Minor fixes
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4 changed files with 17 additions and 13 deletions
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@ -19,8 +19,8 @@ The motivation behind this library and more in-depth information about the rende
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## Usage (2nd option)
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If you're planning on creating animated content, use the [runAnimation function](globals.html#run-animation) function to spare yourself from writing boilerplate code.
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Further documentation on its usage is available in its [documentation](globals.html#run-animation).
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If you're planning on creating animated content, use the [runAnimation function](globals.html#runanimation) to spare yourself from writing boilerplate code.
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Further documentation on its usage is available in its [documentation](globals.html#runanimation).
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## Extending drawables
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@ -1,6 +1,6 @@
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{
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"name": "sdf-2d",
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"version": "0.5.3",
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"version": "0.6.0",
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"description": "Graphics framework for efficiently rendering 2D signed distance fields.",
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"keywords": [
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"webgl",
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@ -1,6 +1,9 @@
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import { UniversalRenderingContext } from '../universal-rendering-context';
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import { tryEnableExtension } from './enable-extension';
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/**
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* @internal
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*/
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export const getHardwareInfo = (
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gl: UniversalRenderingContext
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): { vendor: string; renderer: string } | null => {
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@ -1,3 +1,4 @@
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import { clamp } from '../../helper/clamp';
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import { Renderer } from './renderer/renderer';
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/**
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@ -15,7 +16,7 @@ import { Renderer } from './renderer/renderer';
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*/
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export class FpsQualityAutoscaler {
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private readonly maxAdjusmentRateInMilliseconds = 10000;
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private readonly adjusmentRateIncrease = 1.3;
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private readonly adjusmentRateIncrease = 2;
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private adjusmentRateInMilliseconds = 500;
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private fps = 0;
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@ -62,17 +63,17 @@ export class FpsQualityAutoscaler {
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private lightsScale = 1;
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private adjustQuality() {
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console.log(this.distanceScale, this.lightsScale);
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if (this.fps >= this.fpsTarget + this.fpsHysteresis) {
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this.renderer.setRuntimeSettings({
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distanceRenderScale: this.distanceScale += 0.1,
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lightsRenderScale: this.lightsScale += 0.1,
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});
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this.distanceScale = clamp(this.distanceScale + 0.1, 0.2, 1);
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this.lightsScale = clamp(this.lightsScale + 0.1, 0.2, 1);
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} else if (this.fps <= this.fpsTarget + this.fpsHysteresis) {
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this.renderer.setRuntimeSettings({
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distanceRenderScale: this.distanceScale *= 0.7,
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lightsRenderScale: this.lightsScale *= 0.7,
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});
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this.distanceScale = clamp(this.distanceScale / 2, 0.2, 1);
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this.lightsScale = clamp(this.lightsScale / 2, 0.2, 1);
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}
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this.renderer.setRuntimeSettings({
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distanceRenderScale: this.distanceScale,
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lightsRenderScale: this.lightsScale,
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});
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}
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}
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