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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 {ShaderName} from '../utils/shaders/ShaderName'; import {ThreeToGl} from '../../../core/ThreeToGl'; const OUTPUT_NAME = 'mvMult'; class ModelViewMatrixMultGlParamsConfig extends NodeParamsConfig { vector = ParamConfig.VECTOR3([0, 0, 0]); } const ParamsConfig = new ModelViewMatrixMultGlParamsConfig(); export class ModelViewMatrixMultGlNode extends TypedGlNode<ModelViewMatrixMultGlParamsConfig> { params_config = ParamsConfig; static type(): Readonly<'modelViewMatrixMult'> { return 'modelViewMatrixMult'; } initializeNode() { super.initializeNode(); this.io.outputs.setNamedOutputConnectionPoints([ new GlConnectionPoint(OUTPUT_NAME, GlConnectionPointType.VEC4), ]); } set_lines(shaders_collection_controller: ShadersCollectionController) { if (shaders_collection_controller.current_shader_name == ShaderName.VERTEX) { const input = ThreeToGl.vector3(this.variable_for_input('vector')); const out_value = this.gl_var_name(OUTPUT_NAME); const body_line = `vec4 ${out_value} = modelViewMatrix * vec4(${input}, 1.0)`; shaders_collection_controller.add_body_lines(this, [body_line], ShaderName.VERTEX); } } }