polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
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text/typescript
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]);
}
}
}