polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
212 lines (182 loc) • 7.06 kB
text/typescript
import {Number2, Number3, Number4} from '../../../types/GlobalTypes';
import {TypedGlNode} from './_Base';
import {ParamType} from '../../poly/ParamType';
import {NodeParamsConfig} from '../utils/params/ParamsConfig';
import {GlConnectionPointType, GlConnectionPoint} from '../utils/io/connections/Gl';
import {ShadersCollectionController} from './code/utils/ShadersCollectionController';
class VecToParamsConfig extends NodeParamsConfig {}
const ParamsConfig = new VecToParamsConfig();
class BaseVecToGlNode extends TypedGlNode<VecToParamsConfig> {
params_config = ParamsConfig;
}
interface VecToGlOptions {
components: string[];
param_type: ParamType;
}
function VecToGlFactory(type: string, options: VecToGlOptions) {
const components = options.components;
const param_type = options.param_type;
return class VecToGlNode extends BaseVecToGlNode {
static type() {
return type;
}
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints(
components.map((c) => {
return new GlConnectionPoint(c, GlConnectionPointType.FLOAT);
})
);
}
create_params() {
this.addParam(param_type, 'vec', components.map((c) => 0) as Number2);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines: string[] = [];
const vec = this.variable_for_input('vec');
this.io.outputs.used_output_names().forEach((c) => {
const var_name = this.gl_var_name(c);
body_lines.push(`float ${var_name} = ${vec}.${c}`);
});
shaders_collection_controller.add_body_lines(this, body_lines);
}
};
}
const components_v2 = ['x', 'y'];
const components_v3 = ['x', 'y', 'z'];
const components_v4 = ['x', 'y', 'z', 'w'];
export class Vec2ToFloatGlNode extends VecToGlFactory('vec2ToFloat', {
components: ['x', 'y'],
param_type: ParamType.VECTOR2,
}) {}
export class Vec3ToFloatGlNode extends VecToGlFactory('vec3ToFloat', {
components: ['x', 'y', 'z'],
param_type: ParamType.VECTOR3,
}) {}
export class Vec4ToFloatGlNode extends VecToGlFactory('vec4ToFloat', {
components: components_v4,
param_type: ParamType.VECTOR4,
}) {}
export class Vec4ToVec3GlNode extends BaseVecToGlNode {
static type() {
return 'vec4ToVec3';
}
static readonly INPUT_NAME_VEC4 = 'vec4';
static readonly OUTPUT_NAME_VEC3 = 'vec3';
static readonly OUTPUT_NAME_W = 'w';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(Vec4ToVec3GlNode.OUTPUT_NAME_VEC3, GlConnectionPointType.VEC3),
new GlConnectionPoint(Vec4ToVec3GlNode.OUTPUT_NAME_W, GlConnectionPointType.FLOAT),
]);
}
create_params() {
this.addParam(ParamType.VECTOR4, Vec4ToVec3GlNode.INPUT_NAME_VEC4, components_v4.map((c) => 0) as Number4);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines = [];
const in_vec4 = Vec4ToVec3GlNode.INPUT_NAME_VEC4;
const out_vec3 = Vec4ToVec3GlNode.OUTPUT_NAME_VEC3;
const out_w = Vec4ToVec3GlNode.OUTPUT_NAME_W;
const vec = this.variable_for_input(in_vec4);
const used_output_names = this.io.outputs.used_output_names();
if (used_output_names.indexOf(out_vec3) >= 0) {
const var_name = this.gl_var_name(out_vec3);
body_lines.push(`vec3 ${var_name} = ${vec}.xyz`);
}
if (used_output_names.indexOf(out_w) >= 0) {
const var_name = this.gl_var_name(out_w);
body_lines.push(`float ${var_name} = ${vec}.w`);
}
shaders_collection_controller.add_body_lines(this, body_lines);
