polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
135 lines (123 loc) • 4.6 kB
text/typescript
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../../src/core/ThreeToGl';
import {ParamConfig, NodeParamsConfig} from '../utils/params/ParamsConfig';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {GlConnectionPointType, GlConnectionPointComponentsCountMap} from '../utils/io/connections/Gl';
// import {GlConnectionsController} from './utils/GLConnectionsController';
export enum GlCompareTestName {
EQUAL = 'Equal',
LESS_THAN = 'Less Than',
GREATER_THAN = 'Greater Than',
LESS_THAN_OR_EQUAL = 'Less Than Or Equal',
GREATER_THAN_OR_EQUAL = 'Greater Than Or Equal',
NOT_EQUAL = 'Not Equal',
}
enum TestOperation {
EQUAL = '==',
LESS_THAN = '<',
GREATER_THAN = '>',
LESS_THAN_OR_EQUAL = '<=',
GREATER_THAN_OR_EQUAL = '>=',
NOT_EQUAL = '!=',
}
const TEST_NAMES: GlCompareTestName[] = [
GlCompareTestName.EQUAL,
GlCompareTestName.LESS_THAN,
GlCompareTestName.GREATER_THAN,
GlCompareTestName.LESS_THAN_OR_EQUAL,
GlCompareTestName.GREATER_THAN_OR_EQUAL,
GlCompareTestName.NOT_EQUAL,
];
const TEST_OPERATIONS_FLOAT: TestOperation[] = [
TestOperation.EQUAL,
TestOperation.LESS_THAN,
TestOperation.GREATER_THAN,
TestOperation.LESS_THAN_OR_EQUAL,
TestOperation.GREATER_THAN_OR_EQUAL,
TestOperation.NOT_EQUAL,
];
const AND_SEPARATOR = ' && ';
// const VECTOR_COMPARISON_METHODS = {
// "==": 'equal',
// "<": 'lessThan',
// ">": 'greaterThan',
// "<=": 'lessThanEqual',
// ">=": 'greaterThanEqual',
// "!=": 'notEqual'
// }
// const TEST_OPERATIONS_VECTOR = [
// "equal",
// "lessThan",
// "greaterThan",
// "lessThanEqual",
// "greaterThanEqual",
// "notEqual",
// ]
const COMPONENTS = ['x', 'y', 'z', 'w'];
const OUTPUT_NAME = 'val';
class CompareGlParamsConfig extends NodeParamsConfig {
test = ParamConfig.INTEGER(0, {
menu: {
entries: TEST_NAMES.map((name, i) => {
const operator = TEST_OPERATIONS_FLOAT[i];
const label = `${operator.padEnd(2, ' ')} (${name})`;
return {name: label, value: i};
}),
},
});
}
const ParamsConfig = new CompareGlParamsConfig();
export class CompareGlNode extends TypedGlNode<CompareGlParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'compare';
}
// public readonly gl_connections_controller: GlConnectionsController = new GlConnectionsController(this);
initializeNode() {
super.initializeNode();
this.io.connection_points.spare_params.set_inputless_param_names(['test']);
this.io.connection_points.initializeNode();
this.io.connection_points.set_input_name_function(this._gl_input_name.bind(this));
this.io.connection_points.set_output_name_function((index: number) => OUTPUT_NAME);
this.io.connection_points.set_expected_input_types_function(this._expected_input_type.bind(this));
this.io.connection_points.set_expected_output_types_function(() => [GlConnectionPointType.BOOL]);
}
set_test_name(test: GlCompareTestName) {
this.p.test.set(TEST_NAMES.indexOf(test));
}
protected _gl_input_name(index: number) {
return ['value0', 'value1'][index];
}
protected _expected_input_type() {
const type = this.io.connection_points.first_input_connection_type() || GlConnectionPointType.FLOAT;
return [type, type];
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines: string[] = [];
const value = this.gl_var_name(OUTPUT_NAME);
const operator = TEST_OPERATIONS_FLOAT[this.pv.test];
const value0 = ThreeToGl.any(this.variable_for_input(this._gl_input_name(0)));
const value1 = ThreeToGl.any(this.variable_for_input(this._gl_input_name(1)));
const first_connection = this.io.inputs.named_input_connection_points[0];
let components_count = 1;
if (first_connection) {
components_count = GlConnectionPointComponentsCountMap[first_connection.type()] || 1;
}
if (components_count > 1) {
// if comparing with distance, but not sure about that
// body_lines.push(`bool ${value} = (distance(${value0}) ${operator} distance(${value1})`)
// instead, comparing components one by one
let tmp_values: string[] = [];
for (let i = 0; i < components_count; i++) {
const tmp_value = this.gl_var_name(`tmp_value_${i}`);
const component = COMPONENTS[i];
tmp_values.push(tmp_value);
body_lines.push(`bool ${tmp_value} = (${value0}.${component} ${operator} ${value1}.${component})`);
}
body_lines.push(`bool ${value} = (${tmp_values.join(AND_SEPARATOR)})`);
} else {
body_lines.push(`bool ${value} = (${value0} ${operator} ${value1})`);
}
shaders_collection_controller.add_body_lines(this, body_lines);
}
}