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    Class MergeVectorShaderNode

    A shader node that merges vector components to create various vector outputs.

    This node provides the capability to combine individual scalar components (x, y, z, w) or smaller vectors (xy, zw, xyz) into larger vector outputs (Vec2, Vec3, Vec4). It supports multiple input configurations and automatically selects the appropriate shader function based on which inputs are connected. Supports float, int, and uint component types.

    const mergeNode = new MergeVectorShaderNode(ComponentType.Float);
    // Connect scalar inputs x, y, z, w to create a Vec4 output
    // Or connect Vec3 xyz and scalar w to create a Vec4 output

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    __commonPart?: CommonShaderPart
    __inputConnections: ShaderNodeInputConnectionType[] = []
    __inputs: Socket<
        string,
        CompositionTypeEnum,
        ComponentTypeEnum,
        SocketDefaultValue,
    >[] = []
    __outputs: Socket<
        string,
        CompositionTypeEnum,
        ComponentTypeEnum,
        SocketDefaultValue,
    >[] = []
    __shaderFunctionName: string
    __shaderNodeUid: number
    _tags: RnTags = {}

    Collection of tags associated with this object

    _shaderNodes: AbstractShaderNode[] = []
    currentMaxObjectCount: number = 0

    Current maximum object count for UID generation

    InvalidObjectUID: -1

    Invalid object UID constant

    Accessors

    • get inputConnections(): ShaderNodeInputConnectionType[]

      Gets all input connections for this node.

      Returns ShaderNodeInputConnectionType[]

      An array of input connection configurations

    • get objectUID(): number

      Gets the unique object identifier

      Returns number

      The object's UID

    • get uniqueName(): string

      Gets the unique name of this object

      Returns string

      The unique name string

    Methods

    • Determines the appropriate shader function name based on connected inputs and component type.

      This method analyzes which input connections are active and returns the corresponding shader function variant. Each combination of inputs requires a different shader function implementation to handle the vector merging logic. For WebGPU, type suffix (I32, U32) is added for non-float types.

      Supported input combinations:

      • XYZ + W: Vec3 input with scalar W component
      • XY + ZW: Two Vec2 inputs for XY and ZW components
      • XY + Z + W: Vec2 input with individual Z and W scalars
      • ZW + X + Y: Vec2 input with individual X and Y scalars
      • X + Y + Z + W: Four individual scalar components

      Parameters

      • engine: Engine

        The engine instance

      Returns string

      The derivative function name suffix for the shader

      When the input connection pattern is not supported

    • Retrieves the value associated with a specific tag name

      Parameters

      • tagName: string

        The name of the tag whose value to retrieve

      Returns any

      The tag value, or undefined if the tag doesn't exist

    • Checks whether this object has a tag with the specified name

      Parameters

      • tagName: string

        The name of the tag to check for

      Returns boolean

      True if the tag exists (value is not null/undefined), false otherwise

    • Generates the shader function call statement for the merge vector operation. ShaderGraphResolver already orders varOutputNames to match output socket order and generates dummy variables for unconnected outputs, so we simply use them directly. This node only needs custom handling for selecting the correct input indices based on which inputs are connected.

      Parameters

      • engine: Engine

        The engine instance

      • i: number

        The node index in the shader graph

      • _shaderNode: AbstractShaderNode

        The shader node instance (unused in this implementation)

      • functionName: string

        The name of the shader function to call

      • varInputNames: string[][]

        Array of input variable names for each node

      • varOutputNames: string[][]

        Array of output variable names for each node (already ordered by ShaderGraphResolver)

      Returns string

      The generated shader code string for the function call

    • Checks if this object has a tag with the specified name and value

      Parameters

      • tagName: string

        The tag name to match

      • tagValue: string

        The tag value to match

      Returns boolean

      True if the object has a matching tag, false otherwise

    • Checks if this object has all the specified tags with exactly matching values

      Parameters

      • tags: RnTags

        Object containing tag names as keys and expected values

      Returns boolean

      True if all specified tags exist with matching values, false otherwise

    • Checks if the object's combined tag string contains all the provided search strings. This allows for flexible searching within tag names and values.

      Parameters

      • stringArray: string[]

        Array of strings that must all be present in the combined tag string

      Returns boolean

      True if all strings are found in the combined tag string, false otherwise

    • Attempts to set a tag on this object. If the tag already exists, it will be replaced.

      Parameters

      • tag: Tag

        The tag object containing the name and value to set

      Returns boolean

      True if the tag was successfully set, false if the tag name contains invalid characters

    • Attempts to set a unique name for this object

      Parameters

      • name: string

        The desired unique name

      • toAddNameIfConflict: boolean

        If true, appends UID to make name unique when conflicts occur; if false, fails on conflict

      Returns boolean

      True if the name was successfully set, false if there was a conflict and toAddNameIfConflict was false

    • Validates that a tag string contains only allowed characters (alphanumeric and underscore)

      Parameters

      • val: string

        The string to validate

      Returns boolean

      True if the string contains only valid characters, false if it contains invalid characters

    • Searches for the first object that has a specific tag with the given value

      Parameters

      • tag: string

        The tag name to search for

      • value: string

        The tag value to match

      Returns WeakRef<RnObject> | undefined

      WeakRef to the first matching object, or undefined if not found