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@polygonjs/polygonjs

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

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/** * outputs 1 of the 2 inputs based on a boolean input * * @remarks * * This node is frequently used with the [gl/Compare](/docs/nodes/gl/Compare). * * For more involved use cases where you'd like to switch between more than 2 values, use the [gl/Switch](/docs/nodes/gl/Switch) instead. * */ import {ParamlessTypedGlNode} from './_Base'; import {ThreeToGl} from '../../../core/ThreeToGl'; // import {GlConnectionsController} from './utils/GLConnectionsController'; const OUTPUT_NAME = 'val'; enum TwoWaySwitchGlNodeInputName { CONDITION = 'condition', IF_TRUE = 'ifTrue', IF_FALSE = 'ifFalse', } const InputNames: Array<TwoWaySwitchGlNodeInputName> = [ TwoWaySwitchGlNodeInputName.CONDITION, TwoWaySwitchGlNodeInputName.IF_TRUE, TwoWaySwitchGlNodeInputName.IF_FALSE, ]; import {GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; export class TwoWaySwitchGlNode extends ParamlessTypedGlNode { static override type() { return 'twoWaySwitch'; } // public readonly gl_connections_controller: GlConnectionsController = new GlConnectionsController(this); override initializeNode() { super.initializeNode(); this.io.connection_points.initializeNode(); 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)); 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)); } protected _gl_input_name(index: number) { return InputNames[index]; } protected _gl_output_name() { return OUTPUT_NAME; } protected _expected_input_types(): GlConnectionPointType[] { const second_or_third_connection = this.io.connections.inputConnection(1) || this.io.connections.inputConnection(2); const srcConnectionPoint = second_or_third_connection?.srcConnectionPoint(); const type: GlConnectionPointType = srcConnectionPoint?.type() || GlConnectionPointType.FLOAT; return [GlConnectionPointType.BOOL, type, type]; } protected _expected_output_types() { const type = this._expected_input_types()[1]; return [type]; } override setLines(shaders_collection_controller: ShadersCollectionController) { const value = this.glVarName(OUTPUT_NAME); const condition = ThreeToGl.bool(this.variableForInput(TwoWaySwitchGlNodeInputName.CONDITION)); const ifTrue = ThreeToGl.any(this.variableForInput(TwoWaySwitchGlNodeInputName.IF_TRUE)); const ifFalse = ThreeToGl.any(this.variableForInput(TwoWaySwitchGlNodeInputName.IF_FALSE)); const glType = this._expected_output_types()[0]; const bodyLines: string[] = []; bodyLines.push(`${glType} ${value}`); bodyLines.push(`if(${condition}){`); bodyLines.push(`${value} = ${ifTrue}`); bodyLines.push(`} else {`); // TODO: why is this second line skipped, if both the true and false lines are the same? bodyLines.push(`${value} = ${ifFalse}`); bodyLines.push(`}`); shaders_collection_controller.addBodyLines(this, bodyLines); } }