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polygonjs-engine

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

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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) { } }