polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
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text/typescript
/**
* Applies a material to objects
*
* @remarks
* This can assign the material to the top level objects, but also to their children.
*
* This node can also be used to process input materials, without assigning a new one. This can be useful when processing a geometry imported from a File SOP. You may want to swap textures, in which case you could swap the emission texture to the color one. This would allow you to use a mesh basic material, which would be faster to render.
*/
import {TypedSopNode} from './_Base';
import {NodeContext} from '../../poly/NodeContext';
import {CoreGroup} from '../../../core/geometry/Group';
import {MaterialSopOperation} from '../../../core/operations/sop/Material';
import {NodeParamsConfig, ParamConfig} from '../utils/params/ParamsConfig';
const DEFAULT = MaterialSopOperation.DEFAULT_PARAMS;
class MaterialSopParamsConfig extends NodeParamsConfig {
/** @param group to assign the material to */
group = ParamConfig.STRING(DEFAULT.group);
/** @param toggle on to assign the new material */
assignMat = ParamConfig.BOOLEAN(DEFAULT.assignMat);
/** @param the material node */
material = ParamConfig.NODE_PATH(DEFAULT.material.path(), {
nodeSelection: {
context: NodeContext.MAT,
},
dependentOnFoundNode: false,
visibleIf: {assignMat: 1},
});
/** @param toggle on to also assign the material to children */
applyToChildren = ParamConfig.BOOLEAN(DEFAULT.applyToChildren, {visibleIf: {assignMat: 1}});
// cloneMat is mostly useful when swapping tex for multiple objects which have different textures
// but can also be used when requiring a unique material per object, when using a copy SOP
/** @param Cloning the material would prevent the material node to have any effect on the processed geometries. But it would allow to have multiple materials, if this was used with a Copy SOP for instance */
cloneMat = ParamConfig.BOOLEAN(DEFAULT.cloneMat, {visibleIf: {assignMat: 1}});
/** @param while cloning the material, you may only want to change basic properties (such as depthWrite or trasparent), but you would want to still use the same uniforms */
shareUniforms = ParamConfig.BOOLEAN(DEFAULT.shareUniforms, {visibleIf: {assignMat: 1, cloneMat: 1}});
/** @param swap one texture with another */
swapCurrentTex = ParamConfig.BOOLEAN(DEFAULT.swapCurrentTex);
/** @param texture to swap */
texSrc0 = ParamConfig.STRING(DEFAULT.texSrc0, {visibleIf: {swapCurrentTex: 1}});
/** @param texture to swap */
texDest0 = ParamConfig.STRING(DEFAULT.texDest0, {visibleIf: {swapCurrentTex: 1}});
}
const ParamsConfig = new MaterialSopParamsConfig();
export class MaterialSopNode extends TypedSopNode<MaterialSopParamsConfig> {
params_config = ParamsConfig;
static type() {
return 'material';
}
static displayedInputNames(): string[] {
return ['objects to assign material to'];
}
initializeNode() {
this.io.inputs.setCount(1);
this.io.inputs.initInputsClonedState(MaterialSopOperation.INPUT_CLONED_STATE);
}
private _operation: MaterialSopOperation | undefined;
async cook(input_contents: CoreGroup[]) {
this._operation = this._operation || new MaterialSopOperation(this._scene, this.states);
const core_group = await this._operation.cook(input_contents, this.pv);
this.setCoreGroup(core_group);
}
}