polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
104 lines (103 loc) • 3.6 kB
JavaScript
import {TypedGlNode} from "./_Base";
import {ThreeToGl as ThreeToGl2} from "../../../core/ThreeToGl";
import {GlConnectionPointType, GlConnectionPoint} from "../utils/io/connections/Gl";
import {NodeParamsConfig, ParamConfig} from "../utils/params/ParamsConfig";
class FloatToVec2GlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.x = ParamConfig.FLOAT(0);
this.y = ParamConfig.FLOAT(0);
}
}
const ParamsConfig2 = new FloatToVec2GlParamsConfig();
const FloatToVec2GlNode2 = class extends TypedGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig2;
}
static type() {
return "floatToVec2";
}
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec2GlNode2.OUTPUT_NAME, GlConnectionPointType.VEC2)
]);
}
set_lines(shaders_collection_controller) {
const x = this.variable_for_input("x");
const y = this.variable_for_input("y");
const vec = this.gl_var_name(FloatToVec2GlNode2.OUTPUT_NAME);
const body_line = `vec2 ${vec} = ${ThreeToGl2.float2(x, y)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
};
export let FloatToVec2GlNode = FloatToVec2GlNode2;
FloatToVec2GlNode.OUTPUT_NAME = "vec2";
class FloatToVec3GlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.x = ParamConfig.FLOAT(0);
this.y = ParamConfig.FLOAT(0);
this.z = ParamConfig.FLOAT(0);
}
}
const ParamsConfig3 = new FloatToVec3GlParamsConfig();
const FloatToVec3GlNode2 = class extends TypedGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig3;
}
static type() {
return "floatToVec3";
}
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec3GlNode2.OUTPUT_NAME, GlConnectionPointType.VEC3)
]);
}
set_lines(shaders_collection_controller) {
const x = this.variable_for_input("x");
const y = this.variable_for_input("y");
const z = this.variable_for_input("z");
const vec = this.gl_var_name(FloatToVec3GlNode2.OUTPUT_NAME);
const body_line = `vec3 ${vec} = ${ThreeToGl2.float3(x, y, z)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
};
export let FloatToVec3GlNode = FloatToVec3GlNode2;
FloatToVec3GlNode.OUTPUT_NAME = "vec3";
class FloatToVec4GlParamsConfig extends NodeParamsConfig {
constructor() {
super(...arguments);
this.x = ParamConfig.FLOAT(0);
this.y = ParamConfig.FLOAT(0);
this.z = ParamConfig.FLOAT(0);
this.w = ParamConfig.FLOAT(0);
}
}
const ParamsConfig4 = new FloatToVec4GlParamsConfig();
const FloatToVec4GlNode2 = class extends TypedGlNode {
constructor() {
super(...arguments);
this.params_config = ParamsConfig4;
}
static type() {
return "floatToVec4";
}
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec4GlNode2.OUTPUT_NAME, GlConnectionPointType.VEC4)
]);
}
set_lines(shaders_collection_controller) {
const x = this.variable_for_input("x");
const y = this.variable_for_input("y");
const z = this.variable_for_input("z");
const w = this.variable_for_input("w");
const vec = this.gl_var_name(FloatToVec4GlNode2.OUTPUT_NAME);
const body_line = `vec4 ${vec} = ${ThreeToGl2.float4(x, y, z, w)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
};
export let FloatToVec4GlNode = FloatToVec4GlNode2;
FloatToVec4GlNode.OUTPUT_NAME = "vec4";