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@polygonjs/polygonjs

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

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/** * this node works alongside [gl/varyingRead](/docs/nodes/gl/varyingRead) and they allow a finer grained control over * what is computed in the vertex or the fragment shader * * */ import {GlType} from './../../poly/registers/nodes/types/Gl'; import {TypedGlNode} from './_Base'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPointType} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {ShaderName} from '../utils/shaders/ShaderName'; import {VaryingGLDefinition} from './utils/GLDefinition'; import {ThreeToGl} from '../../../core/ThreeToGl'; const VARYING_NODE_AVAILABLE_GL_TYPES = [ GlConnectionPointType.FLOAT, GlConnectionPointType.VEC2, GlConnectionPointType.VEC3, GlConnectionPointType.VEC4, ]; class VaryingWriteGlParamsConfig extends NodeParamsConfig { name = ParamConfig.STRING(''); type = ParamConfig.INTEGER(0, { menu: { entries: VARYING_NODE_AVAILABLE_GL_TYPES.map((name, i) => { return {name: name, value: i}; }), }, }); } const ParamsConfig = new VaryingWriteGlParamsConfig(); export class VaryingWriteGlNode extends TypedGlNode<VaryingWriteGlParamsConfig> { override paramsConfig = ParamsConfig; static override type(): Readonly<GlType.VARYING_WRITE> { return GlType.VARYING_WRITE; } static readonly INPUT_NAME = 'vertex'; override initializeNode() { this.addPostDirtyHook('_setMatToRecompile', this._setMatToRecompile.bind(this)); this.io.connection_points.initializeNode(); this.io.connection_points.set_input_name_function(() => { return this.inputName(); }); this.io.connection_points.set_expected_input_types_function(() => [ VARYING_NODE_AVAILABLE_GL_TYPES[this.pv.type], ]); this.io.connection_points.set_expected_output_types_function(() => []); } inputName() { return VaryingWriteGlNode.INPUT_NAME; } override setLines(shaders_collection_controller: ShadersCollectionController) { if (shaders_collection_controller.currentShaderName() == ShaderName.VERTEX) { const glType = this.glType(); if (!glType) { return; } const varyingName = this.pv.name; const definition = new VaryingGLDefinition(this, glType, varyingName); // add vertex lines const input = ThreeToGl.any(this.variableForInput(VaryingWriteGlNode.INPUT_NAME)); const vertexBodyLine = `${varyingName} = ${input}`; shaders_collection_controller.addDefinitions(this, [definition], ShaderName.VERTEX); shaders_collection_controller.addBodyLines(this, [vertexBodyLine], ShaderName.VERTEX); } } attributeName(): string { return this.pv.name.trim(); } glType(): GlConnectionPointType | undefined { const connectionPoints = this.io.inputs.namedInputConnectionPoints(); if (!connectionPoints) { return; } const connection_point = connectionPoints[0]; if (connection_point) { return connection_point.type(); } } setGlType(type: GlConnectionPointType) { this.p.type.set(VARYING_NODE_AVAILABLE_GL_TYPES.indexOf(type)); } }