@polygonjs/polygonjs
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node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* Union of 2 SDFs
*
* @remarks
*
* based on [https://iquilezles.org/articles/distfunctions/](https://iquilezles.org/articles/distfunctions/)
*/
import {BaseSDFGlNode} from './_BaseSDF';
import {ParamConfig} from './../utils/params/ParamsConfig';
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';
import {isBooleanTrue} from '../../../core/Type';
import {sdfSmoothLines} from './utils/SDFSmoothUtils';
enum InputName {
SDF0 = 'sdf0',
SDF1 = 'sdf1',
SMOOTH_FACTOR = 'smoothFactor',
MAT_BLEND_DIST = 'matBlendDist',
}
const OUTPUT_NAME = 'union';
const ALLOWED_TYPES = [GlConnectionPointType.FLOAT, GlConnectionPointType.SDF_CONTEXT];
class SDFUnionGlParamsConfig extends NodeParamsConfig {
smooth = ParamConfig.BOOLEAN(1);
}
const ParamsConfig = new SDFUnionGlParamsConfig();
export class SDFUnionGlNode extends TypedGlNode<SDFUnionGlParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'SDFUnion';
}
override initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.setInputlessParamNames(['smooth']);
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, InputName.SMOOTH_FACTOR, InputName.MAT_BLEND_DIST][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, firstInputType, GlConnectionPointType.FLOAT, GlConnectionPointType.FLOAT];
}
private _expectedOutputTypes() {
return [this._expectedInputTypes()[0]];
}
override setLines(shadersCollectionController: ShadersCollectionController) {
const smooth = isBooleanTrue(this.pv.smooth);
const sdf0 = ThreeToGl.float(this.variableForInput(InputName.SDF0));
const sdf1 = ThreeToGl.float(this.variableForInput(InputName.SDF1));
const smoothFactor = ThreeToGl.float(this.variableForInput(InputName.SMOOTH_FACTOR));
const firstInputType = this._expectedInputTypes()[0];
const bodyLines: string[] = [];
if (firstInputType == GlConnectionPointType.FLOAT) {
const float = this.glVarName(OUTPUT_NAME);
const withSmooth = `SDFSmoothUnion(${sdf0}, ${sdf1}, ${smoothFactor})`;
const withoutSmooth = `SDFUnion(${sdf0}, ${sdf1})`;
const functionCall = smooth ? withSmooth : withoutSmooth;
const bodyLine = `float ${float} = ${functionCall}`;
bodyLines.push(bodyLine);
} else {
const sdfContext = this.glVarName(OUTPUT_NAME);
const matBlendDist = ThreeToGl.float(this.variableForInput(InputName.MAT_BLEND_DIST));
sdfSmoothLines({
node: this,
vars: {
sdf0,
sdf1,
sdfContext,
smooth,
matBlendDist,
smoothFactor,
},
functionNames: {
smooth: 'SDFSmoothUnion',
default: 'SDFUnion',
},
bodyLines,
});
}
shadersCollectionController.addBodyLines(this, bodyLines);
BaseSDFGlNode.addSDFMethods(shadersCollectionController, this);
}
}