@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Function of SDF Rhombus
*
* @remarks
*
* based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/)
*/
import {BaseSDFGlNode} from './_BaseSDF';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import GL_CODE from './gl/raymarching/sdfRhombus.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 {GlType} from '../../poly/registers/nodes/types/Gl';
const OUTPUT_NAME = 'float';
class SDFRhombusGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0], {hidden: true});
center = ParamConfig.VECTOR3([0, 0, 0]);
length1 = ParamConfig.FLOAT(1);
length2 = ParamConfig.FLOAT(0.5);
height = ParamConfig.FLOAT(0.2);
radius = ParamConfig.FLOAT(0.05);
}
const ParamsConfig = new SDFRhombusGlParamsConfig();
export class SDFRhombusGlNode extends BaseSDFGlNode<SDFRhombusGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return GlType.SDF_RHOMBUS;
}
override initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT),
]);
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const position = this.position();
const center = ThreeToGl.vector3(this.variableForInputParam(this.p.center));
const length1 = ThreeToGl.float(this.variableForInputParam(this.p.length1));
const length2 = ThreeToGl.float(this.variableForInputParam(this.p.length2));
const height = ThreeToGl.float(this.variableForInputParam(this.p.height));
const radius = ThreeToGl.float(this.variableForInputParam(this.p.radius));
const float = this.glVarName(OUTPUT_NAME);
const bodyLine = `float ${float} = sdRhombus(${position} - ${center}, ${length1}, ${length2}, ${height}, ${radius})`;
shadersCollectionController.addBodyLines(this, [bodyLine]);
this._addSDFMethods(shadersCollectionController);
shadersCollectionController.addDefinitions(this, [new FunctionGLDefinition(this, GL_CODE)]);
}
}