From 31fcfd3d6beab15ba1b2d5c28889fb3b842f7f6c Mon Sep 17 00:00:00 2001 From: schmelczerandras Date: Mon, 28 Sep 2020 16:26:55 +0200 Subject: [PATCH] Finish documentation --- README.md | 3 +- docs-source/README.md | 49 - docs/_config.yml | 1 - docs/assets/js/search.json | 2 +- docs/classes/circle.html | 89 +- docs/classes/circlelight.html | 97 +- docs/classes/contextawarerenderer.html | 442 --------- docs/classes/defaultframebuffer.html | 363 -------- docs/classes/distancerenderpass.html | 377 -------- docs/classes/drawable.html | 102 +- docs/classes/flashlight.html | 101 +- docs/classes/fpsautoscaler.html | 272 ------ docs/classes/fragmentshaderonlyprogram.html | 412 -------- docs/classes/framebuffer.html | 356 ------- docs/classes/insights.html | 273 ------ docs/classes/intermediateframebuffer.html | 392 -------- docs/classes/invertedtunnel.html | 99 +- docs/classes/lightdrawable.html | 398 -------- docs/classes/lightsrenderpass.html | 363 -------- docs/classes/palettetexture.html | 287 ------ docs/classes/parallelcompiler.html | 239 ----- docs/classes/program.html | 403 -------- docs/classes/rendererimplementation.html | 449 --------- docs/classes/renderpass.html | 319 ------- docs/classes/tunnel.html | 97 +- .../uniformarrayautoscalingprogram.html | 312 ------- docs/classes/uniformsprovider.html | 356 ------- docs/classes/webglstopwatch.html | 314 ------- docs/enums/stopwatchstate.html | 179 ---- docs/globals.html | 876 +++--------------- docs/index.html | 189 +--- docs/interfaces/__global.array.html | 195 ---- docs/interfaces/__global.float32array.html | 184 ---- docs/interfaces/drawabledescriptor.html | 106 ++- docs/interfaces/iprogram.html | 236 ----- docs/interfaces/renderer.html | 177 +++- docs/interfaces/runtimesettings.html | 125 ++- docs/interfaces/startupsettings.html | 91 +- docs/modules/__global.html | 136 --- documentation-readme.md | 64 ++ package.json | 2 +- src/drawables/drawable-descriptor.ts | 52 +- src/drawables/drawable.ts | 27 +- src/drawables/lights/circle-light.ts | 3 + src/drawables/lights/flashlight.ts | 3 + src/drawables/lights/light-drawable.ts | 1 + src/drawables/shapes/circle.ts | 3 + src/drawables/shapes/inverted-tunnel.ts | 3 + src/drawables/shapes/tunnel.ts | 3 + .../frame-buffer/default-frame-buffer.ts | 1 + .../frame-buffer/frame-buffer.ts | 3 +- .../frame-buffer/intermediate-frame-buffer.ts | 1 + .../helper/enable-context-lost-simulator.ts | 2 + .../helper/enable-extension.ts | 2 + .../graphics-library/helper/load-uniform.ts | 2 + .../graphics-library/helper/stopwatch.ts | 2 + .../graphics-library/palette-texture.ts | 1 + .../graphics-library/parallel-compiler.ts | 3 + .../program/fragment-shader-only-program.ts | 1 + .../graphics-library/program/i-program.ts | 1 + .../graphics-library/program/program.ts | 1 + .../uniform-array-autoscaling-program.ts | 1 + .../universal-rendering-context.ts | 2 + src/graphics/rendering/fps-autoscaler.ts | 2 + src/graphics/rendering/insights.ts | 1 + .../render-pass/distance-render-pass.ts | 5 +- .../render-pass/lights-render-pass.ts | 3 +- .../rendering/render-pass/render-pass.ts | 1 + .../renderer/context-aware-renderer.ts | 4 +- .../renderer/renderer-implementation.ts | 12 +- src/graphics/rendering/renderer/renderer.ts | 74 +- .../settings/default-runtime-settings.ts | 15 + .../settings/default-startup-settings.ts | 3 + .../rendering/settings/runtime-settings.ts | 48 + .../rendering/settings/startup-settings.ts | 28 + src/graphics/rendering/uniforms-provider.ts | 5 +- src/helper/array.ts | 3 + src/helper/clamp.ts | 2 + src/helper/exponential-decay.ts | 1 + src/helper/get-combinations.ts | 1 + src/helper/last.ts | 1 + src/helper/mix.ts | 1 + src/helper/ms-to-string.ts | 1 + src/helper/wait.ts | 1 + src/main.ts | 9 +- typedoc.json | 2 +- 86 files changed, 1383 insertions(+), 8485 deletions(-) delete mode 100644 docs-source/README.md delete mode 100644 docs/_config.yml delete mode 100644 docs/classes/contextawarerenderer.html delete mode 100644 docs/classes/defaultframebuffer.html delete mode 100644 docs/classes/distancerenderpass.html delete mode 100644 docs/classes/fpsautoscaler.html delete mode 100644 docs/classes/fragmentshaderonlyprogram.html delete mode 100644 docs/classes/framebuffer.html delete mode 100644 docs/classes/insights.html delete mode 100644 docs/classes/intermediateframebuffer.html delete mode 100644 docs/classes/lightdrawable.html delete mode 100644 docs/classes/lightsrenderpass.html delete mode 100644 docs/classes/palettetexture.html delete mode 100644 docs/classes/parallelcompiler.html delete mode 100644 docs/classes/program.html delete mode 100644 docs/classes/rendererimplementation.html delete mode 100644 docs/classes/renderpass.html delete mode 100644 docs/classes/uniformarrayautoscalingprogram.html delete mode 100644 docs/classes/uniformsprovider.html delete mode 100644 docs/classes/webglstopwatch.html delete mode 100644 docs/enums/stopwatchstate.html delete mode 100644 docs/interfaces/__global.array.html delete mode 100644 docs/interfaces/__global.float32array.html delete mode 100644 docs/interfaces/iprogram.html delete mode 100644 docs/modules/__global.html create mode 100644 documentation-readme.md create mode 100644 src/graphics/rendering/settings/default-runtime-settings.ts diff --git a/README.md b/README.md index c80042d..d32c231 100644 --- a/README.md +++ b/README.md @@ -22,6 +22,7 @@ A graphics library to enable the real-time rendering of 2D signed distance field - Has built-in quality autoscaling - Requires no boilerplate code - Automatic detection of WebGL and its extensions is provided + - Parallel, non-blocking shader compiling - Context lost is handled with automatic restoration - Can be used without thinking of the GPU _(although for stunning results it, should be kept in mind)_ @@ -31,8 +32,6 @@ A graphics library to enable the real-time rendering of 2D signed distance field ## Install -> The package is available on NPM, at [npmjs.com/package/sdf-2d](https://www.npmjs.com/package/sdf-2d) - ```sh npm install sdf-2d --save-dev ``` diff --git a/docs-source/README.md b/docs-source/README.md deleted file mode 100644 index feef156..0000000 --- a/docs-source/README.md +++ /dev/null @@ -1,49 +0,0 @@ -# ![SDF-2D logo](media/logo-colored.svg) Documentation - -Background and more in depth information about the rendring techniques can be found in [this technical report](media/sdf-2d.pdf). - -## Links - -- [Repository](https://github.com/schmelczerandras/sdf-2d) -- [Demo](https://sdf2d.schmelczer.dev/) -- [Minimal example](https://github.com/schmelczerandras/sdf-2d-minimal-example) -- [More complex example](https://github.com/schmelczerandras/sdf-2d-minimal-example) - -## Important to know - -### Coordinates - -Anywhere, where positions need to specified, the `y` values grow upwards, so are the `x` values. That means, when specifying the view area, the origin is at the bottom left corner of the display. - -### Tile-based rendering - -For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shader for each tile is compiled to support a fix maximum number of objects on it. When using the built-in drawables, it is possible that after a certain number of on-screen objects, new ones won't be visible. - -Mitigating this issue is quite easy. Instead of the following code: - -```js -this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]); -``` - -Modify it to something similar: - -```js -this.renderer = await compile(canvas, [ - { - ...Circle.descriptor, - shaderCombinationSteps: [0, 1, 2, 24, 64], - }, - { - ...CircleLight.descriptor, - shaderCombinationSteps: [0, 1, 2, 4], - }, -]); -``` - -The usage of too large numbers is not advised for compatibility and performance reasons alike. - -> Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necesseary number of objects on each tiles. - -## Usage - -To start using cutting-edge 2D graphics, first you have get a renderer instance. 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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
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    Base class of every drawable object.

