Refactor rendering

This commit is contained in:
schmelczerandras 2020-07-30 13:28:10 +02:00
commit c892ca2d01
9 changed files with 505 additions and 423 deletions

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export interface IDrawableDescriptor {
uniformName: string;
countMacroName: string;
shaderCombinationSteps: Array<number>;
}

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import { vec2 } from 'gl-matrix';
export interface IDrawable {
serializeToUniforms(uniforms: any): void;
distance(target: vec2): number;
minimumDistance(target: vec2): number;
}

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import { ILight } from './i-light';
import { vec2, vec3 } from 'gl-matrix';
import { settings } from '../../settings';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
export class CircleLight implements ILight {
public static descriptor: IDrawableDescriptor = {
uniformName: 'lights',
countMacroName: 'lightCount',
shaderCombinationSteps: settings.shaderCombinations.circleLightSteps,
};
constructor(
public center: vec2,
public radius: number,
public color: vec3,
public lightness: number
) {}
distance(target: vec2): number {
return 0;
}
minimumDistance(target: vec2): number {
return 0;
}
serializeToUniforms(uniforms: any): void {
const listName = CircleLight.descriptor.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
uniforms[listName] = [];
}
uniforms[listName].push({
center: this.center,
radius: this.radius,
value: this.value,
});
}
get value(): vec3 {
return vec3.scale(
vec3.create(),
vec3.normalize(this.color, this.color),
this.lightness
);
}
}

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import { IDrawable } from '../i-drawable';
export interface ILight extends IDrawable {}

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import { ILight } from './i-light';
import { vec2, vec3 } from 'gl-matrix';
export class PointLight implements ILight {
public static uniformName = 'lights';
constructor(
public center: vec2,
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.');
}
serializeToUniforms(uniforms: any): void {
const listName = PointLight.uniformName;
if (!uniforms.hasOwnProperty(listName)) {
uniforms[listName] = [];
}
uniforms[listName].push({
center: this.center,
radius: 0,
value: this.value,
});
}
get value(): vec3 {
return vec3.scale(vec3.create(), this.color, this.lightness);
}
}

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import { vec2 } from 'gl-matrix';
import { IPrimitive } from './i-primitive';
export class Circle implements IPrimitive {
public constructor(public center = vec2.create(), public radius = 0) {}
public serializeToUniforms(uniforms: any): void {
throw new Error('Method not implemented.');
}
public distance(target: vec2): number {
return vec2.distance(this.center, target) - this.radius;
}
public minimumDistance(target: vec2): number {
return vec2.distance(this.center, target) - this.radius;
}
public isInside(target: vec2): boolean {
return this.distance(target) < 0;
}
public areIntersecting(other: Circle): boolean {
const distance = vec2.distance(this.center, other.center);
return distance < this.radius + other.radius;
}
}

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import { IDrawable } from '../i-drawable';
export interface IPrimitive extends IDrawable {}

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import { vec2 } from 'gl-matrix';
export class Rectangle {
public constructor(
public topLeft: vec2 = vec2.create(),
public size: vec2 = vec2.create()
) {}
public isInside(position: vec2): boolean {
const translated = vec2.subtract(vec2.create(), position, this.topLeft);
return (
0 <= translated.x &&
translated.x < this.size.x &&
0 <= translated.y &&
translated.y < this.size.y
);
}
}

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import { vec2 } from 'gl-matrix';
import { clamp01 } from '../../../helper/clamp';
import { mix } from '../../../helper/mix';
import { Circle } from './circle';
import { IPrimitive } from './i-primitive';
import { IDrawableDescriptor } from '../i-drawable-descriptor';
import { settings } from '../../settings';
export class TunnelShape implements IPrimitive {
public static descriptor: IDrawableDescriptor = {
uniformName: 'lines',
countMacroName: 'lineCount',
shaderCombinationSteps: settings.shaderCombinations.lineSteps,
};
public readonly toFromDelta: vec2;
private toFromDeltaLength: number;
private boundingCircle: Circle;
constructor(
public readonly from: vec2,
public readonly to: vec2,
public readonly fromRadius: number,
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),
Math.max(fromRadius, toRadius) + vec2.distance(from, to)
);
}
serializeToUniforms(uniforms: any): void {
if (!uniforms.hasOwnProperty(TunnelShape.descriptor.uniformName)) {
uniforms[TunnelShape.descriptor.uniformName] = [];
}
uniforms[TunnelShape.descriptor.uniformName].push({
from: this.from,
toFromDelta: this.toFromDelta,
fromRadius: this.fromRadius,
toRadius: this.toRadius,
});
}
public distance(target: vec2): number {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, this.toFromDelta) /
this.toFromDeltaLength /
this.toFromDeltaLength
);
return (
vec2.distance(
targetFromDelta,
vec2.scale(vec2.create(), this.toFromDelta, h)
) - mix(this.fromRadius, this.toRadius, h)
);
}
public minimumDistance(target: vec2): number {
return this.boundingCircle.distance(target);
}
}