}
}
export class Vec3ToVec2GlNode extends BaseVecToGlNode {
static type() {
return 'vec3ToVec2';
}
static readonly INPUT_NAME_VEC3 = 'vec3';
static readonly OUTPUT_NAME_VEC2 = 'vec2';
static readonly OUTPUT_NAME_Z = 'z';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(Vec3ToVec2GlNode.OUTPUT_NAME_VEC2, GlConnectionPointType.VEC2),
new GlConnectionPoint(Vec3ToVec2GlNode.OUTPUT_NAME_Z, GlConnectionPointType.FLOAT),
]);
}
create_params() {
this.addParam(ParamType.VECTOR3, Vec3ToVec2GlNode.INPUT_NAME_VEC3, components_v3.map((c) => 0) as Number3);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines = [];
const in_vec3 = Vec3ToVec2GlNode.INPUT_NAME_VEC3;
const out_vec2 = Vec3ToVec2GlNode.OUTPUT_NAME_VEC2;
const out_z = Vec3ToVec2GlNode.OUTPUT_NAME_Z;
const vec = this.variable_for_input(in_vec3);
const used_output_names = this.io.outputs.used_output_names();
if (used_output_names.indexOf(out_vec2) >= 0) {
const var_name = this.gl_var_name(out_vec2);
body_lines.push(`vec2 ${var_name} = ${vec}.xy`);
}
if (used_output_names.indexOf(out_z) >= 0) {
const var_name = this.gl_var_name(out_z);
body_lines.push(`float ${var_name} = ${vec}.z`);
}
shaders_collection_controller.add_body_lines(this, body_lines);
}
}
export class Vec2ToVec3GlNode extends BaseVecToGlNode {
static type() {
return 'vec2ToVec3';
}
static readonly INPUT_NAME_VEC2 = 'vec3';
static readonly INPUT_NAME_Z = 'z';
static readonly OUTPUT_NAME_VEC3 = 'vec3';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(Vec2ToVec3GlNode.OUTPUT_NAME_VEC3, GlConnectionPointType.VEC3),
]);
}
create_params() {
this.addParam(ParamType.VECTOR2, Vec2ToVec3GlNode.INPUT_NAME_VEC2, components_v2.map((c) => 0) as Number2);
this.addParam(ParamType.FLOAT, Vec2ToVec3GlNode.INPUT_NAME_Z, 0);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines = [];
const in_vec2 = Vec2ToVec3GlNode.INPUT_NAME_VEC2;
const in_z = Vec2ToVec3GlNode.INPUT_NAME_Z;
const out_vec3 = Vec2ToVec3GlNode.OUTPUT_NAME_VEC3;
const vec2 = this.variable_for_input(in_vec2);
const z = this.variable_for_input(in_z);
const var_name = this.gl_var_name(out_vec3);
body_lines.push(`vec3 ${var_name} = vec3(${vec2}.xy, ${z})`);
shaders_collection_controller.add_body_lines(this, body_lines);
}
}
export class Vec3ToVec4GlNode extends BaseVecToGlNode {
static type() {
return 'vec3ToVec4';
}
static readonly INPUT_NAME_VEC3 = 'vec3';
static readonly INPUT_NAME_W = 'w';
static readonly OUTPUT_NAME_VEC4 = 'vec4';
initializeNode() {
this.io.outputs.setNamedOutputConnectionPoints([
new GlConnectionPoint(Vec3ToVec4GlNode.OUTPUT_NAME_VEC4, GlConnectionPointType.VEC4),
]);
}
create_params() {
this.addParam(ParamType.VECTOR3, Vec3ToVec4GlNode.INPUT_NAME_VEC3, components_v3.map((c) => 0) as Number3);
this.addParam(ParamType.FLOAT, Vec3ToVec4GlNode.INPUT_NAME_W, 0);
}
set_lines(shaders_collection_controller: ShadersCollectionController) {
const body_lines = [];
const in_vec3 = Vec3ToVec4GlNode.INPUT_NAME_VEC3;
const in_w = Vec3ToVec4GlNode.INPUT_NAME_W;
const out_vec4 = Vec3ToVec4GlNode.OUTPUT_NAME_VEC4;
const vec3 = this.variable_for_input(in_vec3);
const w = this.variable_for_input(in_w);
const var_name = this.gl_var_name(out_vec4);
body_lines.push(`vec4 ${var_name} = vec4(${vec3}.xyz, ${w})`);
shaders_collection_controller.add_body_lines(this, body_lines);
}
}