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    To create your own drawables, you need to subclass from this.

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    Although lights are also subclasses of Drawable, you cannot create your own light sources.

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    Return the values that should be given to the shaders through uniform inputs.

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    Parameters

    • transform2d: mat2d
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      position-like properties should be transformed by this matrix + before being returned.

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      scalar properties should be transformed by this number + before being returned.

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    @@ -156,13 +182,22 @@
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    The lower bound of the distance between the target and the object.

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    It can return 0 by default, the only consequence of this, is a reduced performance. + Because this object won't benefit from tile-based rendering.

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    Parameters

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    diff --git a/docs/classes/flashlight.html b/docs/classes/flashlight.html index 5902880..85da6d9 100644 --- a/docs/classes/flashlight.html +++ b/docs/classes/flashlight.html @@ -3,8 +3,8 @@ - Flashlight | SDF-2D - v0.3.1 - + Flashlight | SDF-2D - v0.3.2 + @@ -22,7 +22,7 @@
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -62,11 +62,15 @@
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    direction: vec2
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    diff --git a/docs/classes/fpsautoscaler.html b/docs/classes/fpsautoscaler.html deleted file mode 100644 index a33c196..0000000 --- a/docs/classes/fpsautoscaler.html +++ /dev/null @@ -1,272 +0,0 @@ - - - - - - FpsAutoscaler | SDF-2D - v0.3.1 - - - - - -
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    Class FpsAutoscaler

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    Class IntermediateFrameBuffer

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    - - - \ No newline at end of file diff --git a/docs/classes/invertedtunnel.html b/docs/classes/invertedtunnel.html index 636a5cf..fa26d7e 100644 --- a/docs/classes/invertedtunnel.html +++ b/docs/classes/invertedtunnel.html @@ -3,8 +3,8 @@ - InvertedTunnel | SDF-2D - v0.3.1 - + InvertedTunnel | SDF-2D - v0.3.2 + @@ -22,7 +22,7 @@
  • Preparing search index...
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -62,6 +62,10 @@
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    fromRadius: number
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    empty: InvertedTunnel = new InvertedTunnel(vec2.fromValues(0, 0), vec2.fromValues(0, 0), 0, 0)
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    shaderCombinationSteps: number[] = [0, 1, 4, 16, 32]
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    uniformCountMacroName: string = "INVERTED_TUNNEL_COUNT"
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    from: string = "froms"
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    fromRadius: string = "fromRadii"
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    toFromDelta: string = "toFromDeltas"
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    distanceFunctionName: string = "invertedTunnelMinDistance"
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    shader: string = `uniform vec2 froms[INVERTED_TUNNEL_COUNT];uniform vec2 toFromDeltas[INVERTED_TUNNEL_COUNT];uniform float fromRadii[INVERTED_TUNNEL_COUNT];uniform float toRadii[INVERTED_TUNNEL_COUNT];float invertedTunnelMinDistance(vec2 target, out float colorIndex) {colorIndex = 3.0;float minDistance = 1000.0;for (int i = 0; i < INVERTED_TUNNEL_COUNT; i++) {vec2 targetFromDelta = target - froms[i];float h = clamp(dot(targetFromDelta, toFromDeltas[i])/ dot(toFromDeltas[i], toFromDeltas[i]),0.0, 1.0);float currentDistance = -mix(fromRadii[i], toRadii[i], h) + distance(targetFromDelta, toFromDeltas[i] * h);minDistance = min(minDistance, currentDistance);}return -minDistance;}`
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    diff --git a/docs/classes/lightdrawable.html b/docs/classes/lightdrawable.html deleted file mode 100644 index 16889c8..0000000 --- a/docs/classes/lightdrawable.html +++ /dev/null @@ -1,398 +0,0 @@ - - - - - - LightDrawable | SDF-2D - v0.3.1 - - - - - -
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  • Preparing search index...
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -62,6 +62,10 @@
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    @@ -164,7 +168,7 @@
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    empty: Tunnel = new Tunnel(vec2.fromValues(-100000, -100000),vec2.fromValues(-100000, -100000),0,0)
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    shaderCombinationSteps: number[] = [0, 1, 4, 16, 32]
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    propertyUniformMapping: object
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    from: string = "froms"
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    fromRadius: string = "fromRadii"
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    toFromDelta: string = "toFromDeltas"
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    toRadius: string = "toRadii"
    @@ -371,7 +375,7 @@
    sdf: object
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    distanceFunctionName: string = "tunnelMinDistance"
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    shader: string = `uniform vec2 froms[TUNNEL_COUNT];uniform vec2 toFromDeltas[TUNNEL_COUNT];uniform float fromRadii[TUNNEL_COUNT];uniform float toRadii[TUNNEL_COUNT];float tunnelMinDistance(vec2 target, out float colorIndex) {colorIndex = 1.0;float minDistance = 1000.0;for (int i = 0; i < TUNNEL_COUNT; i++) {vec2 targetFromDelta = target - froms[i];float h = clamp(dot(targetFromDelta, toFromDeltas[i])/ dot(toFromDeltas[i], toFromDeltas[i]),0.0, 1.0);float currentDistance = -mix(fromRadii[i], toRadii[i], h) + distance(targetFromDelta, toFromDeltas[i] * h);minDistance = min(minDistance, currentDistance);}return minDistance;}`
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    diff --git a/docs/classes/uniformarrayautoscalingprogram.html b/docs/classes/uniformarrayautoscalingprogram.html deleted file mode 100644 index 8330d31..0000000 --- a/docs/classes/uniformarrayautoscalingprogram.html +++ /dev/null @@ -1,312 +0,0 @@ - - - - - - UniformArrayAutoScalingProgram | SDF-2D - v0.3.1 - - - - - -
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    Enumeration StopwatchState

