Add WebGL compatibility
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3725f56c78
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3 changed files with 567 additions and 212 deletions
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@ -6,15 +6,13 @@ export class Circle extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct {
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vec2 center;
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float radius;
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}[CIRCLE_COUNT] circles;
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uniform vec2 circleCenters[CIRCLE_COUNT];
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uniform vec2 circleRadii[CIRCLE_COUNT];
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void circleMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = maxMinDistance;
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for (int i = 0; i < CIRCLE_COUNT; i++) {
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float dist = distance(circles[i].center, position) - circles[i].radius;
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float dist = distance(circleCenters[i], position) - circleRadii[i];
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myMinDistance = min(myMinDistance, dist);
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}
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minDistance = min(minDistance, myMinDistance);
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@ -26,9 +24,12 @@ export class Circle extends Drawable {
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`,
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distanceFunctionName: 'circleMinDistance',
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},
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uniformName: 'circles',
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propertyUniformMapping: {
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center: 'circleCenters',
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radius: 'circleRadii',
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},
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uniformCountMacroName: 'CIRCLE_COUNT',
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shaderCombinationSteps: [0, 1, 2, 3, 16, 32],
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Circle(vec2.fromValues(0, 0), 0),
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};
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@ -8,44 +8,46 @@ export class InvertedTunnel extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct InvertedTunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[INVERTED_TUNNEL_COUNT] invertedTunnels;
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uniform vec2 froms[INVERTED_TUNNEL_COUNT];
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uniform vec2 toFromDeltas[INVERTED_TUNNEL_COUNT];
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uniform float fromRadii[INVERTED_TUNNEL_COUNT];
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uniform float toRadii[INVERTED_TUNNEL_COUNT];
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void invertedTunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = -minDistance;
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for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
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InvertedTunnel tunnel = invertedTunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float currentDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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color = mix(0.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-myMinDistance
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));
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minDistance = -myMinDistance;
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void invertedTunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = -minDistance;
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for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = position - froms[i];
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float h = clamp(
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dot(targetFromDelta, toFromDeltas[i])
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/ dot(toFromDeltas[i], toFromDeltas[i]),
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0.0, 1.0
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);
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float currentDistance = -mix(
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fromRadii[i], toRadii[i], h
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) + distance(
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targetFromDelta, toFromDeltas[i] * h
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);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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`,
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color = mix(0.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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-myMinDistance
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));
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minDistance = -myMinDistance;
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}
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`,
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distanceFunctionName: 'invertedTunnelMinDistance',
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},
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uniformName: 'invertedTunnels',
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propertyUniformMapping: {
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from: 'froms',
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toFromDelta: 'toFromDeltas',
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fromRadius: 'fromRadii',
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toRadius: 'toRadii',
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},
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uniformCountMacroName: 'INVERTED_TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 4, 16, 32],
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empty: new InvertedTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0),
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@ -8,44 +8,46 @@ export class Tunnel extends Drawable {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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shader: `
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uniform struct Tunnel {
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vec2 from;
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vec2 toFromDelta;
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float fromRadius;
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float toRadius;
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}[TUNNEL_COUNT] tunnels;
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uniform vec2 froms[TUNNEL_COUNT];
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uniform vec2 toFromDeltas[TUNNEL_COUNT];
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uniform float fromRadii[TUNNEL_COUNT];
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uniform float toRadii[TUNNEL_COUNT];
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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Tunnel tunnel = tunnels[i];
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vec2 targetFromDelta = position - tunnel.from;
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float h = clamp(
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dot(targetFromDelta, tunnel.toFromDelta)
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/ dot(tunnel.toFromDelta, tunnel.toFromDelta),
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0.0, 1.0
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);
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float currentDistance = -mix(
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tunnel.fromRadius, tunnel.toRadius, h
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) + distance(
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targetFromDelta, tunnel.toFromDelta * h
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);
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void tunnelMinDistance(inout float minDistance, inout float color) {
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float myMinDistance = minDistance;
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for (int i = 0; i < TUNNEL_COUNT; i++) {
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vec2 targetFromDelta = position - froms[i];
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float h = clamp(
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dot(targetFromDelta, toFromDeltas[i])
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/ dot(toFromDeltas[i], toFromDeltas[i]),
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0.0, 1.0
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);
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float currentDistance = -mix(
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fromRadii[i], toRadii[i], h
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) + distance(
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targetFromDelta, toFromDeltas[i] * h
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);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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minDistance = min(minDistance, myMinDistance);
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myMinDistance = min(myMinDistance, currentDistance);
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}
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`,
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color = mix(2.0, color, step(
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distanceNdcPixelSize + SURFACE_OFFSET,
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myMinDistance
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));
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minDistance = min(minDistance, myMinDistance);
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}
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`,
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distanceFunctionName: 'tunnelMinDistance',
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},
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uniformName: 'tunnels',
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propertyUniformMapping: {
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from: 'froms',
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toFromDelta: 'toFromDeltas',
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fromRadius: 'fromRadii',
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toRadius: 'toRadii',
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},
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uniformCountMacroName: 'TUNNEL_COUNT',
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shaderCombinationSteps: [0, 1, 4, 16, 32],
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empty: new Tunnel(
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