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@polygonjs/polygonjs

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

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/** * Max of 2 SDFs * * @remarks * * based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/) * * unlike the [gl/max](/docs/nodes/gl/max), this node accepts SDFContexts as inputs as well as floats. * */ import {BaseSDFGlNode} from './_BaseSDF'; import {TypedGlNode} from './_Base'; import {ThreeToGl} from '../../../../src/core/ThreeToGl'; import {NodeParamsConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; enum InputName { SDF0 = 'sdf0', SDF1 = 'sdf1', } const OUTPUT_NAME = 'max'; const ALLOWED_TYPES = [GlConnectionPointType.FLOAT, GlConnectionPointType.SDF_CONTEXT]; class SDFMaxGlParamsConfig extends NodeParamsConfig {} const ParamsConfig = new SDFMaxGlParamsConfig(); export class SDFMaxGlNode extends TypedGlNode<SDFMaxGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return 'SDFMax'; } override initializeNode() { super.initializeNode(); this.io.connection_points.set_input_name_function(this._glInputName.bind(this)); this.io.connection_points.set_output_name_function(this._glOutputName.bind(this)); this.io.connection_points.set_expected_input_types_function(this._expectedInputTypes.bind(this)); this.io.connection_points.set_expected_output_types_function(this._expectedOutputTypes.bind(this)); } private _glInputName(index: number) { return [InputName.SDF0, InputName.SDF1][index]; } private _glOutputName(index: number) { return OUTPUT_NAME; } private _expectedInputTypes() { let firstInputType = this.io.connection_points.first_input_connection_type(); if (firstInputType && ALLOWED_TYPES.includes(firstInputType)) { return [firstInputType, firstInputType]; } return [GlConnectionPointType.FLOAT, GlConnectionPointType.FLOAT]; } private _expectedOutputTypes() { return [this._expectedInputTypes()[0]]; } override setLines(shadersCollectionController: ShadersCollectionController) { const firstInputType = this._expectedInputTypes()[0]; switch (firstInputType) { case GlConnectionPointType.FLOAT: { return this._setLinesFloat(shadersCollectionController); } case GlConnectionPointType.SDF_CONTEXT: { return this._setLinesSDFContext(shadersCollectionController); } } } private _setLinesFloat(shadersCollectionController: ShadersCollectionController) { const sdf0 = ThreeToGl.float(this.variableForInput(InputName.SDF0)); const sdf1 = ThreeToGl.float(this.variableForInput(InputName.SDF1)); const float = this.glVarName(OUTPUT_NAME); const bodyLine = `float ${float} = max(${sdf0}, ${sdf1})`; shadersCollectionController.addBodyLines(this, [bodyLine]); BaseSDFGlNode.addSDFMethods(shadersCollectionController, this); } private _setLinesSDFContext(shadersCollectionController: ShadersCollectionController) { const sdf0 = ThreeToGl.vector2(this.variableForInput(InputName.SDF0)); const sdf1 = ThreeToGl.vector2(this.variableForInput(InputName.SDF1)); const sdfContext = this.glVarName(OUTPUT_NAME); const side = this.glVarName('side'); const setSide = `bool ${side} = ${sdf0}.d < ${sdf1}.d`; const matId = `${side} ? ${sdf0}.matId : ${sdf1}.matId`; const matId2 = `${side} ? ${sdf1}.matId : ${sdf0}.matId`; const bodyLines = [ setSide, `SDFContext ${sdfContext} = SDFContext(max(${sdf0}.d, ${sdf1}.d), 0, ${matId}, ${matId2}, 0.)`, ]; shadersCollectionController.addBodyLines(this, bodyLines); BaseSDFGlNode.addSDFMethods(shadersCollectionController, this); } }