polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
56 lines (48 loc) • 2.15 kB
text/typescript
import Quaternion from './gl/quaternion.glsl';
import Impostor from './gl/impostor.glsl';
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, GlConnectionPoint} from '../utils/io/connections/Gl';
import {FunctionGLDefinition} from './utils/GLDefinition';
const OUTPUT_NAME = 'uv';
class ImpostorUvGlParamsConfig extends NodeParamsConfig {
center = ParamConfig.VECTOR3([0, 0, 0]);
cameraPos = ParamConfig.VECTOR3([0, 0, 0]);
uv = ParamConfig.VECTOR2([0, 0]);
tilesCount = ParamConfig.INTEGER(8, {
range: [0, 32],
rangeLocked: [true, false],
});
offset = ParamConfig.FLOAT(0);
}
const ParamsConfig = new ImpostorUvGlParamsConfig();
export class ImpostorUvGlNode extends TypedGlNode<ImpostorUvGlParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'impostorUv';
}
initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC2),
]);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines: string[] = [];
shaders_collection_controller.add_definitions(this, [
new FunctionGLDefinition(this, Quaternion),
new FunctionGLDefinition(this, Impostor),
]);
const center = ThreeToGl.vector3(this.variable_for_input(this.p.center.name()));
const cameraPos = ThreeToGl.vector3(this.variable_for_input(this.p.cameraPos.name()));
const uv = ThreeToGl.vector2(this.variable_for_input(this.p.uv.name()));
const tilesCount = ThreeToGl.float(this.variable_for_input(this.p.tilesCount.name()));
const offset = ThreeToGl.float(this.variable_for_input(this.p.offset.name()));
const impostor_uv = this.gl_var_name(OUTPUT_NAME);
const args = [center, cameraPos, uv, tilesCount, offset].join(', ');
body_lines.push(`vec2 ${impostor_uv} = impostor_uv(${args})`);
shaders_collection_controller.add_body_lines(this, body_lines);
}
}