import { mat2d, vec2, vec3, vec4 } from 'gl-matrix'; import { codeForColorAccess } from '../../helper/code-for-color-access'; import { DrawableDescriptor } from '../drawable-descriptor'; import { EmptyDrawable } from '../empty-drawable'; /** * @category Drawable */ class CircleBase extends EmptyDrawable { constructor( public center: vec2, public radius: number ) { super(); } } // 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 */ export const CircleFactory = (color: vec3 | vec4 | number): typeof CircleBase => { class Circle extends CircleBase { public static descriptor: DrawableDescriptor = { sdf: { shader: ` uniform vec2 circleCenters${_id}[CIRCLE_COUNT${_id}]; uniform float circleRadii${_id}[CIRCLE_COUNT${_id}]; float circleMinDistance${_id}(vec2 target, out vec4 color) { color = ${codeForColorAccess(color)}; float minDistance = 1000.0; for (int i = 0; i < CIRCLE_COUNT${_id}; i++) { float dist = distance(circleCenters${_id}[i], target) - circleRadii${_id}[i]; minDistance = min(minDistance, dist); } return minDistance; } `, distanceFunctionName: `circleMinDistance${_id}`, }, propertyUniformMapping: { center: `circleCenters${_id}`, radius: `circleRadii${_id}`, }, uniformCountMacroName: `CIRCLE_COUNT${_id}`, shaderCombinationSteps: [0, 1, 2, 3, 8, 16], empty: new Circle(vec2.create(), 0), }; public minDistance(target: vec2): number { return vec2.dist(this.center, target) - this.radius; } protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any { return { center: vec2.transformMat2d(vec2.create(), this.center, transform2d), radius: this.radius * transform1d, }; } } _id++; return Circle; };