polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
87 lines (86 loc) • 4.75 kB
JavaScript
import {TypedGlNode} from "./_Base";
import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl";
import QuaternionMethods from "./gl/quaternion.glsl";
import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig";
import {GlConnectionPointType, GlConnectionPoint} from "../utils/io/connections/Gl";
import {FunctionGLDefinition} from "./utils/GLDefinition";
const VARS = {
position: "position",
normal: "normal",
instancePosition: "instancePosition",
instanceOrientation: "instanceOrientation",
instanceScale: "instanceScale"
};
class InstanceTransformGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.position = ParamConfig.VECTOR3([0, 0, 0]);
this.normal = ParamConfig.VECTOR3([0, 0, 1]);
this.instancePosition = ParamConfig.VECTOR3([0, 0, 0]);
this.instanceOrientation = ParamConfig.VECTOR4([0, 0, 0, 0]);
this.instanceScale = ParamConfig.VECTOR3([1, 1, 1]);
}
}
const ParamsConfig2 = new InstanceTransformGlParamsConfig();
export class InstanceTransformGlNode extends TypedGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig2;
}
static type() {
return "instanceTransform";
}
initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(this.gl_output_name_position(), GlConnectionPointType.VEC3),
new GlConnectionPoint(this.gl_output_name_normal(), GlConnectionPointType.VEC3)
]);
}
set_lines(shaders_collection_controller) {
const body_lines = [];
const function_declaration_lines = [];
function_declaration_lines.push(new FunctionGLDefinition(this, QuaternionMethods));
const input_position = this.io.inputs.named_input(this.p.position.name());
const position = input_position ? ThreeToGl2.float(this.variable_for_input(this.p.position.name())) : this._default_position();
const input_normal = this.io.inputs.named_input(this.p.normal.name());
const normal = input_normal ? ThreeToGl2.float(this.variable_for_input(this.p.normal.name())) : this._default_normal();
const input_instancePosition = this.io.inputs.named_input(this.p.instancePosition.name());
const instancePosition = input_instancePosition ? ThreeToGl2.float(this.variable_for_input(this.p.instancePosition.name())) : this._default_instancePosition(shaders_collection_controller);
const input_instanceOrientation = this.io.inputs.named_input(this.p.instanceOrientation.name());
const instanceOrientation = input_instanceOrientation ? ThreeToGl2.float(this.variable_for_input(this.p.instanceOrientation.name())) : this._default_input_instanceOrientation(shaders_collection_controller);
const input_instanceScale = this.io.inputs.named_input(this.p.instanceScale.name());
const instanceScale = input_instanceScale ? ThreeToGl2.float(this.variable_for_input(this.p.instanceScale.name())) : this._default_input_instanceScale(shaders_collection_controller);
const result_position = this.gl_var_name(this.gl_output_name_position());
const result_normal = this.gl_var_name(this.gl_output_name_normal());
body_lines.push(`vec3 ${result_position} = vec3(${position})`);
body_lines.push(`${result_position} *= ${instanceScale}`);
body_lines.push(`${result_position} = rotateWithQuat( ${result_position}, ${instanceOrientation} )`);
body_lines.push(`${result_position} += ${instancePosition}`);
body_lines.push(`vec3 ${result_normal} = vec3(${normal})`);
body_lines.push(`${result_normal} = rotateWithQuat( ${result_normal}, ${instanceOrientation} )`);
shaders_collection_controller.add_body_lines(this, body_lines);
shaders_collection_controller.add_definitions(this, function_declaration_lines);
}
gl_output_name_position() {
return "position";
}
gl_output_name_normal() {
return "normal";
}
_default_position() {
return VARS.position;
}
_default_normal() {
return VARS.normal;
}
_default_instancePosition(shaders_collection_controller) {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(this, GlConnectionPointType.VEC3, VARS.instancePosition, shaders_collection_controller);
}
_default_input_instanceOrientation(shaders_collection_controller) {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(this, GlConnectionPointType.VEC4, VARS.instanceOrientation, shaders_collection_controller);
}
_default_input_instanceScale(shaders_collection_controller) {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(this, GlConnectionPointType.VEC3, VARS.instanceScale, shaders_collection_controller);
}
}