));
this.lifecycle.onBeforeDeleted(this._setMatToRecompile.bind(this));
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
// const tmpTextureGlType = GlConnectionPointType.VEC3;
// const tmpTexureVarName = super.glVarName('tmpTexureVarName');
const glType = GlConnectionPointType.FLOAT;
const texture_name = this.uniformName();
const varName = super.glVarName(OUTPUT_NAME);
const definition = new UniformGLDefinition(this, GlConnectionPointType.SAMPLER_2D, texture_name);
shadersCollectionController.addDefinitions(this, [definition]);
const inputVal = this.variableForInputParam(this.p.input);
// const bodyLines = [
// `${tmpTextureGlType} ${tmpTexureVarName} = texture2D(${this.uniformName()}, vec2(${inputVal}, 0.0)).xyz`,
// `${glType} ${varName} = -1.0 + ${tmpTexureVarName}.x + ${tmpTexureVarName}.y + ${tmpTexureVarName}.z`,
// ];
const bodyLines = [`${glType} ${varName} = texture2D(${this.uniformName()}, vec2(${inputVal}, 0.0)).x`];
shadersCollectionController.addBodyLines(this, bodyLines);
}
override paramsGenerating() {
return true;
}
override setParamConfigs() {
this._param_configs_controller = this._param_configs_controller || new ParamConfigsController();
this._param_configs_controller.reset();
const param_config = new GlParamConfig(
ParamType.RAMP,
this.pv.name,
RampParam.DEFAULT_VALUE,
this.uniformName()
);
this._param_configs_controller.push(param_config);
}
// override glVarName(name?: string): string {
// if (name) {
// return super.glVarName(name);
// }
// return `v_POLY_ramp_${this.pv.name}`;
// }
uniformName() {
return `v_POLY_ramp_${this.pv.name}`;
}
}