Dies ist das Repository meines kleinen Portfolios. Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js. Die zu sehenden Texturen stammen von: https://www.solarsystemscope.com/textures/
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 

346 lines
8.6 KiB

// core
import PropertyNode from './core/PropertyNode.js';
import VarNode from './core/VarNode.js';
// inputs
import ColorNode from './inputs/ColorNode.js';
import FloatNode from './inputs/FloatNode.js';
import Vector2Node from './inputs/Vector2Node.js';
import Vector3Node from './inputs/Vector3Node.js';
import Vector4Node from './inputs/Vector4Node.js';
// accessors
import PositionNode from './accessors/PositionNode.js';
import NormalNode from './accessors/NormalNode.js';
// math
import OperatorNode from './math/OperatorNode.js';
import CondNode from './math/CondNode.js';
import MathNode from './math/MathNode.js';
// utils
import ArrayElementNode from './utils/ArrayElementNode.js';
import ConvertNode from './utils/ConvertNode.js';
import JoinNode from './utils/JoinNode.js';
import SplitNode from './utils/SplitNode.js';
// core
import { Vector2, Vector3, Vector4, Color } from 'three';
const NodeHandler = {
construct( NodeClosure, params ) {
const inputs = params.shift();
return NodeClosure( ShaderNodeObjects( inputs ), ...params );
},
get: function ( node, prop ) {
if ( typeof prop === 'string' && node[ prop ] === undefined ) {
if ( /^[xyzwrgbastpq]{1,4}$/.test( prop ) === true ) {
// accessing properties ( swizzle )
prop = prop
.replace( /r|s/g, 'x' )
.replace( /g|t/g, 'y' )
.replace( /b|p/g, 'z' )
.replace( /a|q/g, 'w' );
return ShaderNodeObject( new SplitNode( node, prop ) );
} else if ( /^\d+$/.test( prop ) === true ) {
// accessing array
return ShaderNodeObject( new ArrayElementNode( node, new FloatNode( Number( prop ) ).setConst( true ) ) );
}
}
return node[ prop ];
}
};
const ShaderNodeObject = ( obj ) => {
const type = typeof obj;
if ( type === 'number' ) {
return ShaderNodeObject( new FloatNode( obj ).setConst( true ) );
} else if ( type === 'object' ) {
if ( obj.isNode === true ) {
const node = obj;
if ( node.isProxyNode !== true ) {
node.isProxyNode = true;
return new Proxy( node, NodeHandler );
}
}
}
return obj;
};
const ShaderNodeObjects = ( objects ) => {
for ( const name in objects ) {
objects[ name ] = ShaderNodeObject( objects[ name ] );
}
return objects;
};
const ShaderNodeArray = ( array ) => {
const len = array.length;
for ( let i = 0; i < len; i ++ ) {
array[ i ] = ShaderNodeObject( array[ i ] );
}
return array;
};
const ShaderNodeProxy = ( NodeClass, scope = null, factor = null ) => {
if ( scope === null ) {
return ( ...params ) => {
return ShaderNodeObject( new NodeClass( ...ShaderNodeArray( params ) ) );
};
} else if ( factor === null ) {
return ( ...params ) => {
return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ) ) );
};
} else {
factor = ShaderNodeObject( factor );
return ( ...params ) => {
return ShaderNodeObject( new NodeClass( scope, ...ShaderNodeArray( params ), factor ) );
};
}
};
const ShaderNodeScript = function ( jsFunc ) {
return ( inputs, builder ) => {
ShaderNodeObjects( inputs );
return ShaderNodeObject( jsFunc( inputs, builder ) );
};
};
export const ShaderNode = new Proxy( ShaderNodeScript, NodeHandler );
//
// Node Material Shader Syntax
//
export const uniform = new ShaderNode( ( inputNode ) => {
inputNode.setConst( false );
return inputNode;
} );
export const float = ( val ) => {
return ShaderNodeObject( new FloatNode( val ).setConst( true ) );
};
export const color = ( ...params ) => {
return ShaderNodeObject( new ColorNode( new Color( ...params ) ).setConst( true ) );
};
export const join = ( ...params ) => {
return ShaderNodeObject( new JoinNode( ShaderNodeArray( params ) ) );
};
export const cond = ( ...params ) => {
return ShaderNodeObject( new CondNode( ...ShaderNodeArray( params ) ) );
};
export const vec2 = ( ...params ) => {
if ( params[ 0 ]?.isNode === true ) {
return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec2' ) );
} else {
// Providing one scalar value: This value is used for all components
if ( params.length === 1 ) {
params[ 1 ] = params[ 0 ];
}
return ShaderNodeObject( new Vector2Node( new Vector2( ...params ) ).setConst( true ) );
}
};
export const vec3 = ( ...params ) => {
if ( params[ 0 ]?.isNode === true ) {
