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@polygonjs/polygonjs

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

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/** * Creates hollow SDFs * * @remarks * * based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/) */ import {BaseSDFGlNode} from './_BaseSDF'; import {PolyDictionary} from './../../../types/GlobalTypes'; import {TypedGlNode} from './_Base'; import {ThreeToGl} from '../../../core/ThreeToGl'; import {NodeParamsConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {JsType} from '../../poly/registers/nodes/types/Js'; enum InputName { SDF = 'sdf', THICKNESS = 'thickness', } const DefaultValues: PolyDictionary<number> = { thickness: 0.1, }; const OUTPUT_NAME = 'sdf'; const ALLOWED_TYPES = [GlConnectionPointType.FLOAT, GlConnectionPointType.SDF_CONTEXT]; class SDFOnionGlParamsConfig extends NodeParamsConfig {} const ParamsConfig = new SDFOnionGlParamsConfig(); export class SDFOnionGlNode extends TypedGlNode<SDFOnionGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return JsType.SDF_ONION; } 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)); } override paramDefaultValue(name: string) { return DefaultValues[name]; } private _glInputName(index: number) { return [InputName.SDF, InputName.THICKNESS][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)) { firstInputType = GlConnectionPointType.FLOAT; } return [firstInputType, GlConnectionPointType.FLOAT]; } private _expectedOutputTypes() { return [this._expectedInputTypes()[0]]; } override setLines(shadersCollectionController: ShadersCollectionController) { const sdf = ThreeToGl.float(this.variableForInput(InputName.SDF)); const thickness = ThreeToGl.float(this.variableForInput(InputName.THICKNESS)); const firstInputType = this._expectedInputTypes()[0]; const bodyLines: string[] = []; if (firstInputType == GlConnectionPointType.FLOAT) { const float = this.glVarName(OUTPUT_NAME); const bodyLine = `float ${float} = SDFOnion(${sdf}, ${thickness})`; bodyLines.push(bodyLine); } else { const sdfContext = this.glVarName(OUTPUT_NAME); const matId = `${sdf}.d`; const bodyLine = `SDFContext ${sdfContext} = SDFContext(SDFOnion(${sdf}.d, ${thickness}), 0, ${matId}, ${matId}, 0.)`; bodyLines.push(bodyLine); } shadersCollectionController.addBodyLines(this, bodyLines); BaseSDFGlNode.addSDFMethods(shadersCollectionController, this); } }