Add geometric primitives

This commit is contained in:
schmelczerandras 2020-07-16 22:33:14 +02:00
parent 1ac4113b0d
commit 1cc69ee7f1

View file

@ -3,44 +3,77 @@
precision mediump float;
#define INFINITY 10000000.0
#define INFINITY 1.0 / 0.0
#define WORLD_SIZE 4
#define N (20)
out vec4 fragmentColor;
#define CIRCLE 1
#define LINE 2
#define TRIANGLE 3
out vec4 fragmentColor;
uniform vec2 resolution;
// uniform vec2 u_mouse;
uniform float time;
struct Circle {
vec2 center;
float radius;
struct Material {
vec3 color;
};
Circle world[WORLD_SIZE];
struct Primitive {
uint type;
uint index;
};
vec3 red = vec3(5.0, 0.0, 2.0);
vec3 blue = vec3(0.0, 0.0, 3.0);
struct Object {
Material material;
Primitive[10] primitives;
};
float sdPolygon( in vec2[N] v, in vec2 p )
struct Circle {
uint parent;
vec2 center;
float radius;
};
struct Line {
uint parent;
vec2 a;
vec2 b;
};
struct Triangle {
uint parent;
vec2 a;
vec2 b;
vec2 c;
};
// uniform Object[100] objects;
Circle[3] circles;
Line[1] lines;
Triangle[1] triangles;
float triangleDistance(in vec2 position, in Triangle triangle)
{
float d = dot(p-v[0],p-v[0]);
float s = 1.0;
const int num = v.length();
for( int i=0, j=num-1; i<N; j=i, i++ )
{
vec2 e = v[j] - v[i];
vec2 w = p - v[i];
vec2 b = w - e*clamp( dot(w,e)/dot(e,e), 0.0, 1.0 );
d = min( d, dot(b,b) );
bvec3 c = bvec3(p.y>=v[i].y,p.y<v[j].y,e.x*w.y>e.y*w.x);
if( all(c) || all(not(c)) ) s*=-1.0;
}
return s*sqrt(d);
vec2 e0 = triangle.b - triangle.a, e1 = triangle.c - triangle.b, e2 = triangle.a - triangle.c;
vec2 v0 = position - triangle.a, v1 = position - triangle.b, v2 = position - triangle.c;
vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
float s = sign(e0.x*e2.y - e0.y*e2.x);
vec2 d = min(min(vec2(dot(pq0,pq0), s*(v0.x*e0.y-v0.y*e0.x)),
vec2(dot(pq1,pq1), s*(v1.x*e1.y-v1.y*e1.x))),
vec2(dot(pq2,pq2), s*(v2.x*e2.y-v2.y*e2.x)));
return -sqrt(d.x)*sign(d.y);
}
float lineDistance(in vec2 position, in Line line)
{
vec2 pa = position - line.a, ba = line.b - line.a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba*h);
}
float circleDistance(in vec2 position, in Circle circle)
@ -48,30 +81,44 @@ float circleDistance(in vec2 position, in Circle circle)
return length(position - circle.center) - circle.radius;
}
float getDistance(in vec2 target) {
float getDistance(in vec2 target, out uint nearestParentIndex) {
float distance = INFINITY;
for (int i = 0; i < WORLD_SIZE; i++) {
distance = min(distance, circleDistance(target, world[i]));
}
return distance;
}
float getDistance(in vec2 target, out Circle nearest) {
float distance = INFINITY;
for (int i = 0; i < WORLD_SIZE; i++) {
float distanceToCurrent = circleDistance(target, world[i]);
for (int i = 0; i < circles.length(); i++) {
float distanceToCurrent = circleDistance(target, circles[i]);
if (distanceToCurrent < distance) {
distance = distanceToCurrent;
nearest = world[i];
nearestParentIndex = circles[i].parent;
}
}
for (int i = 0; i < lines.length(); i++) {
float distanceToCurrent = lineDistance(target, lines[i]);
if (distanceToCurrent < distance) {
distance = distanceToCurrent;
nearestParentIndex = lines[i].parent;
}
}
for (int i = 0; i < triangles.length(); i++) {
float distanceToCurrent = triangleDistance(target, triangles[i]);
if (distanceToCurrent < distance) {
distance = distanceToCurrent;
nearestParentIndex = triangles[i].parent;
}
}
return distance;
}
void createWorld() {
world[0] = Circle(vec2(250.0, 100.0), 12.5, blue);
world[1] = Circle(vec2(150.0, 50.0), 32.5, red);
world[2] = Circle(vec2(300.0, 350.0), 52.5, blue);
circles[0] = Circle(0u, vec2(250.0, 100.0), 12.5);
circles[1] = Circle(0u, vec2(150.0, 50.0), 32.5);
circles[2] = Circle(0u, vec2(300.0, 350.0), 52.5);
lines[0] = Line(0u, vec2(100.0, 300.0), vec2(550.0, 140.0));
triangles[0] = Triangle(0u, vec2(400.0, 100.0), vec2(200.0, 240.0), vec2(600.0, 340.0));
}
float linearstep(float a, float b, float q) {
@ -82,7 +129,7 @@ void main() {
createWorld();
vec2 position = gl_FragCoord.xy + vec2(0.5);
vec3 color = vec3(1.0) * linearstep(0.0, 1.0, getDistance(position));
uint index;
vec3 color = vec3(1.0) * linearstep(0.0, 1.0, getDistance(position, index));
fragmentColor = vec4(color, 1.0);
}