UNPKG

polygonjs-engine

Version:

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

112 lines (100 loc) 3.97 kB
import {Number3, PolyDictionary} from '../../../types/GlobalTypes'; import {TypedGlNode} from './_Base'; import Quaternion from './gl/quaternion.glsl'; import {FunctionGLDefinition} from './utils/GLDefinition'; import {GlConnectionPointType} from '../utils/io/connections/Gl'; export enum GlRotateMode { AXIS = 0, QUAT = 1, } const Modes: Array<GlRotateMode> = [GlRotateMode.AXIS, GlRotateMode.QUAT]; type StringByMode = {[key in GlRotateMode]: string}; const LabelByMode: StringByMode = { [GlRotateMode.AXIS]: 'from axis + angle', [GlRotateMode.QUAT]: 'from quaternion', }; type StringArrayByMode = {[key in GlRotateMode]: string[]}; const InputNamesByMode: StringArrayByMode = { [GlRotateMode.AXIS]: ['vector', 'axis', 'angle'], [GlRotateMode.QUAT]: ['vector', 'quat'], }; const MethodNameByMode: StringByMode = { [GlRotateMode.AXIS]: 'rotateWithAxisAngle', [GlRotateMode.QUAT]: 'rotateWithQuat', }; type ConnectionTypeArrayByMode = {[key in GlRotateMode]: GlConnectionPointType[]}; const InputTypesByMode: ConnectionTypeArrayByMode = { [GlRotateMode.AXIS]: [GlConnectionPointType.VEC3, GlConnectionPointType.VEC3, GlConnectionPointType.FLOAT], [GlRotateMode.QUAT]: [GlConnectionPointType.VEC3, GlConnectionPointType.VEC4], }; const DefaultValues: PolyDictionary<Number3> = { vector: [0, 0, 1], axis: [0, 1, 0], }; import {ParamConfig, NodeParamsConfig} from '../utils/params/ParamsConfig'; import {ShadersCollectionController} from './code/utils/ShadersCollectionController'; import {ThreeToGl} from '../../../core/ThreeToGl'; class RotateParamsConfig extends NodeParamsConfig { signature = ParamConfig.INTEGER(GlRotateMode.AXIS, { menu: { entries: Modes.map((mode, i) => { const label = LabelByMode[mode]; return {name: label, value: i}; }), }, }); } const ParamsConfig = new RotateParamsConfig(); export class RotateGlNode extends TypedGlNode<RotateParamsConfig> { params_config = ParamsConfig; static type() { return 'rotate'; } initializeNode() { super.initializeNode(); this.io.connection_points.set_expected_input_types_function(this._expected_input_types.bind(this)); this.io.connection_points.set_expected_output_types_function(this._expected_output_types.bind(this)); this.io.connection_points.set_input_name_function(this._gl_input_name.bind(this)); } set_signature(mode: GlRotateMode) { const index = Modes.indexOf(mode); this.p.signature.set(index); } protected _gl_input_name(index: number) { const mode = Modes[this.pv.signature]; return InputNamesByMode[mode][index]; } param_default_value(name: string) { return DefaultValues[name]; } gl_method_name(): string { const mode = Modes[this.pv.signature]; return MethodNameByMode[mode]; } protected _expected_input_types() { const mode = Modes[this.pv.signature]; return InputTypesByMode[mode]; } protected _expected_output_types() { return [GlConnectionPointType.VEC3]; } gl_function_definitions() { // const type = this._expected_output_types()[0]; // do not use type from the output, as there seem to always be a def somewhere // TODO: I probably don't need a data type in FunctionGLDefinition // const type = GlConnectionPointType.VEC4; return [new FunctionGLDefinition(this, Quaternion)]; } set_lines(shaders_collection_controller: ShadersCollectionController) { const var_type: GlConnectionPointType = this.io.outputs.named_output_connection_points[0].type(); const args = this.io.inputs.named_input_connection_points.map((connection, i) => { const name = connection.name(); return ThreeToGl.any(this.variable_for_input(name)); }); const joined_args = args.join(', '); const sum = this.gl_var_name(this.io.connection_points.output_name(0)); const body_line = `${var_type} ${sum} = ${this.gl_method_name()}(${joined_args})`; shaders_collection_controller.add_body_lines(this, [body_line]); shaders_collection_controller.add_definitions(this, this.gl_function_definitions()); } }