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polygonjs-engine

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

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/** * 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); } }