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    - - - \ No newline at end of file diff --git a/docs/globals.html b/docs/globals.html index ac9d935..8e8f241 100644 --- a/docs/globals.html +++ b/docs/globals.html @@ -3,8 +3,8 @@ - SDF-2D - v0.3.1 - + SDF-2D - v0.3.2 + @@ -22,7 +22,7 @@
  • Preparing search index...
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -52,7 +52,7 @@ Globals -

    SDF-2D - v0.3.1

    +

    SDF-2D - v0.3.2

    @@ -64,91 +64,30 @@
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    Type aliases

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    CompilingProgram

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    CompilingProgram: { fragmentShader: ShaderWithSource; program: WebGLProgram; resolvePromise: ((program: WebGLProgram) => void) | null; vertexShader: ShaderWithSource }
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    Type declaration

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    Const applyArrayPlugins

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    Startup Functions

    +

    Functions

    compile

    • Compiles a new renderer instance. There can multiple renderers on a single page.

      -

      Asynchronous behaviour is required for paralell shader compiling. - Trying to draw before the returned promise resolves results in no action taken. +

      Asynchronous behaviour is required for parallel shader compiling. + Trying to draw before the returned promise resolves, results in no action taken. Settings can be set before promise resolution and they will be applied later.

      @@ -667,7 +143,7 @@
    • -
      descriptors: Array<DrawableDescriptor>
      +
      descriptors: Array<DrawableDescriptor>

      The descriptor of every single object (and light) that ever needs to be drawn by this renderer has to be given before compiling.

      @@ -676,7 +152,7 @@
    • Default value settingsOverrides: Partial<StartupSettings> = {}
      -

      Sensible defaults are provided, but these can be overriden.

      +

      Sensible defaults are provided, but these can be overridden.

    @@ -687,22 +163,112 @@

    Object literals

    +
    + +

    Const defaultRuntimeSettings

    +
    defaultRuntimeSettings: object
    + +
    +
    +

    Contains the default values used for RuntimeSettings.

    +
    +
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    + +

    ambientLight

    +
    ambientLight: vec3 = vec3.fromValues(0.25, 0.15, 0.25)
    + +
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    + +

    backgroundColor

    +
    backgroundColor: vec4 = vec4.fromValues(1, 1, 1, 1)
    + +
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    + +

    colorPalette

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    colorPalette: never[] = []
    + +
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    enableHighDpiRendering

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    enableHighDpiRendering: true = true
    + +
    +
    + +

    isWorldInverted

    +
    isWorldInverted: false = false
    + +
    +
    + +

    lightCutoffDistance

    +
    lightCutoffDistance: number = 400
    + +
    +
    + +

    tileMultiplier

    +
    tileMultiplier: number = 8
    + +
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    Const defaultStartupSettings

    defaultStartupSettings: object
    +
    +
    +

    Contains the default values used for StartupSettings.

    +
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    ignoreWebGL2

    ignoreWebGL2: false = false
    @@ -712,7 +278,7 @@
    paletteSize: number = 256
    @@ -722,87 +288,7 @@
    shadowTraceCount: number = 16
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    settings: object
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    adjusmentRateInMilliseconds: number = 1000
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    targets

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    targets: { distanceRenderScale: number; finalRenderScale: number }[] = [{distanceRenderScale: 0.1,finalRenderScale: 0.2,},{distanceRenderScale: 0.1,finalRenderScale: 0.6,},{distanceRenderScale: 0.5,finalRenderScale: 1.0,},{distanceRenderScale: 1.0,finalRenderScale: 1.0,},]
    -
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  • Globals
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    diff --git a/docs/index.html b/docs/index.html index fa05061..2a26ffe 100644 --- a/docs/index.html +++ b/docs/index.html @@ -3,8 +3,8 @@ - SDF-2D - v0.3.1 - + SDF-2D - v0.3.2 + @@ -22,7 +22,7 @@
  • Preparing search index...
  • The search index is not available
  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -52,7 +52,7 @@ Globals -

    SDF-2D - v0.3.1

    +

    SDF-2D - v0.3.2

    @@ -63,7 +63,7 @@

    SDF-2D logo Documentation

    -

    Background and more in depth information about the rendring techniques can be found in this technical report.

    +

    The motivation behind this library and more in-depth information about the rendering techniques utilised can be found in this technical report.

    Links

    @@ -71,19 +71,44 @@
  • Repository
  • Demo
  • Minimal example
  • -
  • More complex example
  • +
  • More complex example
  • +
  • Source code of the demo
  • - -

    Important to know

    +
    +

    Usage

    +
      +
    • To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the compile function. +
    • +
    • After acquiring a renderer, the drawing of objects can be started through the Renderer interface.
    • +
    + +

    Extending drawables

    +
    +
      +
    • Subclass Drawable
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    The vec2, vec3, and vec4 types seen in the documentation come from the glMatrix library and are equivalent to regular JS Arrays or Float32Arrays. So, feel free to give [x, y] as an input for functions requiring vec2.

    Coordinates

    -

    Anywhere, where positions need to specified, the y values grow upwards, so are the x values. That means, when specifying the view area, the origin is at the bottom left corner of the display.

    +

    Anywhere, where positions need to be specified, the y values grow upwards. That means, when setting the view area, the origin is at the bottom left corner of the display.

    Tile-based rendering

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    For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shader for each tile is compiled to support a fix maximum number of objects on it. When using the built-in drawables, it is possible that after a certain number of on-screen objects, new ones won't be visible.

    +

    For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shaders for each tile are compiled to support a fix maximum number of objects on it. When using the built-in drawables it is possible that after a certain number of on-screen objects new ones won't be visible.

