@polygonjs/polygonjs
Version:
node-based WebGL 3D engine https://polygonjs.com
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text/typescript
import {BaseGlShaderAssembler} from '../_Base';
import {IUniforms} from '../../../../../../core/geometry/Material';
import {ThreeToGl} from '../../../../../../core/ThreeToGl';
import TemplateDefault from '../../templates/post/Default.frag.glsl';
import {ShaderConfig} from '../../configs/ShaderConfig';
import {VariableConfig} from '../../configs/VariableConfig';
import {ShaderName} from '../../../../utils/shaders/ShaderName';
import {OutputGlNode} from '../../../Output';
import {GlobalsGlNode} from '../../../Globals';
import {GlConnectionPointType, GlConnectionPoint} from '../../../../utils/io/connections/Gl';
import {ShadersCollectionController} from '../../utils/ShadersCollectionController';
import {UniformGLDefinition} from '../../../utils/GLDefinition';
import {BuilderPostNode} from '../../../../post/Builder';
import {IUniformsWithTime} from '../../../../../scene/utils/UniformsController';
export class ShaderAssemblerPost extends BaseGlShaderAssembler {
private _uniforms: IUniforms | undefined;
override templateShader() {
return {
fragmentShader: TemplateDefault,
vertexShader: undefined,
uniforms: undefined,
};
}
fragment_shader() {
return this._shaders_by_name.get(ShaderName.FRAGMENT);
}
uniforms() {
return this._uniforms;
}
updateFragmentShader() {
this._lines = new Map();
this._shaders_by_name = new Map();
for (const shader_name of this.shaderNames()) {
if (shader_name == ShaderName.FRAGMENT) {
const template = this.templateShader().fragmentShader;
this._lines.set(shader_name, template.split('\n'));
}
}
if (this._root_nodes.length > 0) {
this.buildCodeFromNodes(this._root_nodes);
this._buildLines();
}
this._uniforms = this._uniforms || {};
this._gl_parent_node.scene().uniformsController.addUniforms(this._uniforms, {
paramConfigs: this.param_configs(),
additionalTextureUniforms: {},
timeDependent: this.uniformsTimeDependent(),
resolutionDependent: this.uniformsResolutionDependent(),
raymarchingLightsWorldCoordsDependent: this._raymarchingLightsWorldCoordsDependent(),
});
for (const shader_name of this.shaderNames()) {
const lines = this._lines.get(shader_name);
if (lines) {
this._shaders_by_name.set(shader_name, lines.join('\n'));
}
}
BuilderPostNode.handleDependencies(
this.currentGlParentNode() as BuilderPostNode,
this.uniformsTimeDependent(),
this._uniforms as IUniformsWithTime
);
}
//
//
// CHILDREN NODES PARAMS
//
//
override add_output_inputs(output_child: OutputGlNode) {
// output_child.add_param(ParamType.COLOR, 'color', [1, 1, 1], {hidden: true});
// output_child.add_param(ParamType.FLOAT, 'alpha', 1, {hidden: true});
output_child.io.inputs.setNamedInputConnectionPoints([
new GlConnectionPoint('color', GlConnectionPointType.VEC3),
new GlConnectionPoint('alpha', GlConnectionPointType.FLOAT),
]);
}
override add_globals_outputs(globals_node: GlobalsGlNode) {
globals_node.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint('input0', GlConnectionPointType.VEC4),
new GlConnectionPoint('input1', GlConnectionPointType.VEC4),
new GlConnectionPoint('uv', GlConnectionPointType.VEC2),
new GlConnectionPoint('gl_FragCoord', GlConnectionPointType.VEC4),
new GlConnectionPoint('resolution', GlConnectionPointType.VEC2),
new GlConnectionPoint('time', GlConnectionPointType.FLOAT),
// new Connection.Vec2('resolution'),
]);
}
//
//
// CONFIGS
//
//
override create_shader_configs() {
return [new ShaderConfig(ShaderName.FRAGMENT, ['color', 'alpha'], [])];
}
override create_variable_configs() {
return [
new VariableConfig('color', {
prefix: 'diffuseColor.xyz = ',
}),
new VariableConfig('alpha', {
prefix: 'diffuseColor.a = ',
default: '1.0',
}),
];
}
//
//
// TEMPLATE HOOKS
//
//
protected override insertDefineAfter(shader_name: ShaderName) {
return '// INSERT DEFINE';
}
protected override insertBodyAfter(shader_name: ShaderName) {
return '// INSERT BODY';
}
protected override linesToRemove(shader_name: ShaderName) {
return ['// INSERT DEFINE', '// INSERT BODY'];
}
private _handle_gl_FragCoord(bodyLines: string[], shaderName: ShaderName, var_name: string) {
if (shaderName == ShaderName.FRAGMENT) {
bodyLines.push(`vec4 ${var_name} = gl_FragCoord`);
}
}
private _handle_resolution(bodyLines: string[], shaderName: ShaderName, var_name: string) {
if (shaderName == ShaderName.FRAGMENT) {
bodyLines.push(`vec2 ${var_name} = resolution`);
}
}
private _handleUV(bodyLines: string[], shaderName: ShaderName, var_name: string) {
if (shaderName == ShaderName.FRAGMENT) {
bodyLines.push(`vec2 ${var_name} = vec2( gl_FragCoord.x / resolution.x, gl_FragCoord.y / resolution.y)`);
}
}
override set_node_lines_output(
output_node: OutputGlNode,
shaders_collection_controller: ShadersCollectionController
) {
const input_names = this.inputNamesForShaderName(
output_node,
shaders_collection_controller.currentShaderName()
);
if (input_names) {
for (const input_name of input_names) {
const input = output_node.io.inputs.named_input(input_name);
if (input) {
const gl_var = output_node.variableForInput(input_name);
let body_line: string | undefined;
if (input_name == 'color') {
body_line = `diffuseColor.xyz = ${ThreeToGl.any(gl_var)}`;
}
if (input_name == 'alpha') {
body_line = `diffuseColor.a = ${ThreeToGl.any(gl_var)}`;
}
if (body_line) {
shaders_collection_controller.addBodyLines(output_node, [body_line]);
}
}
}
}
}
override set_node_lines_globals(
globals_node: GlobalsGlNode,
shaders_collection_controller: ShadersCollectionController
) {
const shader_name = shaders_collection_controller.currentShaderName();
const shader_config = this.shader_config(shader_name);
if (!shader_config) {
return;
}
const body_lines: string[] = [];
const definitions: UniformGLDefinition[] = [];
for (const output_name of globals_node.io.outputs.used_output_names()) {
const var_name = globals_node.glVarName(output_name);
switch (output_name) {
case 'input0':
body_lines.push(`vec4 ${var_name} = inputColor`);
this.setUniformsTimeDependent();
break;
case 'input1':
body_lines.push(`vec4 ${var_name} = texture2D( textureInput1, vUv)`);
this.setUniformsTimeDependent();
break;
case 'time':
// definitions.push(new UniformGLDefinition(globals_node, GlConnectionPointType.FLOAT, output_name));
body_lines.push(`float ${var_name} = ${output_name}`);
this.setUniformsTimeDependent();
break;
case 'uv':
this._handleUV(body_lines, shader_name, var_name);
break;
case 'gl_FragCoord':
this._handle_gl_FragCoord(body_lines, shader_name, var_name);
break;
case 'resolution':
this._handle_resolution(body_lines, shader_name, var_name);
break;
}
}
shaders_collection_controller.addDefinitions(globals_node, definitions, shader_name);
shaders_collection_controller.addBodyLines(globals_node, body_lines);
}
}