polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
132 lines (116 loc) • 5.38 kB
text/typescript
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../core/ThreeToGl';
import QuaternionMethods from './gl/quaternion.glsl';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
import {FunctionGLDefinition} from './utils/GLDefinition';
const VARS = {
position: 'position',
normal: 'normal',
instancePosition: 'instancePosition',
instanceOrientation: 'instanceOrientation',
instanceScale: 'instanceScale',
};
class InstanceTransformGlParamsConfig extends NodeParamsConfig {
position = ParamConfig.VECTOR3([0, 0, 0]);
normal = ParamConfig.VECTOR3([0, 0, 1]);
instancePosition = ParamConfig.VECTOR3([0, 0, 0]);
instanceOrientation = ParamConfig.VECTOR4([0, 0, 0, 0]);
instanceScale = ParamConfig.VECTOR3([1, 1, 1]);
}
const ParamsConfig = new InstanceTransformGlParamsConfig();
export class InstanceTransformGlNode extends TypedGlNode<InstanceTransformGlParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'instanceTransform';
}
initializeNode() {
super.initializeNode();
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(this.gl_output_name_position(), GlConnectionPointType.VEC3),
new GlConnectionPoint(this.gl_output_name_normal(), GlConnectionPointType.VEC3),
]);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines = [];
const function_declaration_lines = [];
function_declaration_lines.push(new FunctionGLDefinition(this, QuaternionMethods));
const input_position = this.io.inputs.named_input(this.p.position.name());
const position = input_position
? ThreeToGl.float(this.variable_for_input(this.p.position.name()))
: this._default_position();
const input_normal = this.io.inputs.named_input(this.p.normal.name());
const normal = input_normal
? ThreeToGl.float(this.variable_for_input(this.p.normal.name()))
: this._default_normal();
const input_instancePosition = this.io.inputs.named_input(this.p.instancePosition.name());
const instancePosition = input_instancePosition
? ThreeToGl.float(this.variable_for_input(this.p.instancePosition.name()))
: this._default_instancePosition(shaders_collection_controller);
// const instancePosition = ThreeToGl.float(this.variable_for_input('instancePosition'))
const input_instanceOrientation = this.io.inputs.named_input(this.p.instanceOrientation.name());
const instanceOrientation = input_instanceOrientation
? ThreeToGl.float(this.variable_for_input(this.p.instanceOrientation.name()))
: this._default_input_instanceOrientation(shaders_collection_controller);
const input_instanceScale = this.io.inputs.named_input(this.p.instanceScale.name());
const instanceScale = input_instanceScale
? ThreeToGl.float(this.variable_for_input(this.p.instanceScale.name()))
: this._default_input_instanceScale(shaders_collection_controller);
const result_position = this.gl_var_name(this.gl_output_name_position());
const result_normal = this.gl_var_name(this.gl_output_name_normal());
body_lines.push(`vec3 ${result_position} = vec3(${position})`);
body_lines.push(`${result_position} *= ${instanceScale}`);
body_lines.push(`${result_position} = rotateWithQuat( ${result_position}, ${instanceOrientation} )`);
body_lines.push(`${result_position} += ${instancePosition}`);
body_lines.push(`vec3 ${result_normal} = vec3(${normal})`);
body_lines.push(`${result_normal} = rotateWithQuat( ${result_normal}, ${instanceOrientation} )`);
shaders_collection_controller.add_body_lines(this, body_lines);
shaders_collection_controller.add_definitions(this, function_declaration_lines);
}
gl_output_name_position() {
return 'position';
}
gl_output_name_normal() {
return 'normal';
}
private _default_position(): string {
return VARS.position;
}
private _default_normal(): string {
return VARS.normal;
}
private _default_instancePosition(shaders_collection_controller: ShadersCollectionController): string | undefined {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(
this,
GlConnectionPointType.VEC3,
VARS.instancePosition,
shaders_collection_controller
);
// return this.assembler()
// .globals_handler()
// .read_attribute(this, 'vec3', VARS.instancePosition, this._shader_name);
}
private _default_input_instanceOrientation(shaders_collection_controller: ShadersCollectionController) {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(
this,
GlConnectionPointType.VEC4,
VARS.instanceOrientation,
shaders_collection_controller
);
// return this.assembler()
// .globals_handler()
// .read_attribute(this, 'vec4', VARS.instanceOrientation, this._shader_name);
}
private _default_input_instanceScale(shaders_collection_controller: ShadersCollectionController) {
return this.material_node?.assemblerController?.assembler.globals_handler?.read_attribute(
this,
GlConnectionPointType.VEC3,
VARS.instanceScale,
shaders_collection_controller
);
// return this.assembler()
// .globals_handler()
// .read_attribute(this, 'vec3', VARS.instanceScale, this._shader_name);
}
}