    Mitigating this issue is quite easy. Instead of the following code:

    this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]);

    Modify it to something similar:

    @@ -99,12 +124,8 @@ ]);

    The usage of too large numbers is not advised for compatibility and performance reasons alike.

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    Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necesseary number of objects on each tiles.

    +

    Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necessary number of objects on each tile.

    - -

    Usage

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    To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the compile function.

    @@ -293,22 +191,19 @@
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  • - SDF-2D - v0.3.1 + SDF-2D - v0.3.2
    @@ -62,6 +62,17 @@
    +
    +
    +
    +

    Used for containing the required information to compile drawables into + shader code.

    +
    +

    Each Drawable must have a static property of this type, called descriptor.

    +

    For more information on how to create your own DrawableDescriptor-s, look at the + code of Circle or InvertedTunnel.

    +
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    Hierarchy

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    propertyUniformMapping: {}
    +
    +
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    An object describing the relationship between the object returned by a Drawable's + getObjectToSerialize and the name of the arrays used in the GLSL code.

    +
    +

    Type declaration

    shaderCombinationSteps

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    shaderCombinationSteps: Array<number>
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    shaderCombinationSteps: Array<number>
    +
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    Number of possible drawables around each tile.

    +
    +

    For each step, a shader will be generated. And at runtime the closes matching + shader will be used to render a given part of the scene.

    +
    @@ -143,9 +178,15 @@
    uniformCountMacroName: string
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    The name of the uniform int used in the code to refer to the + number of drawables of this type.

    +
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    diff --git a/docs/interfaces/iprogram.html b/docs/interfaces/iprogram.html deleted file mode 100644 index 1f64051..0000000 --- a/docs/interfaces/iprogram.html +++ /dev/null @@ -1,236 +0,0 @@ - - - - - - IProgram | SDF-2D - v0.3.1 - - - - - -
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    +
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    The main interface through which rendering can be achieved.

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    Multiple renderers are permitted on a single page.

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    insights: any
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    experimental
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    Debug information updated on each renderDrawables call. + Its scheme is not yet defined. The main purpose of this is + human debugging.

    +
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    viewAreaSize: vec2
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    Get the viewArea size set by the last setViewArea.

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  • +
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    Patch the current runtime settings with new values.

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    Returns void

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    Set the camera transformation.

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      top (!) left. By default, equals to [0, canvasHeight].

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      need not be equal to the canvas size, though their aspect ratio + should be the same to avoid stretching.

      +

    Returns void

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    +
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    Interface for a configuration object containing the settings + that can be changed during runtime.

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    The default values for RuntimeSettings can be found in defaultRuntimeSettings.

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    backgroundColor: vec3 | vec4
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    The default background color of the scene, can have transparency.

    +
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    colorPalette

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    Its length should be less than the one specified in StartupSettings.paletteSize.

    +
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    The possible colors for the objects. Each color is referenced by its index in the + palette.

    +

    Can have transparency.

    +
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    isWorldInverted: boolean
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    By default, every pixel is outside of objects. Flipping this value to true will + result in every pixel being inside a large object. From then it only makes sense to + draw inverted objects.

    +
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    @@ -147,9 +186,15 @@
    lightCutoffDistance: number
    +
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    When lights reach the end of the display, they are slowly faded out. The length + of this phaseout can be set through this value.

    +
    +
    @@ -157,9 +202,20 @@
    tileMultiplier: number
    +
    +
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    First, the SDF of the scene is evaluated at every single pixel. + For speeding this process up, the screen is divided up into tiles, + this way each having to deal with a fewer objects.

    +
    +

    For each tile, it is decided which objects are near its close vicinity. + This comes with some overhead for the CPU, while saving the GPU from loads of + calculations. The workload can be balanced between the CPU and the GPU by setting + this number.

    +
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    diff --git a/docs/interfaces/startupsettings.html b/docs/interfaces/startupsettings.html index 2ff25bf..59162ae 100644 --- a/docs/interfaces/startupsettings.html +++ b/docs/interfaces/startupsettings.html @@ -3,8 +3,8 @@ - StartupSettings | SDF-2D - v0.3.1 - + StartupSettings | SDF-2D - v0.3.2 + @@ -22,7 +22,7 @@
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    Interface for a configuration object containing the settings + that need to be given before shader compilation.

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    Gives the number of possible object colors for the scene.

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    When using WebGL, only 256 different colors can be used. + On WebGL2, its value should not be larger than 4096 for + maintaining compatibility with low-end devices.

    +
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    The raytracing algorithm used for shadows requires a step count. + Sensible values for this are between 8 and 32.

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    The higher the number, the harder the shadows will get. + Some ambient occlusion like effects can be visible on lower trace counts.

