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polygonjs-engine

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

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import {TypedGlNode} from "./_Base"; import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig"; import {GlConnectionPointType, GlConnectionPoint} from "../utils/io/connections/Gl"; import {ShaderName as ShaderName2} from "../utils/shaders/ShaderName"; import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl"; const OUTPUT_NAME = "mvMult"; class ModelViewMatrixMultGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.vector = ParamConfig.VECTOR3([0, 0, 0]); } } const ParamsConfig2 = new ModelViewMatrixMultGlParamsConfig(); export class ModelViewMatrixMultGlNode extends TypedGlNode { constructor() { super(...arguments); this.params_config = ParamsConfig2; } static type() { return "modelViewMatrixMult"; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC4) ]); } set_lines(shaders_collection_controller) { if (shaders_collection_controller.current_shader_name == ShaderName2.VERTEX) { const input = ThreeToGl2.vector3(this.variable_for_input("vector")); const out_value = this.gl_var_name(OUTPUT_NAME); const body_line = `vec4 ${out_value} = modelViewMatrix * vec4(${input}, 1.0)`; shaders_collection_controller.add_body_lines(this, [body_line], ShaderName2.VERTEX); } } }