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polygonjs-engine

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

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import {ArrayUtils as ArrayUtils2} from "../../../core/ArrayUtils"; import {TypedGlNode} from "./_Base"; import { GlConnectionPoint, GlConnectionPointComponentsCountMap, GlConnectionPointType } from "../utils/io/connections/Gl"; import NoiseCommon from "./gl/noise/common.glsl"; import classicnoise2D2 from "./gl/noise/classicnoise2D.glsl"; import classicnoise3D2 from "./gl/noise/classicnoise3D.glsl"; import classicnoise4D2 from "./gl/noise/classicnoise4D.glsl"; import noise2D2 from "./gl/noise/noise2D.glsl"; import noise3D2 from "./gl/noise/noise3D.glsl"; import noise4D2 from "./gl/noise/noise4D.glsl"; export var NoiseName; (function(NoiseName2) { NoiseName2["CLASSIC_PERLIN_2D"] = "Classic Perlin 2D"; NoiseName2["CLASSIC_PERLIN_3D"] = "Classic Perlin 3D"; NoiseName2["CLASSIC_PERLIN_4D"] = "Classic Perlin 4D"; NoiseName2["NOISE_2D"] = "noise2D"; NoiseName2["NOISE_3D"] = "noise3D"; NoiseName2["NOISE_4D"] = "noise4D"; })(NoiseName || (NoiseName = {})); export const NOISE_NAMES = [ NoiseName.CLASSIC_PERLIN_2D, NoiseName.CLASSIC_PERLIN_3D, NoiseName.CLASSIC_PERLIN_4D, NoiseName.NOISE_2D, NoiseName.NOISE_3D, NoiseName.NOISE_4D ]; const IMPORT_BY_NOISE_NAME = { [NoiseName.CLASSIC_PERLIN_2D]: classicnoise2D2, [NoiseName.CLASSIC_PERLIN_3D]: classicnoise3D2, [NoiseName.CLASSIC_PERLIN_4D]: classicnoise4D2, [NoiseName.NOISE_2D]: noise2D2, [NoiseName.NOISE_3D]: noise3D2, [NoiseName.NOISE_4D]: noise4D2 }; const INPUT_TYPES_BY_NOISE_NAME = { [NoiseName.CLASSIC_PERLIN_2D]: GlConnectionPointType.VEC2, [NoiseName.CLASSIC_PERLIN_3D]: GlConnectionPointType.VEC3, [NoiseName.CLASSIC_PERLIN_4D]: GlConnectionPointType.VEC4, [NoiseName.NOISE_2D]: GlConnectionPointType.VEC2, [NoiseName.NOISE_3D]: GlConnectionPointType.VEC3, [NoiseName.NOISE_4D]: GlConnectionPointType.VEC4 }; const OUTPUT_TYPE_BY_NOISE_NAME = { [NoiseName.CLASSIC_PERLIN_2D]: GlConnectionPointType.FLOAT, [NoiseName.CLASSIC_PERLIN_3D]: GlConnectionPointType.FLOAT, [NoiseName.CLASSIC_PERLIN_4D]: GlConnectionPointType.FLOAT, [NoiseName.NOISE_2D]: GlConnectionPointType.FLOAT, [NoiseName.NOISE_3D]: GlConnectionPointType.FLOAT, [NoiseName.NOISE_4D]: GlConnectionPointType.FLOAT }; const METHOD_NAMES_BY_NOISE_NAME = { [NoiseName.CLASSIC_PERLIN_2D]: "cnoise", [NoiseName.CLASSIC_PERLIN_3D]: "cnoise", [NoiseName.CLASSIC_PERLIN_4D]: "cnoise", [NoiseName.NOISE_2D]: "snoise", [NoiseName.NOISE_3D]: "snoise", [NoiseName.NOISE_4D]: "snoise" }; var OUTPUT_TYPE; (function(OUTPUT_TYPE2) { OUTPUT_TYPE2[OUTPUT_TYPE2["NoChange"] = 0] = "NoChange"; OUTPUT_TYPE2[OUTPUT_TYPE2["Float"] = 1] = "Float"; OUTPUT_TYPE2[OUTPUT_TYPE2["Vec2"] = 2] = "Vec2"; OUTPUT_TYPE2[OUTPUT_TYPE2["Vec3"] = 3] = "Vec3"; OUTPUT_TYPE2[OUTPUT_TYPE2["Vec4"] = 4] = "Vec4"; })(OUTPUT_TYPE || (OUTPUT_TYPE = {})); const OUTPUT_TYPES = [ 0, 1, 2, 3, 4 ]; const OUTPUT_TYPE_LABEL = { [0]: "Same as noise", [1]: "Float", [2]: "Vec2", [3]: "Vec3", [4]: "Vec4" }; const CONNECTION_TYPE_BY_OUTPUT_TYPE = { [0]: GlConnectionPointType.FLOAT, [1]: GlConnectionPointType.FLOAT, [2]: GlConnectionPointType.VEC2, [3]: GlConnectionPointType.VEC3, [4]: GlConnectionPointType.VEC4 }; const ALL_COMPONENTS = ["x", "y", "z", "w"]; const OUTPUT_NAME = "noise"; const default_noise_type = NOISE_NAMES.indexOf(NoiseName.NOISE_3D); const default_output_type = 0; const DefaultValues = { amp: 1, freq: 1 }; var InputName; (function(InputName2) { InputName2["AMP"] = "amp"; InputName2["POSITION"] = "position"; InputName2["FREQ"] = "freq"; InputName2["OFFSET"] = "offset"; })(InputName || (InputName = {})); import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig"; import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl"; import {FunctionGLDefinition} from "./utils/GLDefinition"; class NoiseGlParamsConfig extends NodeParamsConfig { constructor() { super(...arguments); this.type = ParamConfig.INTEGER(default_noise_type, { menu: { entries: NOISE_NAMES.map((noise_name, i) => { const noise_output_type = OUTPUT_TYPE_BY_NOISE_NAME[noise_name]; const name = `${noise_name} (output: ${noise_output_type})`; return {name, value: i}; }) } }); this.outputType = ParamConfig.INTEGER(default_output_type, { menu: { entries: OUTPUT_TYPES.map((output_type) => { const val = OUTPUT_TYPES[output_type]; const name = OUTPUT_TYPE_LABEL[val]; return {name, value: val}; }) } }); this.octaves = ParamConfig.INTEGER(3, {range: [1, 10], rangeLocked: [true, false]}); this.ampAttenuation = ParamConfig.FLOAT(0.5, {range: [0, 1]}); this.freqIncrease = ParamConfig.FLOAT(2, {range: [0, 10]}); this.separator = ParamConfig.SEPARATOR(); } } const ParamsConfig2 = new NoiseGlParamsConfig(); export class NoiseGlNode extends TypedGlNode { constructor() { super(...arguments); this.params_config = ParamsConfig2; } static type() { return "noise"; } initializeNode() { super.initializeNode(); this.io.connection_points.initializeNode(); this.io.connection_points.spare_params.set_inputless_param_names(["octaves", "ampAttenuation", "freqIncrease"]); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.FLOAT) ]); this.io.connection_points.set_expected_input_types_function(this._expected_input_types.bind(this)); this.io.connection_points.set_expected_output_types_function(this._expected_output_types.bind(this)); this.io.connection_points.set_input_name_function(this._gl_input_name.bind(this)); this.io.connection_points.set_output_name_function(() => OUTPUT_NAME); } _gl_input_name(index) { return [InputName.AMP, InputName.POSITION, InputName.FREQ, InputName.OFFSET][index]; } param_default_value(name) { return DefaultValues[name]; } _expected_input_types() { const noise_name = NOISE_NAMES[this.pv.type]; const amplitude_type = this._expected_output_types()[0]; const type = INPUT_TYPES_BY_NOISE_NAME[noise_name]; return [amplitude_type, type, type, type]; } _expected_output_types() { const noise_name = NOISE_NAMES[this.pv.type]; const output_type = OUTPUT_TYPES[this.pv.outputType]; if (output_type == 0) { return [INPUT_TYPES_BY_NOISE_NAME[noise_name]]; } else { return [CONNECTION_TYPE_BY_OUTPUT_TYPE[output_type]]; } } set_lines(shaders_collection_controller) { const function_declaration_lines = []; const body_lines = []; const noise_name = NOISE_NAMES[this.pv.type]; const noise_function = IMPORT_BY_NOISE_NAME[noise_name]; const noise_output_gl_type = OUTPUT_TYPE_BY_NOISE_NAME[noise_name]; function_declaration_lines.push(new FunctionGLDefinition(this, NoiseCommon)); function_declaration_lines.push(new FunctionGLDefinition(this, noise_function)); function_declaration_lines.push(new FunctionGLDefinition(this, this.fbm_function())); const output_gl_type = this._expected_output_types()[0]; if (output_gl_type == noise_output_gl_type) { const line = this.single_noise_line(); body_lines.push(line); } else { const requested_components_count = GlConnectionPointComponentsCountMap[output_gl_type]; const lines_count_required = requested_components_count; const assembly_args = []; const noise = this.gl_var_name("noise"); for (let i = 0; i < lines_count_required; i++) { const component = ALL_COMPONENTS[i]; assembly_args.push(`${noise}${component}`); const input_type = INPUT_TYPES_BY_NOISE_NAME[noise_name]; const offset_gl_type = input_type; const offset_components_count = GlConnectionPointComponentsCountMap[offset_gl_type]; const offset_values = ArrayUtils2.range(offset_components_count).map((j) => ThreeToGl2.float(1e3 * i)).join(", "); const offset2 = `${offset_gl_type}(${offset_values})`; const line = this.single_noise_line(component, component, offset2); body_lines.push(line); } const joined_args = assembly_args.join(", "); const assembly_line = `vec${lines_count_required} ${noise} = vec${lines_count_required}(${joined_args})`; body_lines.push(assembly_line); } shaders_collection_controller.add_definitions(this, function_declaration_lines); shaders_collection_controller.add_body_lines(this, body_lines); } fbm_method_name() { const noise_name = NOISE_NAMES[this.pv.type]; const method_name = METHOD_NAMES_BY_NOISE_NAME[noise_name]; return `fbm_${method_name}_${this.name()}`; } fbm_function() { const noise_name = NOISE_NAMES[this.pv.type]; const method_name = METHOD_NAMES_BY_NOISE_NAME[noise_name]; const input_type = INPUT_TYPES_BY_NOISE_NAME[noise_name]; return ` float ${this.fbm_method_name()} (in ${input_type} st) { float value = 0.0; float amplitude = 1.0; for (int i = 0; i < ${ThreeToGl2.int(this.pv.octaves)}; i++) { value += amplitude * ${method_name}(st); st *= ${ThreeToGl2.float(this.pv.freqIncrease)}; amplitude *= ${ThreeToGl2.float(this.pv.ampAttenuation)}; } return value; } `; } single_noise_line(output_name_suffix, component, offset2) { const method_name = this.fbm_method_name(); const amp = ThreeToGl2.any(this.variable_for_input(InputName.AMP)); const position = ThreeToGl2.any(this.variable_for_input(InputName.POSITION)); const freq = ThreeToGl2.any(this.variable_for_input(InputName.FREQ)); let offset = ThreeToGl2.any(this.variable_for_input(InputName.OFFSET)); if (offset2) { offset = `(${offset}+${offset2})`; } const args = [`(${position}*${freq})+${offset}`]; const joined_args = args.join(", "); const noise = this.gl_var_name(OUTPUT_NAME); const right_hand = `${amp}*${method_name}(${joined_args})`; if (component) { return `float ${noise}${output_name_suffix} = (${right_hand}).${component}`; } else { const output_type = this.io.outputs.named_output_connection_points[0].type(); return `${output_type} ${noise} = ${right_hand}`; } } }