polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
133 lines (132 loc) • 5 kB
JavaScript
import {BaseGlShaderAssembler} from "../_Base";
import {ThreeToGl as ThreeToGl2} from "../../../../../../core/ThreeToGl";
import TemplateDefault from "../../templates/textures/Default.frag.glsl";
import {ShaderConfig as ShaderConfig2} from "../../configs/ShaderConfig";
import {VariableConfig as VariableConfig2} from "../../configs/VariableConfig";
import {ShaderName as ShaderName2} from "../../../../utils/shaders/ShaderName";
import {GlConnectionPointType, GlConnectionPoint} from "../../../../utils/io/connections/Gl";
import {UniformGLDefinition} from "../../../utils/GLDefinition";
import {BuilderCopNode} from "../../../../cop/Builder";
export class ShaderAssemblerTexture extends BaseGlShaderAssembler {
get _template_shader() {
return {
fragmentShader: TemplateDefault,
vertexShader: void 0,
uniforms: void 0
};
}
fragment_shader() {
return this._shaders_by_name.get(ShaderName2.FRAGMENT);
}
uniforms() {
return this._uniforms;
}
update_fragment_shader() {
this._lines = new Map();
this._shaders_by_name = new Map();
for (let shader_name of this.shader_names) {
if (shader_name == ShaderName2.FRAGMENT) {
const template = this._template_shader.fragmentShader;
this._lines.set(shader_name, template.split("\n"));
}
}
if (this._root_nodes.length > 0) {
this.build_code_from_nodes(this._root_nodes);
this._build_lines();
}
this._uniforms = this._uniforms || {};
this.add_uniforms(this._uniforms);
for (let shader_name of this.shader_names) {
const lines = this._lines.get(shader_name);
if (lines) {
this._shaders_by_name.set(shader_name, lines.join("\n"));
}
}
BuilderCopNode.handle_dependencies(this._gl_parent_node, this.uniforms_time_dependent(), this._uniforms);
}
add_output_inputs(output_child) {
output_child.io.inputs.setNamedInputConnectionPoints([
new GlConnectionPoint("color", GlConnectionPointType.VEC3),
new GlConnectionPoint("alpha", GlConnectionPointType.FLOAT)
]);
}
add_globals_outputs(globals_node) {
globals_node.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint("gl_FragCoord", GlConnectionPointType.VEC2),
new GlConnectionPoint("time", GlConnectionPointType.FLOAT)
]);
}
create_shader_configs() {
return [new ShaderConfig2(ShaderName2.FRAGMENT, ["color", "alpha"], [])];
}
create_variable_configs() {
return [
new VariableConfig2("color", {
prefix: "diffuseColor.xyz = "
}),
new VariableConfig2("alpha", {
prefix: "diffuseColor.a = ",
default: "1.0"
})
];
}
insert_define_after(shader_name) {
return "// INSERT DEFINE";
}
insert_body_after(shader_name) {
return "// INSERT BODY";
}
lines_to_remove(shader_name) {
return ["// INSERT DEFINE", "// INSERT BODY"];
}
handle_gl_FragCoord(body_lines, shader_name, var_name) {
if (shader_name == "fragment") {
body_lines.push(`vec2 ${var_name} = vec2(gl_FragCoord.x / resolution.x, gl_FragCoord.y / resolution.y)`);
}
}
set_node_lines_output(output_node, shaders_collection_controller) {
const input_names = this.input_names_for_shader_name(output_node, shaders_collection_controller.current_shader_name);
if (input_names) {
for (let input_name of input_names) {
const input = output_node.io.inputs.named_input(input_name);
if (input) {
const gl_var = output_node.variable_for_input(input_name);
let body_line;
if (input_name == "color") {
body_line = `diffuseColor.xyz = ${ThreeToGl2.any(gl_var)}`;
}
if (input_name == "alpha") {
body_line = `diffuseColor.a = ${ThreeToGl2.any(gl_var)}`;
}
if (body_line) {
shaders_collection_controller.add_body_lines(output_node, [body_line]);
}
}
}
}
}
set_node_lines_globals(globals_node, shaders_collection_controller) {
const shader_name = shaders_collection_controller.current_shader_name;
const shader_config = this.shader_config(shader_name);
if (!shader_config) {
return;
}
const body_lines = [];
const definitions = [];
for (let output_name of globals_node.io.outputs.used_output_names()) {
const var_name = globals_node.gl_var_name(output_name);
switch (output_name) {
case "time":
definitions.push(new UniformGLDefinition(globals_node, GlConnectionPointType.FLOAT, output_name));
body_lines.push(`float ${var_name} = ${output_name}`);
this.set_uniforms_time_dependent();
break;
case "gl_FragCoord":
this.handle_gl_FragCoord(body_lines, shader_name, var_name);
break;
}
}
shaders_collection_controller.add_definitions(globals_node, definitions, shader_name);
shaders_collection_controller.add_body_lines(globals_node, body_lines);
}
}