polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
75 lines (74 loc) • 3.13 kB
JavaScript
import {UniformsUtils as UniformsUtils2} from "three/src/renderers/shaders/UniformsUtils";
import {ShaderMaterial as ShaderMaterial2} from "three/src/materials/ShaderMaterial";
import {ShaderLib as ShaderLib2} from "three/src/renderers/shaders/ShaderLib";
import {ShaderAssemblerMaterial, CustomMaterialName, GlobalsOutput} from "./_BaseMaterial";
import {ShaderConfig as ShaderConfig2} from "../../configs/ShaderConfig";
import {VariableConfig as VariableConfig2} from "../../configs/VariableConfig";
import {BaseGlShaderAssembler} from "../_Base";
import {ShaderAssemblerCustomPointsDistance} from "./CustomPointsDistance";
import {ShaderAssemblerCustomPointsDepthDOF} from "./CustomPointsDepthDOF";
import {GlConnectionPointType, GlConnectionPoint} from "../../../../utils/io/connections/Gl";
import {ShaderName as ShaderName2} from "../../../../utils/shaders/ShaderName";
const LINES_TO_REMOVE_MAP = new Map([
[ShaderName2.VERTEX, ["#include <begin_vertex>", "gl_PointSize = size;"]],
[ShaderName2.FRAGMENT, []]
]);
const CUSTOM_ASSEMBLER_MAP = new Map();
CUSTOM_ASSEMBLER_MAP.set(CustomMaterialName.DISTANCE, ShaderAssemblerCustomPointsDistance);
CUSTOM_ASSEMBLER_MAP.set(CustomMaterialName.DEPTH_DOF, ShaderAssemblerCustomPointsDepthDOF);
export class ShaderAssemblerPoints extends ShaderAssemblerMaterial {
custom_assembler_class_by_custom_name() {
return CUSTOM_ASSEMBLER_MAP;
}
get _template_shader() {
const template = ShaderLib2.points;
return {
vertexShader: template.vertexShader,
fragmentShader: template.fragmentShader,
uniforms: template.uniforms
};
}
create_material() {
const template_shader = this._template_shader;
const material = new ShaderMaterial2({
transparent: true,
fog: true,
defines: {
USE_SIZEATTENUATION: 1
},
uniforms: UniformsUtils2.clone(template_shader.uniforms),
vertexShader: template_shader.vertexShader,
fragmentShader: template_shader.fragmentShader
});
this._add_custom_materials(material);
return material;
}
add_output_inputs(output_child) {
const list = BaseGlShaderAssembler.output_input_connection_points();
list.push(new GlConnectionPoint("gl_PointSize", GlConnectionPointType.FLOAT));
output_child.io.inputs.setNamedInputConnectionPoints(list);
}
create_globals_node_output_connections() {
return BaseGlShaderAssembler.create_globals_node_output_connections().concat([
new GlConnectionPoint(GlobalsOutput.GL_POINTCOORD, GlConnectionPointType.VEC2)
]);
}
create_shader_configs() {
return [
new ShaderConfig2(ShaderName2.VERTEX, ["position", "normal", "uv", "gl_PointSize"], []),
new ShaderConfig2(ShaderName2.FRAGMENT, ["color", "alpha"], [ShaderName2.VERTEX])
];
}
create_variable_configs() {
return BaseGlShaderAssembler.create_variable_configs().concat([
new VariableConfig2("gl_PointSize", {
default: "1.0",
prefix: "gl_PointSize = ",
suffix: " * size * 10.0"
})
]);
}
lines_to_remove(shader_name) {
return LINES_TO_REMOVE_MAP.get(shader_name);
}
}