Allow more combinations
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7e61ea317e
commit
3755177843
4 changed files with 43 additions and 23 deletions
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@ -15,6 +15,10 @@ class CircleBase extends EmptyDrawable {
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}
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}
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// Suffixing the GLSL names with a per-factory-invocation id lets multiple
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// circle types (e.g. different colors) coexist in one compiled shader.
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let _id = 0;
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/**
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* @category Drawable
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*/
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@ -23,27 +27,27 @@ export const CircleFactory = (color: vec3 | vec4 | number): typeof CircleBase =>
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform vec2 circleCenters[CIRCLE_COUNT];
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uniform float circleRadii[CIRCLE_COUNT];
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float circleMinDistance(vec2 target, out vec4 color) {
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uniform vec2 circleCenters${_id}[CIRCLE_COUNT${_id}];
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uniform float circleRadii${_id}[CIRCLE_COUNT${_id}];
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float circleMinDistance${_id}(vec2 target, out vec4 color) {
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color = ${codeForColorAccess(color)};
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float minDistance = 1000.0;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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float dist = distance(circleCenters[i], target) - circleRadii[i];
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for (int i = 0; i < CIRCLE_COUNT${_id}; i++) {
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float dist = distance(circleCenters${_id}[i], target) - circleRadii${_id}[i];
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minDistance = min(minDistance, dist);
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}
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return minDistance;
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}
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`,
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distanceFunctionName: 'circleMinDistance',
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distanceFunctionName: `circleMinDistance${_id}`,
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},
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propertyUniformMapping: {
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center: 'circleCenters',
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radius: 'circleRadii',
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center: `circleCenters${_id}`,
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radius: `circleRadii${_id}`,
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},
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uniformCountMacroName: 'CIRCLE_COUNT',
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uniformCountMacroName: `CIRCLE_COUNT${_id}`,
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Circle(vec2.create(), 0),
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};
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@ -60,5 +64,7 @@ export const CircleFactory = (color: vec3 | vec4 | number): typeof CircleBase =>
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}
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}
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_id++;
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return Circle;
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};
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