three
Version:
JavaScript 3D library
87 lines (51 loc) • 2.1 kB
JavaScript
import InputNode from '../core/InputNode.js';
import { addNodeClass } from '../core/Node.js';
import { varying } from '../core/VaryingNode.js';
import { nodeObject } from '../shadernode/ShaderNode.js';
import { InterleavedBufferAttribute, InterleavedBuffer, StaticDrawUsage, DynamicDrawUsage } from 'three';
class BufferAttributeNode extends InputNode {
constructor( value, bufferType, bufferStride = 0, bufferOffset = 0 ) {
super( value, bufferType );
this.isBufferNode = true;
this.bufferType = bufferType;
this.bufferStride = bufferStride;
this.bufferOffset = bufferOffset;
this.usage = StaticDrawUsage;
}
construct( builder ) {
const type = this.getNodeType( builder );
const array = this.value;
const itemSize = builder.getTypeLength( type );
const stride = this.bufferStride || itemSize;
const offset = this.bufferOffset;
const buffer = new InterleavedBuffer( array, stride );
const bufferAttribute = new InterleavedBufferAttribute( buffer, itemSize, offset );
buffer.setUsage( this.usage );
this.attribute = bufferAttribute;
this.attribute.isInstancedBufferAttribute = true; // @TODO: Add a possible: InstancedInterleavedBufferAttribute
}
generate( builder ) {
const nodeType = this.getNodeType( builder );
const nodeUniform = builder.getBufferAttributeFromNode( this, nodeType );
const propertyName = builder.getPropertyName( nodeUniform );
let output = null;
if ( builder.shaderStage === 'vertex' ) {
output = propertyName;
} else {
const nodeVarying = varying( this );
output = nodeVarying.build( builder, nodeType );
}
return output;
}
getInputType( /*builder*/ ) {
return 'bufferAttribute';
}
}
export default BufferAttributeNode;
export const bufferAttribute = ( array, type, stride, offset ) => nodeObject( new BufferAttributeNode( array, type, stride, offset ) );
export const dynamicBufferAttribute = ( array, type, stride, offset ) => {
const node = bufferAttribute( array, type, stride, offset );
node.usage = DynamicDrawUsage;
return node;
};
addNodeClass( BufferAttributeNode );