Add polygon drawable

This commit is contained in:
schmelczerandras 2020-10-12 16:10:28 +02:00
parent c158f8655b
commit cdcac35b68

View file

@ -0,0 +1,165 @@
import { mat2d, vec2 } from 'gl-matrix';
import { clamp01 } from '../../helper/clamp';
import { Drawable } from '../drawable';
import { DrawableDescriptor } from '../drawable-descriptor';
/**
* @category Drawable
*/
export const PolygonFactory = (
vertexCount: number
): { new (vertices: Array<vec2>): Drawable; descriptor: DrawableDescriptor } => {
class Polygon extends Drawable {
public static descriptor: DrawableDescriptor = {
sdf: {
shader: `
uniform vec2 polygon${vertexCount}Vertices[POLGYON${vertexCount}_COUNT * ${vertexCount}];
vec2 polygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
vec2 targetFromDelta = target - from;
vec2 toFromDelta = to - from;
float h = clamp(
dot(targetFromDelta, toFromDelta) / dot(toFromDelta, toFromDelta),
0.0, 1.0
);
vec2 diff = targetFromDelta - toFromDelta * h;
return vec2(
dot(diff, diff),
toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x
);
}
float polygon${vertexCount}MinDistance(vec2 target, out float colorIndex) {
colorIndex = 1.0;
float minDistance = 100.0;
for (int j = 0; j < POLGYON${vertexCount}_COUNT; j++) {
vec2 startEnd = polygon${vertexCount}Vertices[j * ${vertexCount}];
vec2 vb = startEnd;
float d = 10000.0;
float s = 1.0;
for (int k = 1; k < ${vertexCount}; k++) {
vec2 va = vb;
vb = polygon${vertexCount}Vertices[j * ${vertexCount} + k];
vec2 ds = polygon${vertexCount}LineDistance(target, va, vb);
bvec3 cond = bvec3(target.y >= va.y, target.y < vb.y, ds.y > 0.0);
if (all(cond) || all(not(cond))) {
s *= -1.0;
}
d = min(d, ds.x);
}
vec2 ds = polygon${vertexCount}LineDistance(target, vb, startEnd);
bvec3 cond = bvec3(target.y >= vb.y, target.y < startEnd.y, ds.y > 0.0);
if (all(cond) || all(not(cond))) {
s *= -1.0;
}
d = min(d, ds.x);
minDistance = min(minDistance, s * sqrt(d));
}
return minDistance;
}
`,
distanceFunctionName: `polygon${vertexCount}MinDistance`,
},
propertyUniformMapping: {
vertices: `polygon${vertexCount}Vertices`,
},
objectCountScaler: 1 / vertexCount,
uniformCountMacroName: `POLGYON${vertexCount}_COUNT`,
shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
empty: new Polygon(new Array(vertexCount).fill(vec2.create())),
};
constructor(public vertices: Array<vec2>) {
super();
if (vertices.length > vertexCount) {
throw new Error(
`Too many vertices, expected ${vertexCount}, got ${vertices.length}`
);
}
}
public minDistance(target: vec2): number {
const startEnd = this.vertices[0];
let vb = startEnd;
let d = vec2.squaredDistance(target, vb);
let sign = 1;
for (let i = 1; i <= this.vertices.length; i++) {
const va = vb;
vb = i === this.vertices.length ? startEnd : this.vertices[i];
const targetFromDelta = vec2.subtract(vec2.create(), target, va);
const toFromDelta = vec2.subtract(vec2.create(), vb, va);
const h = clamp01(
vec2.dot(targetFromDelta, toFromDelta) / vec2.squaredLength(toFromDelta)
);
const ds = vec2.fromValues(
vec2.dist(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)),
toFromDelta.x * targetFromDelta.y - toFromDelta.y * targetFromDelta.x
);
if (
(target.y >= va.y && target.y < vb.y && ds.y > 0) ||
(target.y < va.y && target.y >= vb.y && ds.y <= 0)
) {
sign *= -1;
}
d = Math.min(d, ds.x);
}
return sign * d;
}
public getVertices(): Array<vec2> {
return this.vertices;
}
private get actualVertices(): Array<vec2> {
return this.vertices.length < vertexCount
? ([
...this.vertices,
...new Array(vertexCount - this.vertices.length).fill(this.vertices[0]),
] as Array<vec2>)
: this.vertices;
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
return {
vertices: this.actualVertices.map((v) =>
vec2.transformMat2d(vec2.create(), v, transform2d)
),
};
}
public serializeToUniforms(
uniforms: any,
transform2d: mat2d,
transform1d: number
): void {
const { propertyUniformMapping } = (this.constructor as typeof Drawable).descriptor;
const serialized = this.getObjectToSerialize(transform2d, transform1d);
Object.entries(propertyUniformMapping).forEach(([k, v]) => {
if (!Object.prototype.hasOwnProperty.call(uniforms, v)) {
uniforms[v] = [];
}
uniforms[v].push(...serialized[k]);
});
}
}
return Polygon;
};