Allow more combinations

This commit is contained in:
Andras Schmelczer 2026-06-10 22:04:40 +01:00
parent 7e61ea317e
commit 3755177843
4 changed files with 43 additions and 23 deletions

View file

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

View file

@ -10,7 +10,7 @@ export class ColorfulCircle extends Drawable {
uniform float colorfulCircleRadii[COLORFUL_CIRCLE_COUNT]; uniform float colorfulCircleRadii[COLORFUL_CIRCLE_COUNT];
uniform int colorfulCircleColorIndex[COLORFUL_CIRCLE_COUNT]; uniform int colorfulCircleColorIndex[COLORFUL_CIRCLE_COUNT];
float circleMinDistance(vec2 target, out vec4 color) { float colorfulCircleMinDistance(vec2 target, out vec4 color) {
float minDistance = 1000.0; float minDistance = 1000.0;
for (int i = 0; i < COLORFUL_CIRCLE_COUNT; i++) { for (int i = 0; i < COLORFUL_CIRCLE_COUNT; i++) {
float dist = distance(colorfulCircleCenters[i], target) - colorfulCircleRadii[i]; float dist = distance(colorfulCircleCenters[i], target) - colorfulCircleRadii[i];
@ -23,7 +23,7 @@ export class ColorfulCircle extends Drawable {
return minDistance; return minDistance;
} }
`, `,
distanceFunctionName: 'circleMinDistance', distanceFunctionName: 'colorfulCircleMinDistance',
}, },
propertyUniformMapping: { propertyUniformMapping: {
center: 'colorfulCircleCenters', center: 'colorfulCircleCenters',

View file

@ -36,7 +36,12 @@ export const InvertedTunnelFactory = (
uniform float fromRadii[INVERTED_TUNNEL_COUNT]; uniform float fromRadii[INVERTED_TUNNEL_COUNT];
uniform float toRadii[INVERTED_TUNNEL_COUNT]; uniform float toRadii[INVERTED_TUNNEL_COUNT];
// Other drawables share this declaration; the include guard keeps
// the combined shader from declaring it twice.
#ifndef NOISE_TEXTURE_DECLARED
#define NOISE_TEXTURE_DECLARED
uniform sampler2D noiseTexture; uniform sampler2D noiseTexture;
#endif
#ifdef WEBGL2_IS_AVAILABLE #ifdef WEBGL2_IS_AVAILABLE
float invertedTunnelTerrain(float h) { float invertedTunnelTerrain(float h) {

View file

@ -24,8 +24,16 @@ export const NoisyPolygonFactory = (
uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT]; uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT];
uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT]; uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT];
// Other drawables (and other vertex-count variants of this one)
// share these declarations; the include guards keep the combined
// shader from declaring them twice.
#ifndef NOISE_TEXTURE_DECLARED
#define NOISE_TEXTURE_DECLARED
uniform sampler2D noiseTexture; uniform sampler2D noiseTexture;
#endif
#ifndef MY_TERRAIN_DECLARED
#define MY_TERRAIN_DECLARED
#ifdef WEBGL2_IS_AVAILABLE #ifdef WEBGL2_IS_AVAILABLE
float myTerrain(vec2 h) { float myTerrain(vec2 h) {
return texture(noiseTexture, h)[0] - 0.5; return texture(noiseTexture, h)[0] - 0.5;
@ -35,6 +43,7 @@ export const NoisyPolygonFactory = (
return texture2D(noiseTexture, h)[0] - 0.5; return texture2D(noiseTexture, h)[0] - 0.5;
} }
#endif #endif
#endif
vec2 noisyPolygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) { vec2 noisyPolygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
vec2 targetFromDelta = target - from; vec2 targetFromDelta = target - from;