polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
111 lines (98 loc) • 3.31 kB
text/typescript
import {TypedGlNode} from './_Base';
import {ThreeToGl} from '../../../core/ThreeToGl';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
//
//
// FLOAT TO VEC2
//
//
class FloatToVec2GlParamsConfig extends NodeParamsConfig {
x = ParamConfig.FLOAT(0);
y = ParamConfig.FLOAT(0);
}
const ParamsConfig2 = new FloatToVec2GlParamsConfig();
export class FloatToVec2GlNode extends TypedGlNode<FloatToVec2GlParamsConfig> {
params_config = ParamsConfig2;
static type() {
return 'floatToVec2';
}
static readonly OUTPUT_NAME = 'vec2';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec2GlNode.OUTPUT_NAME, GlConnectionPointType.VEC2),
]);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const x = this.variable_for_input('x');
const y = this.variable_for_input('y');
const vec = this.gl_var_name(FloatToVec2GlNode.OUTPUT_NAME);
const body_line = `vec2 ${vec} = ${ThreeToGl.float2(x, y)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
}
//
//
// FLOAT TO VEC3
//
//
class FloatToVec3GlParamsConfig extends NodeParamsConfig {
x = ParamConfig.FLOAT(0);
y = ParamConfig.FLOAT(0);
z = ParamConfig.FLOAT(0);
}
const ParamsConfig3 = new FloatToVec3GlParamsConfig();
export class FloatToVec3GlNode extends TypedGlNode<FloatToVec3GlParamsConfig> {
params_config = ParamsConfig3;
static type() {
return 'floatToVec3';
}
static readonly OUTPUT_NAME = 'vec3';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec3GlNode.OUTPUT_NAME, GlConnectionPointType.VEC3),
]);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const x = this.variable_for_input('x');
const y = this.variable_for_input('y');
const z = this.variable_for_input('z');
const vec = this.gl_var_name(FloatToVec3GlNode.OUTPUT_NAME);
const body_line = `vec3 ${vec} = ${ThreeToGl.float3(x, y, z)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
}
//
//
// FLOAT TO VEC4
//
//
class FloatToVec4GlParamsConfig extends NodeParamsConfig {
x = ParamConfig.FLOAT(0);
y = ParamConfig.FLOAT(0);
z = ParamConfig.FLOAT(0);
w = ParamConfig.FLOAT(0);
}
const ParamsConfig4 = new FloatToVec4GlParamsConfig();
export class FloatToVec4GlNode extends TypedGlNode<FloatToVec4GlParamsConfig> {
params_config = ParamsConfig4;
static type() {
return 'floatToVec4';
}
static readonly OUTPUT_NAME = 'vec4';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(FloatToVec4GlNode.OUTPUT_NAME, GlConnectionPointType.VEC4),
]);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const x = this.variable_for_input('x');
const y = this.variable_for_input('y');
const z = this.variable_for_input('z');
const w = this.variable_for_input('w');
const vec = this.gl_var_name(FloatToVec4GlNode.OUTPUT_NAME);
const body_line = `vec4 ${vec} = ${ThreeToGl.float4(x, y, z, w)}`;
shaders_collection_controller.add_body_lines(this, [body_line]);
}
}