polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
153 lines (152 loc) • 5.47 kB
JavaScript
import {TypedSubnetGlNode} from "./Subnet";
import {GlConnectionPointType} from "../utils/io/connections/Gl";
import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig";
import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl";
var ForLoopInput;
(function(ForLoopInput2) {
ForLoopInput2["START_INDEX"] = "i";
ForLoopInput2["MAX"] = "max";
ForLoopInput2["STEP"] = "step";
})(ForLoopInput || (ForLoopInput = {}));
const DEFAULT_VALUES = {
[ForLoopInput.START_INDEX]: 0,
[ForLoopInput.MAX]: 10,
[ForLoopInput.STEP]: 1
};
const OFFSET = 0;
class ForLoopGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.start = ParamConfig.FLOAT(0);
this.max = ParamConfig.FLOAT(10, {
range: [0, 100],
rangeLocked: [false, false]
});
this.step = ParamConfig.FLOAT(1);
}
}
const ParamsConfig2 = new ForLoopGlParamsConfig();
export class ForLoopGlNode extends TypedSubnetGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig2;
}
static type() {
return "forLoop";
}
param_default_value(name) {
return DEFAULT_VALUES[name];
}
_expected_inputs_count() {
const current_connections = this.io.connections.input_connections();
return current_connections ? current_connections.length + 1 : 1;
}
_expected_input_types() {
const types = [];
const default_type = GlConnectionPointType.FLOAT;
const current_connections = this.io.connections.input_connections();
const expected_count = this._expected_inputs_count();
for (let i = OFFSET; i < expected_count; i++) {
if (current_connections) {
const connection = current_connections[i];
if (connection) {
const type = connection.src_connection_point().type();
types.push(type);
} else {
types.push(default_type);
}
} else {
types.push(default_type);
}
}
return types;
}
_expected_output_types() {
const types = [];
const input_types = this._expected_input_types();
for (let i = OFFSET; i < input_types.length; i++) {
types.push(input_types[i]);
}
return types;
}
_expected_input_name(index) {
const connection = this.io.connections.input_connection(index);
if (connection) {
const name = connection.src_connection_point().name();
return name;
} else {
return `in${index}`;
}
}
_expected_output_name(index) {
return this._expected_input_name(index + OFFSET);
}
child_expected_input_connection_point_types() {
return this._expected_input_types();
}
child_expected_input_connection_point_name(index) {
return this._expected_input_name(index);
}
child_expected_output_connection_point_types() {
return this._expected_output_types();
}
child_expected_output_connection_point_name(index) {
return this._expected_output_name(index);
}
set_lines_block_start(shaders_collection_controller, child_node) {
const body_lines = [];
const connection_points = this.io.inputs.named_input_connection_points;
for (let i = OFFSET; i < connection_points.length; i++) {
const connection_point = connection_points[i];
const gl_type = connection_point.type();
const out2 = this.gl_var_name(connection_point.name());
const in_value = ThreeToGl2.any(this.variable_for_input(connection_point.name()));
const body_line2 = `${gl_type} ${out2} = ${in_value}`;
body_lines.push(body_line2);
}
const connections = this.io.connections.input_connections();
if (connections) {
for (let connection of connections) {
if (connection) {
if (connection.input_index >= OFFSET) {
const connection_point = connection.dest_connection_point();
const in_value = ThreeToGl2.any(this.variable_for_input(connection_point.name()));
const gl_type = connection_point.type();
const out2 = this.gl_var_name(connection_point.name());
const body_line2 = `${gl_type} ${out2} = ${in_value}`;
body_lines.push(body_line2);
}
}
}
}
const start = this.pv.start;
const max = this.pv.max;
const step = this.pv.step;
const start_str = ThreeToGl2.float(start);
const max_str = ThreeToGl2.float(max);
const step_str = ThreeToGl2.float(step);
const iterator_name = this.gl_var_name("i");
const open_for_loop_line = `for(float ${iterator_name} = ${start_str}; ${iterator_name} < ${max_str}; ${iterator_name}+= ${step_str}){`;
body_lines.push(open_for_loop_line);
const out = child_node.gl_var_name(ForLoopInput.START_INDEX);
const body_line = ` float ${out} = ${iterator_name}`;
body_lines.push(body_line);
if (connections) {
for (let connection of connections) {
if (connection) {
if (connection.input_index >= OFFSET) {
const connection_point = connection.dest_connection_point();
const in_value = this.gl_var_name(connection_point.name());
const gl_type = connection_point.type();
const out2 = child_node.gl_var_name(connection_point.name());
const body_line2 = ` ${gl_type} ${out2} = ${in_value}`;
body_lines.push(body_line2);
}
}
}
}
shaders_collection_controller.add_body_lines(child_node, body_lines);
}
set_lines(shaders_collection_controller) {
}
}