import { mat2d, vec2 } from 'gl-matrix'; import { Drawable } from '../drawable'; import { DrawableDescriptor } from '../drawable-descriptor'; export class Circle extends Drawable { public static descriptor: DrawableDescriptor = { sdf: { shader: ` uniform struct { vec2 center; float radius; }[CIRCLE_COUNT] circles; void circleMinDistance(inout float minDistance, inout float color) { float myMinDistance = maxMinDistance; for (int i = 0; i < CIRCLE_COUNT; i++) { float dist = distance(circles[i].center, position) - circles[i].radius; myMinDistance = min(myMinDistance, dist); } minDistance = min(minDistance, myMinDistance); color = mix(2.0, color, step( distanceNdcPixelSize + SURFACE_OFFSET, myMinDistance )); } `, distanceFunctionName: 'circleMinDistance', }, uniformName: 'circles', uniformCountMacroName: 'CIRCLE_COUNT', shaderCombinationSteps: [0, 1, 2, 3, 16, 32], empty: new Circle(vec2.fromValues(0, 0), 0), }; constructor(public center: vec2, public radius: number) { super(); } 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, }; } }