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    diff --git a/docs/modules/__global.html b/docs/modules/__global.html deleted file mode 100644 index f69d18e..0000000 --- a/docs/modules/__global.html +++ /dev/null @@ -1,136 +0,0 @@ - - - - - - __global | SDF-2D - v0.3.1 - - - - - -
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    - - - \ No newline at end of file diff --git a/documentation-readme.md b/documentation-readme.md new file mode 100644 index 0000000..2f26b1a --- /dev/null +++ b/documentation-readme.md @@ -0,0 +1,64 @@ +# ![SDF-2D logo](media/logo-colored.svg) Documentation + +The motivation behind this library and more in-depth information about the rendering techniques utilised can be found in [this technical report](media/sdf-2d.pdf). + +## Links + +- [Repository](https://github.com/schmelczerandras/sdf-2d) +- [Demo](https://sdf2d.schmelczer.dev/) +- [Minimal example](https://github.com/schmelczerandras/sdf-2d-minimal-example) +- [More complex example](https://github.com/schmelczerandras/sdf-2d-more-complex-example) +- [Source code of the demo](https://github.com/schmelczerandras/sdf-2d-demo) + +## Usage + +- To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the [compile function](globals.html#compile). + - For this, some [DrawableDescriptors](interfaces/drawabledescriptor.html) has to be provided. + - Optionally, default compile settings can overridden using [StartupSettings](interfaces/startupsettings.html). +- After acquiring a renderer, the drawing of objects can be started through the [Renderer](interfaces/renderer.html) interface. + +## Extending drawables + +- Subclass [Drawable](classes/drawable.html) +- Implement its abstract methods +- Add a static property to your class called `descriptor` of type [DrawableDescriptors](interfaces/drawabledescriptor.html) +- Follow the instructions given in [Usage](#usage) + +## Useful to know + +### Math + +The `vec2`, `vec3`, and `vec4` types seen in the documentation come from the [glMatrix](http://glmatrix.net/) library and are equivalent to regular JS Arrays or Float32Arrays. So, feel free to give `[x, y]` as an input for functions requiring `vec2`. + +### Coordinates + +Anywhere, where positions need to be specified, the `y` values grow upwards. That means, when setting the view area, the origin is at the bottom left corner of the display. + +### Tile-based rendering + +For optimising the evaluation of the distance field, the display is divided up into a grid of tiles. The shaders for each tile are compiled to support a fix maximum number of objects on it. When using the built-in drawables it is possible that after a certain number of on-screen objects new ones won't be visible. + +Mitigating this issue is quite easy. Instead of the following code: + +```js +this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]); +``` + +Modify it to something similar: + +```js +this.renderer = await compile(canvas, [ + { + ...Circle.descriptor, + shaderCombinationSteps: [0, 1, 2, 24, 64], + }, + { + ...CircleLight.descriptor, + shaderCombinationSteps: [0, 1, 2, 4], + }, +]); +``` + +The usage of too large numbers is not advised for compatibility and performance reasons alike. + +> Steps are very useful for tile-based rendering, because it is possible for one tile (at a given moment) to be empty or contain just a few objects, while others have a large cluster of objects. The compiled shaders only take into account the necessary number of objects on each tile. diff --git a/package.json b/package.json index 74390f5..0c45da8 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "sdf-2d", - "version": "0.3.1", + "version": "0.3.2", "description": "Graphics framework for efficiently rendering 2D signed distance fields.", "keywords": [ "webgl", diff --git a/src/drawables/drawable-descriptor.ts b/src/drawables/drawable-descriptor.ts index 8c529a5..6d4a9c8 100644 --- a/src/drawables/drawable-descriptor.ts +++ b/src/drawables/drawable-descriptor.ts @@ -1,13 +1,63 @@ import { Drawable } from './drawable'; +/** + * Used for containing the required information to compile drawables into + * shader code. + * + * Each [[Drawable]] must have a static property of this type, called descriptor. + * + * For more information on how to create your own DrawableDescriptor-s, look at the + * code of [[Circle]] or [[InvertedTunnel]]. + */ export interface DrawableDescriptor { + /** + * An object describing the relationship between the object returned by a [[Drawable]]'s + * getObjectToSerialize and the name of the arrays used in the GLSL code. + */ propertyUniformMapping: { [property: string]: string }; + + /** + * The name of the uniform int used in the code to refer to the + * number of drawables of this type. + */ uniformCountMacroName: string; + + /** + * Required property for shapes having physical dimensions. + */ sdf?: { + /** + * The actual GLSL code for observing the drawables represented by this descriptor. + * + * Your code should work with both version 100 and version 300 es + */ shader: string; - isInverted?: boolean; + /** + * The name of the function defined in the value of `shader`. + * Its signature should look like this: + * ```glsl + * float (in vec2 target, out float colorIndex) + * ``` + */ distanceFunctionName: string; + + /** + * By default, drawables are not inverted. + */ + isInverted?: boolean; }; + + /** + * Number of possible drawables around each tile. + * + * For each step, a shader will be generated. And at runtime the closes matching + * shader will be used to render a given part of the scene. + */ shaderCombinationSteps: Array; + + /** + * When no shaderCombinationStep matches the current number of drawables exactly, + * the value of `empty` is used to pad out arrays. + */ readonly empty: Drawable; } diff --git a/src/drawables/drawable.ts b/src/drawables/drawable.ts index 626e20f..2ebaa7a 100644 --- a/src/drawables/drawable.ts +++ b/src/drawables/drawable.ts @@ -1,11 +1,36 @@ import { mat2d, vec2 } from 'gl-matrix'; import { DrawableDescriptor } from './drawable-descriptor'; +/** + * Base class of every drawable object. + * + * To create your own drawables, you need to subclass from this. + * + * > Although lights are also subclasses of Drawable, you cannot create your own light sources. + */ export abstract class Drawable { - // This should be overriden by inherited classes + /** + * This should be defined in inherited classes. + */ public static readonly descriptor: DrawableDescriptor; + /** + * The lower bound of the distance between the target and the object. + * + * It can return 0 by default, the only consequence of this, is a reduced performance. + * Because this object won't benefit from tile-based rendering. + * @param target + */ public abstract minDistance(target: vec2): number; + + /** + * Return the values that should be given to the shaders through uniform inputs. + * + * @param transform2d position-like properties should be transformed by this