137 lines
4.6 KiB
TypeScript
137 lines
4.6 KiB
TypeScript
import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
|
|
import { clamp01 } from '../../helper/clamp';
|
|
import { codeForColorAccess } from '../../helper/code-for-color-access';
|
|
import { mix } from '../../helper/mix';
|
|
import { DrawableDescriptor } from '../drawable-descriptor';
|
|
import { EmptyDrawable } from '../empty-drawable';
|
|
|
|
/**
|
|
* @category Drawable
|
|
*/
|
|
class InvertedTunnelBase extends EmptyDrawable {
|
|
constructor(
|
|
public readonly from: vec2,
|
|
public readonly to: vec2,
|
|
public readonly fromRadius: number,
|
|
public readonly toRadius: number
|
|
) {
|
|
super();
|
|
}
|
|
}
|
|
|
|
let _id = 0;
|
|
|
|
/**
|
|
* Providing a noise texture is required for this drawable.
|
|
*
|
|
* @category Drawable
|
|
*/
|
|
export const InvertedTunnelFactory = (
|
|
color: vec3 | vec4 | number
|
|
): typeof InvertedTunnelBase => {
|
|
class InvertedTunnel extends InvertedTunnelBase {
|
|
public static descriptor: DrawableDescriptor = {
|
|
sdf: {
|
|
shader: `
|
|
uniform vec2 invertedTunnelFroms${_id}[INVERTED_TUNNEL_COUNT${_id}];
|
|
uniform vec2 invertedTunnelToFromDeltas${_id}[INVERTED_TUNNEL_COUNT${_id}];
|
|
uniform float invertedTunnelFromRadii${_id}[INVERTED_TUNNEL_COUNT${_id}];
|
|
uniform float invertedTunnelToRadii${_id}[INVERTED_TUNNEL_COUNT${_id}];
|
|
|
|
// Other drawables share this declaration; the include guard keeps
|
|
// the combined shader from declaring it twice.
|
|
#ifndef NOISE_TEXTURE_DECLARED
|
|
#define NOISE_TEXTURE_DECLARED
|
|
uniform sampler2D noiseTexture;
|
|
#endif
|
|
|
|
// Shared between every inverted-tunnel variant; the include guard
|
|
// keeps the combined shader from defining it twice.
|
|
#ifndef INVERTED_TUNNEL_TERRAIN_DECLARED
|
|
#define INVERTED_TUNNEL_TERRAIN_DECLARED
|
|
#ifdef WEBGL2_IS_AVAILABLE
|
|
float invertedTunnelTerrain(float h) {
|
|
return texture(
|
|
noiseTexture,
|
|
vec2(h, 0.5)
|
|
)[0] - 0.5;
|
|
}
|
|
#else
|
|
float invertedTunnelTerrain(float h) {
|
|
return texture2D(
|
|
noiseTexture,
|
|
vec2(h, 0.5)
|
|
)[0] - 0.5;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
float invertedTunnelMinDistance${_id}(vec2 target, out vec4 color) {
|
|
color = ${codeForColorAccess(color)};
|
|
|
|
float minDistance = -1000.0;
|
|
for (int i = 0; i < INVERTED_TUNNEL_COUNT${_id}; i++) {
|
|
|
|
vec2 targetFromDelta = target - invertedTunnelFroms${_id}[i];
|
|
|
|
float h = dot(targetFromDelta, invertedTunnelToFromDeltas${_id}[i])
|
|
/ max(dot(invertedTunnelToFromDeltas${_id}[i], invertedTunnelToFromDeltas${_id}[i]), 0.00000001);
|
|
|
|
float clampedH = clamp(h, 0.0, 1.0);
|
|
|
|
float currentDistance = -mix(
|
|
invertedTunnelFromRadii${_id}[i], invertedTunnelToRadii${_id}[i], clampedH
|
|
) + distance(
|
|
targetFromDelta, invertedTunnelToFromDeltas${_id}[i] * clampedH
|
|
) - invertedTunnelTerrain(h) / 12.0;
|
|
|
|
minDistance = max(minDistance, -currentDistance);
|
|
}
|
|
|
|
return minDistance;
|
|
}
|
|
`,
|
|
isInverted: true,
|
|
distanceFunctionName: `invertedTunnelMinDistance${_id}`,
|
|
},
|
|
propertyUniformMapping: {
|
|
from: `invertedTunnelFroms${_id}`,
|
|
toFromDelta: `invertedTunnelToFromDeltas${_id}`,
|
|
fromRadius: `invertedTunnelFromRadii${_id}`,
|
|
toRadius: `invertedTunnelToRadii${_id}`,
|
|
},
|
|
uniformCountMacroName: `INVERTED_TUNNEL_COUNT${_id}`,
|
|
shaderCombinationSteps: [0, 1, 4, 16, 32],
|
|
empty: new InvertedTunnel(vec2.create(), vec2.create(), 0, 0),
|
|
};
|
|
|
|
public minDistance(target: vec2): number {
|
|
const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
|
|
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
|
|
|
|
const h = clamp01(
|
|
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta)
|
|
);
|
|
|
|
return (
|
|
vec2.distance(targetFromDelta, vec2.scale(vec2.create(), toFromDelta, h)) -
|
|
mix(this.fromRadius, this.toRadius, h)
|
|
);
|
|
}
|
|
|
|
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
|
|
const toFromDelta = vec2.subtract(vec2.create(), this.to, this.from);
|
|
|
|
return {
|
|
from: vec2.transformMat2d(vec2.create(), this.from, transform2d),
|
|
toFromDelta: vec2.scale(vec2.create(), toFromDelta, transform1d),
|
|
fromRadius: this.fromRadius * transform1d,
|
|
toRadius: this.toRadius * transform1d,
|
|
};
|
|
}
|
|
}
|
|
|
|
_id++;
|
|
|
|
return InvertedTunnel;
|
|
};
|