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polygonjs-engine

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node-based webgl 3D engine https://polygonjs.com

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import {TypedGlNode} from './_Base'; import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig'; import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {VaryingGLDefinition, FunctionGLDefinition} from './utils/GLDefinition'; import {ShaderName} from '../utils/shaders/ShaderName'; import FogGlsl from './gl/fog.glsl'; import {ThreeToGl} from '../../../core/ThreeToGl'; const OUTPUT_NAME = 'color'; class FogGlParamsConfig extends NodeParamsConfig { mvPosition = ParamConfig.VECTOR4([0, 0, 0, 0]); baseColor = ParamConfig.COLOR([0, 0, 0]); fogColor = ParamConfig.COLOR([1, 1, 1]); near = ParamConfig.FLOAT(0); far = ParamConfig.FLOAT(0); } const ParamsConfig = new FogGlParamsConfig(); export class FogGlNode extends TypedGlNode<FogGlParamsConfig> { params_config = ParamsConfig; static type() { return 'fog'; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC3), ]); } set_lines(shaders_collection_controller: ShadersCollectionController) { if (shaders_collection_controller.current_shader_name == ShaderName.FRAGMENT) { const varying_name = this.gl_var_name(this.name()); const definition = new VaryingGLDefinition(this, GlConnectionPointType.VEC4, varying_name); const vertex_body_line = `${varying_name} = modelViewMatrix * vec4(position, 1.0)`; // vertex shaders_collection_controller.add_definitions(this, [definition], ShaderName.VERTEX); shaders_collection_controller.add_body_lines(this, [vertex_body_line], ShaderName.VERTEX); // fragment const function_definition = new FunctionGLDefinition(this, FogGlsl); const mvPosition = ThreeToGl.vector4(this.variable_for_input('mvPosition')); const baseColor = ThreeToGl.vector3(this.variable_for_input('baseColor')); const fogColor = ThreeToGl.vector3(this.variable_for_input('fogColor')); const near = ThreeToGl.vector3(this.variable_for_input('near')); const far = ThreeToGl.vector3(this.variable_for_input('far')); const out_value = this.gl_var_name(OUTPUT_NAME); const args = [mvPosition, baseColor, fogColor, near, far].join(', '); const body_line = `vec3 ${out_value} = compute_fog(${args})`; shaders_collection_controller.add_definitions(this, [definition, function_definition]); shaders_collection_controller.add_body_lines(this, [body_line]); } } }