Do some more refactoring

This commit is contained in:
schmelczerandras 2020-07-30 20:59:37 +02:00
commit 24cc572e47
3 changed files with 194 additions and 155 deletions

View file

@ -5,8 +5,8 @@ import { IDrawableDescriptor } from '../i-drawable-descriptor';
export class CircleLight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'lights',
countMacroName: 'lightCount',
uniformName: 'circleLights',
countMacroName: 'circleLightCount',
shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
};
@ -17,15 +17,15 @@ export class CircleLight implements ILight {
public lightness: number
) {}
distance(target: vec2): number {
public distance(target: vec2): number {
return 0;
}
minimumDistance(target: vec2): number {
public minimumDistance(target: vec2): number {
return 0;
}
serializeToUniforms(uniforms: any): void {
public serializeToUniforms(uniforms: any): void {
const listName = CircleLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
@ -39,7 +39,7 @@ export class CircleLight implements ILight {
});
}
get value(): vec3 {
public get value(): vec3 {
return vec3.scale(
vec3.create(),
vec3.normalize(this.color, this.color),

View file

@ -1,23 +1,32 @@
import { ILight } from './i-light';
import { vec2, vec3 } from 'gl-matrix';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { settings } from '../../settings';
export class PointLight implements ILight {
public static uniformName = 'lights';
public static descriptor: IDrawableDescriptor = {
uniformName: 'pointLights',
countMacroName: 'pointLightCount',
shaderCombinationSteps: settings.shaderCombinations.pointLightSteps,
};
constructor(
public center: vec2,
public radius: number,
public color: vec3,
public lightness: number
) {}
distance(target: vec2): number {
throw new Error('Method not implemented.');
}
minimumDistance(target: vec2): number {
throw new Error('Method not implemented.');
public distance(target: vec2): number {
return vec2.distance(this.center, target) - this.radius;
}
serializeToUniforms(uniforms: any): void {
const listName = PointLight.uniformName;
public minimumDistance(target: vec2): number {
return vec2.distance(this.center, target) - this.radius;
}
public serializeToUniforms(uniforms: any): void {
const listName = PointLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
uniforms[listName] = [];
@ -25,12 +34,12 @@ export class PointLight implements ILight {
uniforms[listName].push({
center: this.center,
radius: 0,
radius: this.radius,
value: this.value,
});
}
get value(): vec3 {
public get value(): vec3 {
return vec3.scale(vec3.create(), this.color, this.lightness);
}
}

View file

@ -25,7 +25,6 @@ export class TunnelShape implements IPrimitive {
public readonly toRadius: number
) {
this.toFromDelta = vec2.subtract(vec2.create(), to, from);
this.toFromDeltaLength = vec2.length(this.toFromDelta);
this.boundingCircle = new Circle(
vec2.fromValues(from.x / 2 + to.x / 2, from.y / 2 + to.y / 2),
@ -50,8 +49,7 @@ export class TunnelShape implements IPrimitive {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, this.toFromDelta) /
this.toFromDeltaLength /
this.toFromDeltaLength
vec2.dot(this.toFromDelta, this.toFromDelta)
);
return (
vec2.distance(