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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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/** * Generates the SDF for a Mandelbrot fractal * * @remarks * * based on [https://www.shadertoy.com/view/XsXXWS](https://www.shadertoy.com/view/XsXXWS) * * Learn more: [https://en.wikipedia.org/wiki/Mandelbrot_set](https://en.wikipedia.org/wiki/Mandelbrot_set) */ import {BaseSDFGlNode} from './_BaseSDF'; import {ThreeToGl} from '../../../core/ThreeToGl'; import Mandelbrot from './gl/fractal/mandelbrot.glsl'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPoint, GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {FunctionGLDefinition} from './utils/GLDefinition'; import {GlType} from '../../poly/registers/nodes/types/Gl'; enum OutputName { D = 'd', AO = 'ao', } class SDFFractalMandelbrotGlParamsConfig extends NodeParamsConfig { position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true}); center = ParamConfig.VECTOR3([0, 0, 0]); power = ParamConfig.FLOAT(8, { range: [0, 10], rangeLocked: [false, false], }); QPreMult = ParamConfig.VECTOR3([1, 1, 1]); QPostMult = ParamConfig.VECTOR3([1, 1, 1]); thetaMult = ParamConfig.FLOAT(1, { range: [-2, 2], rangeLocked: [true, false], }); iterations = ParamConfig.INTEGER(8, { range: [1, 32], rangeLocked: [true, false], }); externalBoundingRadius = ParamConfig.FLOAT(1.2, { range: [0, 2], rangeLocked: [true, false], }); } const ParamsConfig = new SDFFractalMandelbrotGlParamsConfig(); export class SDFFractalMandelbrotGlNode extends BaseSDFGlNode<SDFFractalMandelbrotGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return GlType.SDF_FRACTAL_MANDELBROT; } override initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OutputName.D, GlConnectionPointType.FLOAT), new GlConnectionPoint(OutputName.AO, GlConnectionPointType.FLOAT), ]); } override setLines(shadersCollectionController: ShadersCollectionController) { const position = this.position(); const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center)); const power = ThreeToGl.float(this.variableForInputParam(this.p.power)); const externalBoundingRadius = ThreeToGl.float(this.variableForInputParam(this.p.externalBoundingRadius)); const thetaMult = ThreeToGl.float(this.variableForInputParam(this.p.thetaMult)); const QPreMult = ThreeToGl.vector3(this.variableForInputParam(this.p.QPreMult)); const QPostMult = ThreeToGl.vector3(this.variableForInputParam(this.p.QPostMult)); const d = this.glVarName(OutputName.D); const ao = this.glVarName(OutputName.AO); // const bodyLine = `float ${ao}; float ${d} = mandelbrot(${position} - ${center}, ${ao}, MandelbrotArgs(${power}, ${externalBoundingRadius}))`; // const bodyLine = // bodyLines.push(bodyLine); const mandelbrotStructArgs = [power, QPreMult, QPostMult, thetaMult, externalBoundingRadius]; const mandelbrotStruct = `MandelbrotArgs(${mandelbrotStructArgs.join(', ')})`; const bodyLines: string[] = [ `float ${ao}`, `float ${d} = mandelbrot(${position} - ${center}, ${ao}, ${mandelbrotStruct})`, ]; shadersCollectionController.addBodyLines(this, bodyLines); shadersCollectionController.addDefinitions(this, [ new FunctionGLDefinition(this, Mandelbrot.replace('___ITERATIONS___', `${this.pv.iterations}`)), ]); } }