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@polygonjs/polygonjs

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

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/** * repeats an SDF in polar coordinates, allowing fractal effects * * @remarks * * based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/) */ import {BaseSDFGlNode} from './_BaseSDF'; import {ThreeToGl} from '../../../../src/core/ThreeToGl'; import SDFRepeatMethods from './gl/raymarching/sdfRepeat.glsl'; import SDFRepeatPolarMethods from './gl/raymarching/sdfRepeatPolar.glsl'; import PolarGlslLib from './gl/polar.glsl'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {FunctionGLDefinition} from './utils/GLDefinition'; // import {isBooleanTrue} from '../../../core/Type'; const OUTPUT_NAME = 'p'; class SDFRepeatPolarGlParamsConfig extends NodeParamsConfig { position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true}); center = ParamConfig.VECTOR3([0, 0, 0]); // repeatLon = ParamConfig.BOOLEAN(1); periodLon = ParamConfig.FLOAT(1, { // visibleIf: {repeatLon: true}, range: [0, Math.PI], }); // repeatLat = ParamConfig.BOOLEAN(1); // periodLat = ParamConfig.FLOAT(1, { // visibleIf: {repeatLat: true}, // range: [0, 0.5 * Math.PI], // }); // repeatDepth = ParamConfig.BOOLEAN(1); // periodDepth = ParamConfig.FLOAT(1, { // visibleIf: {repeatDepth: true}, // }); } const ParamsConfig = new SDFRepeatPolarGlParamsConfig(); export class SDFRepeatPolarGlNode extends BaseSDFGlNode<SDFRepeatPolarGlParamsConfig> { override paramsConfig = ParamsConfig; static override type() { return 'SDFRepeatPolar'; } override initializeNode() { super.initializeNode(); // this.io.connection_points.spare_params.setInputlessParamNames(['repeatLon', 'repeatLat', 'repeatDepth']); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3), ]); } override setLines(shadersCollectionController: ShadersCollectionController) { const position = this.position(); const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center)); const periodLon = ThreeToGl.float(this.variableForInputParam(this.p.periodLon)); // const periodLat = ThreeToGl.float(this.variableForInputParam(this.p.periodLat)); // const periodDepth = ThreeToGl.float(this.variableForInputParam(this.p.periodDepth)); const float = this.glVarName(OUTPUT_NAME); const functionName = 'SDFRepeatPolarZ'; //`SDFRepeatPolar${this._functionSuffix()}`; // const period = `vec3(${periodDepth}, ${periodLat}, ${periodLon})`; const bodyLine = `vec3 ${float} = ${functionName}(${position} - ${center}, ${periodLon})`; shadersCollectionController.addBodyLines(this, [bodyLine]); shadersCollectionController.addDefinitions(this, [ new FunctionGLDefinition(this, PolarGlslLib), new FunctionGLDefinition(this, SDFRepeatMethods), new FunctionGLDefinition(this, SDFRepeatPolarMethods), ]); } // protected _functionSuffix() { // const lon = isBooleanTrue(this.pv.repeatLon); // const lat = isBooleanTrue(this.pv.repeatLat); // const d = isBooleanTrue(this.pv.repeatDepth); // if (lon && lat && d) { // return ''; // } // const args: string[] = []; // if (d) args.push('X'); // if (lat) args.push('Y'); // if (lon) args.push('Z'); // return args.join(''); // } }