matrix + * before being returned. + * @param transform1d scalar properties should be transformed by this number + * before being returned. + */ protected abstract getObjectToSerialize(transform2d: mat2d, transform1d: number): any; public serializeToUniforms( diff --git a/src/drawables/lights/circle-light.ts b/src/drawables/lights/circle-light.ts index f916099..3001190 100644 --- a/src/drawables/lights/circle-light.ts +++ b/src/drawables/lights/circle-light.ts @@ -2,6 +2,9 @@ import { vec2, vec3 } from 'gl-matrix'; import { DrawableDescriptor } from '../drawable-descriptor'; import { LightDrawable } from './light-drawable'; +/** + * @category Drawable + */ export class CircleLight extends LightDrawable { public static readonly descriptor: DrawableDescriptor = { propertyUniformMapping: { diff --git a/src/drawables/lights/flashlight.ts b/src/drawables/lights/flashlight.ts index 6574e3c..51bff76 100644 --- a/src/drawables/lights/flashlight.ts +++ b/src/drawables/lights/flashlight.ts @@ -2,6 +2,9 @@ import { mat2d, vec2, vec3 } from 'gl-matrix'; import { DrawableDescriptor } from '../drawable-descriptor'; import { LightDrawable } from './light-drawable'; +/** + * @category Drawable + */ export class Flashlight extends LightDrawable { public static readonly descriptor: DrawableDescriptor = { propertyUniformMapping: { diff --git a/src/drawables/lights/light-drawable.ts b/src/drawables/lights/light-drawable.ts index e8d831e..3fa1254 100644 --- a/src/drawables/lights/light-drawable.ts +++ b/src/drawables/lights/light-drawable.ts @@ -1,6 +1,7 @@ import { mat2d, vec2, vec3 } from 'gl-matrix'; import { Drawable } from '../../main'; +/** @internal */ export class LightDrawable extends Drawable { protected lightnessRatio = 1; diff --git a/src/drawables/shapes/circle.ts b/src/drawables/shapes/circle.ts index 937bc65..f38f8a3 100644 --- a/src/drawables/shapes/circle.ts +++ b/src/drawables/shapes/circle.ts @@ -2,6 +2,9 @@ import { mat2d, vec2 } from 'gl-matrix'; import { Drawable } from '../drawable'; import { DrawableDescriptor } from '../drawable-descriptor'; +/** + * @category Drawable + */ export class Circle extends Drawable { public static descriptor: DrawableDescriptor = { sdf: { diff --git a/src/drawables/shapes/inverted-tunnel.ts b/src/drawables/shapes/inverted-tunnel.ts index bded6ba..47c8a22 100644 --- a/src/drawables/shapes/inverted-tunnel.ts +++ b/src/drawables/shapes/inverted-tunnel.ts @@ -4,6 +4,9 @@ import { mix } from '../../helper/mix'; import { Drawable } from '../drawable'; import { DrawableDescriptor } from '../drawable-descriptor'; +/** + * @category Drawable + */ export class InvertedTunnel extends Drawable { public static descriptor: DrawableDescriptor = { sdf: { diff --git a/src/drawables/shapes/tunnel.ts b/src/drawables/shapes/tunnel.ts index 3656581..ab3dae3 100644 --- a/src/drawables/shapes/tunnel.ts +++ b/src/drawables/shapes/tunnel.ts @@ -4,6 +4,9 @@ import { mix } from '../../helper/mix'; import { Drawable } from '../drawable'; import { DrawableDescriptor } from '../drawable-descriptor'; +/** + * @category Drawable + */ export class Tunnel extends Drawable { public static descriptor: DrawableDescriptor = { sdf: { diff --git a/src/graphics/graphics-library/frame-buffer/default-frame-buffer.ts b/src/graphics/graphics-library/frame-buffer/default-frame-buffer.ts index 668f1f5..7517d10 100644 --- a/src/graphics/graphics-library/frame-buffer/default-frame-buffer.ts +++ b/src/graphics/graphics-library/frame-buffer/default-frame-buffer.ts @@ -1,6 +1,7 @@ import { UniversalRenderingContext } from '../universal-rendering-context'; import { FrameBuffer } from './frame-buffer'; +/** @internal */ export class DefaultFrameBuffer extends FrameBuffer { constructor(gl: UniversalRenderingContext) { super(gl); diff --git a/src/graphics/graphics-library/frame-buffer/frame-buffer.ts b/src/graphics/graphics-library/frame-buffer/frame-buffer.ts index f6dbb3d..b567236 100644 --- a/src/graphics/graphics-library/frame-buffer/frame-buffer.ts +++ b/src/graphics/graphics-library/frame-buffer/frame-buffer.ts @@ -1,9 +1,10 @@ import { vec2 } from 'gl-matrix'; import { UniversalRenderingContext } from '../universal-rendering-context'; +/** @internal */ export abstract class FrameBuffer { public renderScale = 1; - public enableHighDpiRendering = false; + public enableHighDpiRendering!: boolean; protected size = vec2.create(); diff --git a/src/graphics/graphics-library/frame-buffer/intermediate-frame-buffer.ts b/src/graphics/graphics-library/frame-buffer/intermediate-frame-buffer.ts index c56cc1b..e57220a 100644 --- a/src/graphics/graphics-library/frame-buffer/intermediate-frame-buffer.ts +++ b/src/graphics/graphics-library/frame-buffer/intermediate-frame-buffer.ts @@ -2,6 +2,7 @@ import { enableExtension } from '../helper/enable-extension'; import { UniversalRenderingContext } from '../universal-rendering-context'; import { FrameBuffer } from './frame-buffer'; +/** @internal */ export class IntermediateFrameBuffer extends FrameBuffer { private frameTexture: WebGLTexture; private floatEnabled = false; diff --git a/src/graphics/graphics-library/helper/enable-context-lost-simulator.ts b/src/graphics/graphics-library/helper/enable-context-lost-simulator.ts index c84ae48..66ed6a6 100644 --- a/src/graphics/graphics-library/helper/enable-context-lost-simulator.ts +++ b/src/graphics/graphics-library/helper/enable-context-lost-simulator.ts @@ -1,5 +1,7 @@ +/** @internal */ let isEnabled = false; +/** @internal */ export const enableContextLostSimulator = (canvas: HTMLCanvasElement) => { if (isEnabled) { return; diff --git a/src/graphics/graphics-library/helper/enable-extension.ts b/src/graphics/graphics-library/helper/enable-extension.ts index ac7fd0a..16f6e32 100644 --- a/src/graphics/graphics-library/helper/enable-extension.ts +++ b/src/graphics/graphics-library/helper/enable-extension.ts @@ -1,6 +1,7 @@ import { Insights } from '../../rendering/insights'; import { UniversalRenderingContext } from '../universal-rendering-context'; +/** @internal */ export const tryEnableExtension = ( gl: UniversalRenderingContext, name: string @@ -15,6 +16,7 @@ export const tryEnableExtension = ( return extension; }; +/** @internal */ export const enableExtension = (gl: UniversalRenderingContext, name: string): any => { const extension = tryEnableExtension(gl, name); diff --git a/src/graphics/graphics-library/helper/load-uniform.ts b/src/graphics/graphics-library/helper/load-uniform.ts index 83425a7..ff1afc0 100644 --- a/src/graphics/graphics-library/helper/load-uniform.ts +++ b/src/graphics/graphics-library/helper/load-uniform.ts @@ -1,8 +1,10 @@ import { mat3, ReadonlyVec3, ReadonlyVec4, vec2, vec3, vec4 } from 'gl-matrix'; import { UniversalRenderingContext } from '../universal-rendering-context'; +/** @internal */ const loaderMat3 = mat3.create(); +/** @internal */ export const loadUniform = ( gl: UniversalRenderingContext, value: any, diff --git a/src/graphics/graphics-library/helper/stopwatch.ts