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polygonjs-engine

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

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import {BasePersistedConfig} from '../../../../utils/PersistedConfig'; import {ParticlesSystemGpuSopNode} from '../../../../sop/ParticlesSystemGpu'; import {TextureAllocationsController, TextureAllocationsControllerData} from '../../utils/TextureAllocationsController'; import {ShaderName} from '../../../../utils/shaders/ShaderName'; import {ShaderMaterial} from 'three/src/materials/ShaderMaterial'; import {Poly} from '../../../../../Poly'; import {PolyDictionary} from '../../../../../../types/GlobalTypes'; export interface PersistedConfigBaseParticlesData { shaders_by_name: PolyDictionary<string>; texture_allocations: TextureAllocationsControllerData; param_uniform_pairs: [string, string][]; uniforms_owner: object; } export class ParticlesPersistedConfig extends BasePersistedConfig { private _loaded_data: PersistedConfigBaseParticlesData | undefined; constructor(protected node: ParticlesSystemGpuSopNode) { super(node); } toJSON(): PersistedConfigBaseParticlesData | undefined { const assemblerController = this.node.assemblerController; if (!assemblerController) { return; } const shaders_by_name: PolyDictionary<string> = {}; const node_shaders_by_name = this.node.shaders_by_name(); node_shaders_by_name.forEach((shader, shader_name) => { shaders_by_name[shader_name] = shader; }); const texture_allocations_data = assemblerController.assembler.texture_allocations_controller.toJSON( this.node.scene() ); // params updating uniforms const param_uniform_pairs: [string, string][] = []; const uniforms_owner = new ShaderMaterial(); const param_configs = assemblerController.assembler.param_configs(); for (let param_config of param_configs) { param_uniform_pairs.push([param_config.name(), param_config.uniform_name]); uniforms_owner.uniforms[param_config.uniform_name] = param_config.uniform; } return { shaders_by_name: shaders_by_name, texture_allocations: texture_allocations_data, param_uniform_pairs: param_uniform_pairs, uniforms_owner: this._material_to_json(uniforms_owner), }; } load(data: PersistedConfigBaseParticlesData) { if (!Poly.playerMode()) { return; } this._loaded_data = data; this.node.init_with_persisted_config(); } loaded_data() { return this._loaded_data; } shaders_by_name() { if (this._loaded_data) { const shaders_by_name: Map<ShaderName, string> = new Map(); const shader_names: ShaderName[] = Object.keys(this._loaded_data.shaders_by_name) as ShaderName[]; for (let shader_name of shader_names) { shaders_by_name.set(shader_name, this._loaded_data.shaders_by_name[shader_name]); } return shaders_by_name; } } texture_allocations_controller() { if (this._loaded_data) { return TextureAllocationsController.from_json(this._loaded_data.texture_allocations); } } uniforms() { if (this._loaded_data) { const uniforms_owner = this._load_material(this._loaded_data.uniforms_owner); const uniforms = uniforms_owner?.uniforms || {}; return uniforms; } } }