@polygonjs/polygonjs
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node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* 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}`)),
]);
}
}