@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
/**
* switches between different input values based on an integer input
*
* @remarks
*
* For simple use cases where you'd like to switch between 2 values only, use the [gl/TwoWaySwitch](/docs/nodes/gl/TwoWaySwitch) instead.
*
*
*
*/
import {TypedGlNode} from './_Base';
import {GlConnectionPointType} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {ThreeToGl} from '../../../core/ThreeToGl';
import {NodeParamsConfig} from '../utils/params/ParamsConfig';
import {CoreMath} from '../../../core/math/_Module';
// force MAX_INPUTS_COUNT to 16 to encourage limiting number of textures for a single vertex shader
// see: https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/WebGL_best_practices#understand_system_limits
const MAX_INPUTS_COUNT = 16;
class SwitchParamsConfig extends NodeParamsConfig {}
const ParamsConfig = new SwitchParamsConfig();
export class SwitchGlNode extends TypedGlNode<SwitchParamsConfig> {
override paramsConfig = ParamsConfig;
static override type() {
return 'switch';
}
static INPUT_INDEX = 'index';
override initializeNode() {
this.io.connection_points.set_input_name_function(this._gl_input_name.bind(this));
// this.io.connection_points.set_output_name_function(this._gl_output_name.bind(this));
this.io.connection_points.set_expected_input_types_function(this._expected_input_types.bind(this));
this.io.connection_points.set_expected_output_types_function(this._expected_output_types.bind(this));
}
protected _gl_input_name(index: number) {
if (index == 0) {
return SwitchGlNode.INPUT_INDEX;
} else {
return `in${index - 1}`;
}
}
protected _expected_input_types() {
const secondInputType = this.io.connection_points.input_connection_type(1);
const type = secondInputType || GlConnectionPointType.FLOAT;
const currentConnections = this.io.connections.inputConnections() || [];
let lastValidConnectionIndex = 1;
let i = 0;
for (const connection of currentConnections) {
if (connection) {
lastValidConnectionIndex = i;
}
i++;
}
const expected_count = CoreMath.clamp(lastValidConnectionIndex + 1, 2, MAX_INPUTS_COUNT);
const expected_input_types = [GlConnectionPointType.INT];
for (let i = 0; i < expected_count; i++) {
expected_input_types.push(type);
}
return expected_input_types;
}
protected _expected_output_types() {
const input_types = this._expected_input_types();
const type = input_types[1] || GlConnectionPointType.FLOAT;
return [type];
}
override setLines(shaders_collection_controller: ShadersCollectionController) {
const namedOutputConnectionPoints = this.io.outputs.namedOutputConnectionPoints();
if (!namedOutputConnectionPoints) {
return;
}
const var_type: GlConnectionPointType = namedOutputConnectionPoints[0].type();
const out = this.glVarName(this.io.connection_points.output_name(0));
const index_point_name = this.io.connection_points.input_name(0);
const arg_index = ThreeToGl.integer(this.variableForInput(index_point_name));
const switch_index_var_name = this.glVarName('index');
const body_lines: string[] = [`${var_type} ${out};`, `int ${switch_index_var_name} = ${arg_index}`];
const lines_count = this._expected_input_types().length - 1;
for (let i = 0; i < lines_count; i++) {
const if_else = i == 0 ? 'if' : 'else if';
const condition = `${switch_index_var_name} == ${i}`;
const connection_point_name = this.io.connection_points.input_name(i + 1);
const assignment = `${out} = ${ThreeToGl.any(this.variableForInput(connection_point_name))};`;
const body_line = `${if_else}(${condition}){${assignment}}`;
body_lines.push(body_line);
}
shaders_collection_controller.addBodyLines(this, body_lines);
}
}