Add factories for finer color management
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14 changed files with 644 additions and 391 deletions
123
src/drawables/shapes/inverted-tunnel-factory.ts
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123
src/drawables/shapes/inverted-tunnel-factory.ts
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import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
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import { clamp01 } from '../../helper/clamp';
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import { codeForColorAccess } from '../../helper/code-for-color-access';
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import { mix } from '../../helper/mix';
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import { DrawableDescriptor } from '../drawable-descriptor';
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import { EmptyDrawable } from '../empty-drawable';
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/**
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* @category Drawable
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*/
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class InvertedTunnelBase extends EmptyDrawable {
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constructor(
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public readonly from: vec2,
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public readonly to: vec2,
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public readonly fromRadius: number,
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public readonly toRadius: number
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) {
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super();
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}
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}
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/**
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* Providing a noise texture is required for this drawable.
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*
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* @category Drawable
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*/
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export const InvertedTunnelFactory = (
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color: vec3 | vec4 | number
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): typeof InvertedTunnelBase => {
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class InvertedTunnel extends InvertedTunnelBase {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform vec2 froms[INVERTED_TUNNEL_COUNT];
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uniform vec2 toFromDeltas[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 sampler2D noiseTexture;
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#ifdef WEBGL2_IS_AVAILABLE
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float invertedTunnelTerrain(float h) {
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return texture(
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noiseTexture,
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vec2(h, 0.5)
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)[0] - 0.5;
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}
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#else
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float invertedTunnelTerrain(float h) {
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return texture2D(
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noiseTexture,
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vec2(h, 0.5)
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)[0] - 0.5;
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}
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#endif
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float invertedTunnelMinDistance(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 < INVERTED_TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = target - froms[i];
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float h = dot(targetFromDelta, toFromDeltas[i])
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/ dot(toFromDeltas[i], toFromDeltas[i]);
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float clampedH = clamp(h, 0.0, 1.0);
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float currentDistance = -mix(
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fromRadii[i], toRadii[i], clampedH
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) + distance(
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targetFromDelta, toFromDeltas[i] * clampedH
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) - invertedTunnelTerrain(h) / 12.0;
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minDistance = max(minDistance, -currentDistance);
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}
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return minDistance;
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}
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`,
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isInverted: true,
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distanceFunctionName: 'invertedTunnelMinDistance',
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},
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propertyUniformMapping: {
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from: 'froms',
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toFromDelta: 'toFromDeltas',
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fromRadius: 'fromRadii',
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toRadius: 'toRadii',
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},
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uniformCountMacroName: 'INVERTED_TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 4, 16, 32],
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empty: new InvertedTunnel(vec2.create(), vec2.create(), 0, 0),
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};
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public minDistance(target: vec2): number {
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const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
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const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
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const h = clamp01(
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vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta)
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);
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return (
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vec2.distance(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)) -
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mix(this.fromRadius, this.toRadius, h)
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);
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
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return {
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from: vec2.transformMat2d(vec2.create(), this.from, transform2d),
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toFromDelta: vec2.scale(vec2.create(), toFromDelta, transform1d),
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fromRadius: this.fromRadius * transform1d,
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toRadius: this.toRadius * transform1d,
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};
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}
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}
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return InvertedTunnel;
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};
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