Allow more combinations
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7e61ea317e
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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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}
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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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/**
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* @category Drawable
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* @category Drawable
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*/
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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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public static descriptor: DrawableDescriptor = {
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sdf: {
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sdf: {
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shader: `
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shader: `
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uniform vec2 circleCenters[CIRCLE_COUNT];
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uniform vec2 circleCenters${_id}[CIRCLE_COUNT${_id}];
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uniform float circleRadii[CIRCLE_COUNT];
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uniform float circleRadii${_id}[CIRCLE_COUNT${_id}];
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float circleMinDistance(vec2 target, out vec4 color) {
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float circleMinDistance${_id}(vec2 target, out vec4 color) {
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color = ${codeForColorAccess(color)};
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color = ${codeForColorAccess(color)};
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float minDistance = 1000.0;
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float minDistance = 1000.0;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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for (int i = 0; i < CIRCLE_COUNT${_id}; i++) {
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float dist = distance(circleCenters[i], target) - circleRadii[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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minDistance = min(minDistance, dist);
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}
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}
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return minDistance;
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return minDistance;
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}
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}
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`,
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`,
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distanceFunctionName: 'circleMinDistance',
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distanceFunctionName: `circleMinDistance${_id}`,
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},
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},
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propertyUniformMapping: {
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propertyUniformMapping: {
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center: 'circleCenters',
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center: `circleCenters${_id}`,
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radius: 'circleRadii',
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radius: `circleRadii${_id}`,
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},
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},
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uniformCountMacroName: 'CIRCLE_COUNT',
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uniformCountMacroName: `CIRCLE_COUNT${_id}`,
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Circle(vec2.create(), 0),
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empty: new Circle(vec2.create(), 0),
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};
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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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}
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}
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_id++;
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return Circle;
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return Circle;
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};
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};
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@ -10,7 +10,7 @@ export class ColorfulCircle extends Drawable {
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uniform float colorfulCircleRadii[COLORFUL_CIRCLE_COUNT];
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uniform float colorfulCircleRadii[COLORFUL_CIRCLE_COUNT];
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uniform int colorfulCircleColorIndex[COLORFUL_CIRCLE_COUNT];
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uniform int colorfulCircleColorIndex[COLORFUL_CIRCLE_COUNT];
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float circleMinDistance(vec2 target, out vec4 color) {
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float colorfulCircleMinDistance(vec2 target, out vec4 color) {
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float minDistance = 1000.0;
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float minDistance = 1000.0;
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for (int i = 0; i < COLORFUL_CIRCLE_COUNT; i++) {
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for (int i = 0; i < COLORFUL_CIRCLE_COUNT; i++) {
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float dist = distance(colorfulCircleCenters[i], target) - colorfulCircleRadii[i];
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float dist = distance(colorfulCircleCenters[i], target) - colorfulCircleRadii[i];
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@ -23,7 +23,7 @@ export class ColorfulCircle extends Drawable {
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return minDistance;
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return minDistance;
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}
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}
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`,
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`,
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distanceFunctionName: 'circleMinDistance',
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distanceFunctionName: 'colorfulCircleMinDistance',
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},
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},
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propertyUniformMapping: {
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propertyUniformMapping: {
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center: 'colorfulCircleCenters',
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center: 'colorfulCircleCenters',
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@ -36,7 +36,12 @@ export const InvertedTunnelFactory = (
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uniform float fromRadii[INVERTED_TUNNEL_COUNT];
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uniform float fromRadii[INVERTED_TUNNEL_COUNT];
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uniform float toRadii[INVERTED_TUNNEL_COUNT];
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uniform float toRadii[INVERTED_TUNNEL_COUNT];
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// Other drawables share this declaration; the include guard keeps
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// the combined shader from declaring it twice.
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#ifndef NOISE_TEXTURE_DECLARED
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#define NOISE_TEXTURE_DECLARED
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uniform sampler2D noiseTexture;
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uniform sampler2D noiseTexture;
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#endif
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#ifdef WEBGL2_IS_AVAILABLE
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#ifdef WEBGL2_IS_AVAILABLE
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float invertedTunnelTerrain(float h) {
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float invertedTunnelTerrain(float h) {
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@ -24,8 +24,16 @@ export const NoisyPolygonFactory = (
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uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT];
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// Other drawables (and other vertex-count variants of this one)
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// share these declarations; the include guards keep the combined
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// shader from declaring them twice.
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#ifndef NOISE_TEXTURE_DECLARED
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#define NOISE_TEXTURE_DECLARED
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uniform sampler2D noiseTexture;
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uniform sampler2D noiseTexture;
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#endif
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#ifndef MY_TERRAIN_DECLARED
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#define MY_TERRAIN_DECLARED
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#ifdef WEBGL2_IS_AVAILABLE
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#ifdef WEBGL2_IS_AVAILABLE
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float myTerrain(vec2 h) {
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float myTerrain(vec2 h) {
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return texture(noiseTexture, h)[0] - 0.5;
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return texture(noiseTexture, h)[0] - 0.5;
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@ -35,6 +43,7 @@ export const NoisyPolygonFactory = (
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return texture2D(noiseTexture, h)[0] - 0.5;
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return texture2D(noiseTexture, h)[0] - 0.5;
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}
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}
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#endif
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#endif
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#endif
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vec2 noisyPolygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
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vec2 noisyPolygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
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vec2 targetFromDelta = target - from;
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vec2 targetFromDelta = target - from;
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