@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
60 lines (50 loc) • 1.9 kB
text/typescript
/**
* generates a deterministic random
*
*
*
*/
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPoint, GlConnectionPointType} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
const OUTPUT_NAME = 'rand';
class RandomGlParamsConfig extends NodeParamsConfig {
seed = ParamConfig.VECTOR2([1, 1]);
}
const ParamsConfig = new RandomGlParamsConfig();
export class RandomGlNode extends TypedGlNode<RandomGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'random';
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT),
]);
}
override setLines(shaders_collection_controller: ShadersCollectionController) {
// const function_declaration_lines = []
// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
// function_declaration_lines.push(`highp float rand2(vec2 co){
// highp float a = 12.9898;
// highp float b = 78.233;
// highp float c = 43758.5453;
// highp float dt= dot(co.xy ,vec2(a,b));
// highp float sn= mod(dt,3.14);
// return fract(sin(sn) * c);
// }`)
const connectionPoints = this.io.inputs.namedInputConnectionPoints();
if (!connectionPoints) {
return;
}
const input_name = connectionPoints[0].name();
const value = ThreeToGl.vector2(this.variableForInput(input_name));
const float = this.glVarName(OUTPUT_NAME);
const body_line = `float ${float} = rand(${value})`;
// this.set_function_declaration_lines(function_declaration_lines)
shaders_collection_controller.addBodyLines(this, [body_line]);
}
}