polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
90 lines (89 loc) • 3.23 kB
JavaScript
import {TypedGlNode} from "./_Base";
import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig";
import {GlConnectionPointType} from "../utils/io/connections/Gl";
import {ShaderName as ShaderName2} from "../utils/shaders/ShaderName";
import {VaryingGLDefinition} from "./utils/GLDefinition";
import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl";
const VARYING_NODE_AVAILABLE_GL_TYPES = [
GlConnectionPointType.FLOAT,
GlConnectionPointType.VEC2,
GlConnectionPointType.VEC3,
GlConnectionPointType.VEC4
];
class VaryingWriteGlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.name = ParamConfig.STRING("");
this.type = ParamConfig.INTEGER(0, {
menu: {
entries: VARYING_NODE_AVAILABLE_GL_TYPES.map((name, i) => {
return {name, value: i};
})
}
});
}
}
const ParamsConfig2 = new VaryingWriteGlParamsConfig();
const VaryingWriteGlNode2 = class extends TypedGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig2;
this._on_create_set_name_if_none_bound = this._on_create_set_name_if_none.bind(this);
}
static type() {
return "varyingWrite";
}
initializeNode() {
this.addPostDirtyHook("_set_mat_to_recompile", this._set_mat_to_recompile.bind(this));
this.lifecycle.add_on_create_hook(this._on_create_set_name_if_none_bound);
this.io.connection_points.initializeNode();
this.io.connection_points.set_input_name_function(() => {
return this.input_name;
});
this.io.connection_points.set_expected_input_types_function(() => [
VARYING_NODE_AVAILABLE_GL_TYPES[this.pv.type]
]);
this.io.connection_points.set_expected_output_types_function(() => []);
this.scene().dispatchController.onAddListener(() => {
this.params.onParamsCreated("params_label", () => {
this.params.label.init([this.p.name]);
});
});
}
get input_name() {
return VaryingWriteGlNode2.INPUT_NAME;
}
set_lines(shaders_collection_controller) {
if (shaders_collection_controller.current_shader_name == ShaderName2.VERTEX) {
const gl_type = this.gl_type();
if (!gl_type) {
return;
}
const varying_name = this.pv.name;
const definition = new VaryingGLDefinition(this, gl_type, varying_name);
const input = ThreeToGl2.any(this.variable_for_input(VaryingWriteGlNode2.INPUT_NAME));
const vertex_body_line = `${varying_name} = ${input}`;
shaders_collection_controller.add_definitions(this, [definition], ShaderName2.VERTEX);
shaders_collection_controller.add_body_lines(this, [vertex_body_line], ShaderName2.VERTEX);
}
}
get attribute_name() {
return this.pv.name.trim();
}
gl_type() {
const connection_point = this.io.inputs.named_input_connection_points[0];
if (connection_point) {
return connection_point.type();
}
}
set_gl_type(type) {
this.p.type.set(VARYING_NODE_AVAILABLE_GL_TYPES.indexOf(type));
}
_on_create_set_name_if_none() {
if (this.pv.name == "") {
this.p.name.set(this.name());
}
}
};
export let VaryingWriteGlNode = VaryingWriteGlNode2;
VaryingWriteGlNode.INPUT_NAME = "vertex";