70 lines
2.1 KiB
TypeScript
70 lines
2.1 KiB
TypeScript
import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
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import { codeForColorAccess } from '../../helper/code-for-color-access';
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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 CircleBase extends EmptyDrawable {
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constructor(
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public center: vec2,
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public radius: number
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) {
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super();
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}
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}
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// Suffixing the GLSL names with a per-factory-invocation id lets multiple
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// circle types (e.g. different colors) coexist in one compiled shader.
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let _id = 0;
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/**
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* @category Drawable
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*/
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export const CircleFactory = (color: vec3 | vec4 | number): typeof CircleBase => {
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class Circle extends CircleBase {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform vec2 circleCenters${_id}[CIRCLE_COUNT${_id}];
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uniform float circleRadii${_id}[CIRCLE_COUNT${_id}];
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float circleMinDistance${_id}(vec2 target, out vec4 color) {
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color = ${codeForColorAccess(color)};
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float minDistance = 1000.0;
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for (int i = 0; i < CIRCLE_COUNT${_id}; i++) {
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float dist = distance(circleCenters${_id}[i], target) - circleRadii${_id}[i];
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minDistance = min(minDistance, dist);
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}
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return minDistance;
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}
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`,
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distanceFunctionName: `circleMinDistance${_id}`,
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},
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propertyUniformMapping: {
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center: `circleCenters${_id}`,
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radius: `circleRadii${_id}`,
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},
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uniformCountMacroName: `CIRCLE_COUNT${_id}`,
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Circle(vec2.create(), 0),
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};
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public minDistance(target: vec2): number {
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return vec2.dist(this.center, target) - this.radius;
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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return {
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center: vec2.transformMat2d(vec2.create(), this.center, transform2d),
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radius: this.radius * transform1d,
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};
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}
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}
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_id++;
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return Circle;
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};
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