return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec3' ) );
} else {
// Providing one scalar value: This value is used for all components
if ( params.length === 1 ) {
params[ 1 ] = params[ 2 ] = params[ 0 ];
}
return ShaderNodeObject( new Vector3Node( new Vector3( ...params ) ).setConst( true ) );
}
};
export const vec4 = ( ...params ) => {
if ( params[ 0 ]?.isNode === true ) {
return ShaderNodeObject( new ConvertNode( params[ 0 ], 'vec4' ) );
} else {
// Providing one scalar value: This value is used for all components
if ( params.length === 1 ) {
params[ 1 ] = params[ 2 ] = params[ 3 ] = params[ 0 ];
}
return ShaderNodeObject( new Vector4Node( new Vector4( ...params ) ).setConst( true ) );
}
};
export const addTo = ( varNode, ...params ) => {
varNode.node = add( varNode.node, ...ShaderNodeArray( params ) );
return ShaderNodeObject( varNode );
};
export const add = ShaderNodeProxy( OperatorNode, '+' );
export const sub = ShaderNodeProxy( OperatorNode, '-' );
export const mul = ShaderNodeProxy( OperatorNode, '*' );
export const div = ShaderNodeProxy( OperatorNode, '/' );
export const equal = ShaderNodeProxy( OperatorNode, '==' );
export const assign = ShaderNodeProxy( OperatorNode, '=' );
export const greaterThan = ShaderNodeProxy( OperatorNode, '>' );
export const lessThanEqual = ShaderNodeProxy( OperatorNode, '<=' );
export const and = ShaderNodeProxy( OperatorNode, '&&' );
export const element = ShaderNodeProxy( ArrayElementNode );
export const normalGeometry = new NormalNode( NormalNode.GEOMETRY );
export const normalLocal = new NormalNode( NormalNode.LOCAL );
export const normalWorld = new NormalNode( NormalNode.WORLD );
export const normalView = new NormalNode( NormalNode.VIEW );
export const transformedNormalView = new VarNode( new NormalNode( NormalNode.VIEW ), 'TransformedNormalView', 'vec3' );
export const positionLocal = new PositionNode( PositionNode.LOCAL );
export const positionWorld = new PositionNode( PositionNode.WORLD );
export const positionView = new PositionNode( PositionNode.VIEW );
export const positionViewDirection = new PositionNode( PositionNode.VIEW_DIRECTION );
export const PI = float( 3.141592653589793 );
export const PI2 = float( 6.283185307179586 );
export const PI_HALF = float( 1.5707963267948966 );
export const RECIPROCAL_PI = float( 0.3183098861837907 );
export const RECIPROCAL_PI2 = float( 0.15915494309189535 );
export const EPSILON = float( 1e-6 );
export const diffuseColor = new PropertyNode( 'DiffuseColor', 'vec4' );
export const roughness = new PropertyNode( 'Roughness', 'float' );
export const metalness = new PropertyNode( 'Metalness', 'float' );
export const alphaTest = new PropertyNode( 'AlphaTest', 'float' );
export const specularColor = new PropertyNode( 'SpecularColor', 'color' );
export const abs = ShaderNodeProxy( MathNode, 'abs' );
export const negate = ShaderNodeProxy( MathNode, 'negate' );
export const floor = ShaderNodeProxy( MathNode, 'floor' );
export const mod = ShaderNodeProxy( MathNode, 'mod' );
export const cross = ShaderNodeProxy( MathNode, 'cross' );
export const fract = ShaderNodeProxy( MathNode, 'fract' );
export const round = ShaderNodeProxy( MathNode, 'round' );
export const max = ShaderNodeProxy( MathNode, 'max' );
export const min = ShaderNodeProxy( MathNode, 'min' );
export const sin = ShaderNodeProxy( MathNode, 'sin' );
export const cos = ShaderNodeProxy( MathNode, 'cos' );
export const dot = ShaderNodeProxy( MathNode, 'dot' );
export const normalize = ShaderNodeProxy( MathNode, 'normalize' );
export const sqrt = ShaderNodeProxy( MathNode, 'sqrt' );
export const inversesqrt = ShaderNodeProxy( MathNode, 'inversesqrt' );
export const sign = ShaderNodeProxy( MathNode, 'sign' );
export const dFdx = ShaderNodeProxy( MathNode, 'dFdx' );
export const dFdy = ShaderNodeProxy( MathNode, 'dFdy' );
export const pow = ShaderNodeProxy( MathNode, 'pow' );
export const pow2 = ShaderNodeProxy( MathNode, 'pow', 2 );
export const pow3 = ShaderNodeProxy( MathNode, 'pow', 3 );
export const pow4 = ShaderNodeProxy( MathNode, 'pow', 4 );
export const exp = ShaderNodeProxy( MathNode, 'exp' );
export const exp2 = ShaderNodeProxy( MathNode, 'exp2' );
export const mix = ShaderNodeProxy( MathNode, 'mix' );
export const saturate = ShaderNodeProxy( MathNode, 'saturate' );
export const transformDirection = ShaderNodeProxy( MathNode, 'transformDirection' );