b/src/graphics/graphics-library/helper/stopwatch.ts index 01a4c09..a3843ad 100644 --- a/src/graphics/graphics-library/helper/stopwatch.ts +++ b/src/graphics/graphics-library/helper/stopwatch.ts @@ -1,12 +1,14 @@ import { UniversalRenderingContext } from '../universal-rendering-context'; import { enableExtension } from './enable-extension'; +/** @internal */ enum StopwatchState { ready = 'ready', running = 'running', waitingForResults = 'waitingForResults', } +/** @internal */ export class WebGlStopwatch { private state = StopwatchState.ready; private resultsInNanoSeconds = 0; diff --git a/src/graphics/graphics-library/palette-texture.ts b/src/graphics/graphics-library/palette-texture.ts index 00f540a..f4e1e66 100644 --- a/src/graphics/graphics-library/palette-texture.ts +++ b/src/graphics/graphics-library/palette-texture.ts @@ -1,6 +1,7 @@ import { vec3, vec4 } from 'gl-matrix'; import { UniversalRenderingContext } from './universal-rendering-context'; +/** @internal */ export class PaletteTexture { private texture: WebGLTexture; diff --git a/src/graphics/graphics-library/parallel-compiler.ts b/src/graphics/graphics-library/parallel-compiler.ts index 81b37c4..256778e 100644 --- a/src/graphics/graphics-library/parallel-compiler.ts +++ b/src/graphics/graphics-library/parallel-compiler.ts @@ -3,6 +3,7 @@ import { Insights } from '../rendering/insights'; import { tryEnableExtension } from './helper/enable-extension'; import { UniversalRenderingContext } from './universal-rendering-context'; +/** @internal */ type CompilingProgram = { program: WebGLProgram; resolvePromise: ((program: WebGLProgram) => void) | null; @@ -10,8 +11,10 @@ type CompilingProgram = { fragmentShader: ShaderWithSource; }; +/** @internal */ type ShaderWithSource = WebGLShader & { source: string }; +/** @internal */ export class ParallelCompiler { private extension?: any; private gl: UniversalRenderingContext; diff --git a/src/graphics/graphics-library/program/fragment-shader-only-program.ts b/src/graphics/graphics-library/program/fragment-shader-only-program.ts index 33036e0..52e20a7 100644 --- a/src/graphics/graphics-library/program/fragment-shader-only-program.ts +++ b/src/graphics/graphics-library/program/fragment-shader-only-program.ts @@ -3,6 +3,7 @@ import { ParallelCompiler } from '../parallel-compiler'; import { UniversalRenderingContext } from '../universal-rendering-context'; import Program from './program'; +/** @internal */ export class FragmentShaderOnlyProgram extends Program { private vao?: WebGLVertexArrayObject; private vertexArrayExtension: any; diff --git a/src/graphics/graphics-library/program/i-program.ts b/src/graphics/graphics-library/program/i-program.ts index 069ea86..fbac34e 100644 --- a/src/graphics/graphics-library/program/i-program.ts +++ b/src/graphics/graphics-library/program/i-program.ts @@ -1,5 +1,6 @@ import { vec2 } from 'gl-matrix'; +/** @internal */ export interface IProgram { setDrawingRectangleUV(bottomLeft: vec2, size: vec2): void; draw(values: { [name: string]: any }): void; diff --git a/src/graphics/graphics-library/program/program.ts b/src/graphics/graphics-library/program/program.ts index 574ee7f..0e20bc7 100644 --- a/src/graphics/graphics-library/program/program.ts +++ b/src/graphics/graphics-library/program/program.ts @@ -4,6 +4,7 @@ import { ParallelCompiler } from '../parallel-compiler'; import { UniversalRenderingContext } from '../universal-rendering-context'; import { IProgram } from './i-program'; +/** @internal */ export default abstract class Program implements IProgram { protected program?: WebGLProgram; diff --git a/src/graphics/graphics-library/program/uniform-array-autoscaling-program.ts b/src/graphics/graphics-library/program/uniform-array-autoscaling-program.ts index dc5b7ea..07def61 100644 --- a/src/graphics/graphics-library/program/uniform-array-autoscaling-program.ts +++ b/src/graphics/graphics-library/program/uniform-array-autoscaling-program.ts @@ -7,6 +7,7 @@ import { UniversalRenderingContext } from '../universal-rendering-context'; import { FragmentShaderOnlyProgram } from './fragment-shader-only-program'; import { IProgram } from './i-program'; +/** @internal */ export class UniformArrayAutoScalingProgram implements IProgram { private programs: Array<{ program: FragmentShaderOnlyProgram; diff --git a/src/graphics/graphics-library/universal-rendering-context.ts b/src/graphics/graphics-library/universal-rendering-context.ts index 44bc520..12d06e9 100644 --- a/src/graphics/graphics-library/universal-rendering-context.ts +++ b/src/graphics/graphics-library/universal-rendering-context.ts @@ -1,8 +1,10 @@ import { Insights } from '../rendering/insights'; +/** @internal */ export type UniversalRenderingContext = WebGL2RenderingContext & WebGLRenderingContext & { isWebGL2: boolean }; +/** @internal */ export const getUniversalRenderingContext = ( canvas: HTMLCanvasElement, ignoreWebGL2 = false diff --git a/src/graphics/rendering/fps-autoscaler.ts b/src/graphics/rendering/fps-autoscaler.ts index 6326a80..c202c8b 100644 --- a/src/graphics/rendering/fps-autoscaler.ts +++ b/src/graphics/rendering/fps-autoscaler.ts @@ -3,6 +3,7 @@ import { exponentialDecay } from '../../helper/exponential-decay'; import { mix } from '../../helper/mix'; import { Insights } from './insights'; +/** @internal */ const settings = { targetDeltaTimeInMilliseconds: 20, deltaTimeErrorInMilliseconds: 3, @@ -30,6 +31,7 @@ const settings = { qualityStepDecrese: 0.2, }; +/** @internal */ export class FpsAutoscaler { private timeSinceLastAdjusment = 0; private exponentialDecayedDeltaTime = settings.targetDeltaTimeInMilliseconds; diff --git a/src/graphics/rendering/insights.ts b/src/graphics/rendering/insights.ts index 315bb59..03eba60 100644 --- a/src/graphics/rendering/insights.ts +++ b/src/graphics/rendering/insights.ts @@ -1,6 +1,7 @@ import { last } from '../../helper/last'; import { msToString } from '../../helper/ms-to-string'; +/** @internal */ export class Insights { private static insights: any = {}; diff --git a/src/graphics/rendering/render-pass/distance-render-pass.ts b/src/graphics/rendering/render-pass/distance-render-pass.ts index 646ff0b..75b85d1 100644 --- a/src/graphics/rendering/render-pass/distance-render-pass.ts +++ b/src/graphics/rendering/render-pass/distance-render-pass.ts @@ -3,9 +3,10 @@ import { Drawable } from '../../../drawables/drawable'; import { Insights } from '../insights'; import { RenderPass } from './render-pass'; +/** @internal */ export class DistanceRenderPass extends RenderPass { - public tileMultiplier = 8; - public isWorldInverted = false; + public tileMultiplier!: number; + public isWorldInverted!: boolean; private drawables: Array = []; diff --git a/src/graphics/rendering/render-pass/lights-render-pass.ts b/src/graphics/rendering/render-pass/lights-render-pass.ts index e64a0a3..d958bf2 100644 --- a/src/graphics/rendering/render-pass/lights-render-pass.ts +++ b/src/graphics/rendering/render-pass/lights-render-pass.ts @@ -4,8 +4,9 @@ import { clamp01 } from '../../../helper/clamp'; import { Insights } from '../insights'; import { RenderPass } from './render-pass'; +/** @internal */ export class LightsRenderPass extends RenderPass { - public lightCutoffDistance = 400; + public lightCutoffDistance!: number; private drawables: Array = []; public addDrawable(drawable: LightDrawable) { diff --git a/src/graphics/rendering/render-pass/render-pass.ts b/src/graphics/rendering/render-pass/render-pass.ts index 50c224c..c2111ed 100644 --- a/src/graphics/rendering/render-pass/render-pass.ts +++ b/src/graphics/rendering/render-pass/render-pass.ts @@ -4,6 +4,7 @@ import { ParallelCompiler } from '../../graphics-library/parallel-compiler'; import { UniformArrayAutoScalingProgram } from '../../graphics-library/program/uniform-array-autoscaling-program'; import { UniversalRenderingContext } from '../../graphics-library/universal-rendering-context'; +/** @internal */ export abstract class RenderPass { protected program: UniformArrayAutoScalingProgram; diff --git a/src/graphics/rendering/renderer/context-aware-renderer.ts b/src/graphics/rendering/renderer/context-aware-renderer.ts index 939aad5..95beafc 100644 --- a/src/graphics/rendering/renderer/context-aware-renderer.ts +++ b/src/graphics/rendering/renderer/context-aware-renderer.ts @@ -1,10 +1,12 @@ import { vec2 } from 'gl-matrix'; -import { Drawable, DrawableDescriptor } from '../../../main'; +import { Drawable } from '../../../drawables/drawable'; +import { DrawableDescriptor } from '../../../drawables/drawable-descriptor'; import { RuntimeSettings } from '../settings/runtime-settings'; import { StartupSettings } from '../settings/startup-settings'; import { Renderer } from './renderer'; import { RendererImplementation } from './renderer-implementation'; +/** @internal */ export class ContextAwareRenderer implements Renderer { private renderer?: RendererImplementation; private isRendererReady = false; diff --git a/src/graphics/rendering/renderer/renderer-implementation.ts b/src/graphics/rendering/renderer/renderer-implementation.ts index cca6164..e806662 100644 --- a/src/graphics/rendering/renderer/renderer-implementation.ts +++ b/src/graphics/rendering/renderer/renderer-implementation.ts @@ -16,6 +16,7 @@ import { FpsAutoscaler } from '../fps-autoscaler'; import { Insights } from '../insights'; import { DistanceRenderPass } from '../render-pass/distance-render-pass'; import { LightsRenderPass } from '../render-pass/lights-render-pass'; +import { defaultRuntimeSettings } from '../settings/default-runtime-settings'; import { defaultStartupSettings } from '../settings/default-startup-settings'; import { RuntimeSettings } from '../settings/runtime-settings'; import { StartupSettings } from '../settings/startup-settings'; @@ -30,6 +31,7 @@ import lightsVertexShader from '../shaders/shading-vs.glsl'; import { UniformsProvider } from '../uniforms-provider'; import { Renderer } from './renderer'; +/** @internal */ export class RendererImplementation implements Renderer { private readonly gl: UniversalRenderingContext; private stopwatch?: WebGlStopwatch; @@ -38,7 +40,7 @@ export class RendererImplementation implements Renderer { private distancePass: DistanceRenderPass; private lightingFrameBuffer: DefaultFrameBuffer; private lightsPass: LightsRenderPass; - private palette?: PaletteTexture; + private palette!: PaletteTexture; private autoscaler: FpsAutoscaler; private applyRuntimeSettings: { @@ -53,7 +55,7 @@ export class RendererImplementation implements Renderer { backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v), ambientLight: (v) => (this.uniformsProvider.ambientLight = v), lightCutoffDistance: (v) => (this.lightsPass.lightCutoffDistance = v), - colorPalette: (v) => this.palette!.setPalette(v), + colorPalette: (v) => this.palette.setPalette(v), }; setRuntimeSettings(overrides: Partial): void { @@ -103,6 +105,8 @@ export class RendererImplementation implements Renderer { }; this.palette = new PaletteTexture(this.gl, settings.paletteSize); + this.setRuntimeSettings(defaultRuntimeSettings); + const promises: Array> = []; const compiler = new ParallelCompiler(this.gl); @@ -219,7 +223,7 @@ export class RendererImplementation implements Renderer { this.lightsPass.render( this.uniformsProvider.getUniforms(common), this.distanceFieldFrameBuffer.colorTexture, - this.palette!.colorTexture + this.palette.colorTexture ); this.gl.disable(this.gl.BLEND); @@ -243,6 +247,6 @@ export class RendererImplementation implements Renderer { public destroy(): void { this.distancePass.destroy(); this.lightsPass.destroy(); - this.palette!.destroy(); + this.palette.destroy(); } } diff --git a/src/graphics/rendering/renderer/renderer.ts b/src/graphics/rendering/renderer/renderer.ts index 3689d51..0b07dff 100644 --- a/src/graphics/rendering/renderer/renderer.ts +++ b/src/graphics/rendering/renderer/renderer.ts @@ -2,15 +2,79 @@ import { vec2 } from 'gl-matrix'; import { Drawable } from '../../../drawables/drawable'; import { RuntimeSettings } from '../settings/runtime-settings'; +/** + * The main interface through which rendering can be achieved. + * + * Multiple renderers are permitted on a single page. + */ export interface Renderer { + /** + * Get the actual resolution of the canvas. + */ readonly canvasSize: vec2; + + /** + * Get the viewArea size set by the last `setViewArea`. + * + * By default, `canvasSize` is used for the view area size. + */ readonly viewAreaSize: vec2; + + /** + * Set the camera transformation. + * + * @param topLeft top (!) left. By default, equals to [0, canvasHeight]. + * @param size need not be equal to the canvas size, though their aspect ratio + * should be the same to avoid stretching. + */ + setViewArea(topLeft: vec2, size: vec2): void; + + /** + * Patch the current runtime settings with new values. + * @param overrides + */ + setRuntimeSettings(overrides: Partial): void; + + /** + * Schedule a drawable to be rendered during the next `renderDrawables` call. + * + * @param drawable Must be a subclass of drawable and its class must contain a + * static descriptor property of type [[DrawableDescriptor]]. + */ + addDrawable(drawable: T): void; + + /** + * Render every drawable added since the last `renderDrawables` call. + * + * Resizing of framebuffers and the canvas also takes effect + * when calling `renderDrawables`. + */ + renderDrawables(): void; + + /** + * Let go of every GPU resource held by the renderer. + * + * It's up to the browser and driver whether these resources are actually freed. + * Nonetheless, when a renderer is no longer needed, this method should be called. + */ + destroy(): void; + + /** + * @experimental + * + * Debug information updated on each `renderDrawables` call. + * Its scheme is not yet defined. The main purpose of this is + * human debugging. + */ readonly insights: any; - setViewArea(topLeft: vec2, size: vec2): void; - setRuntimeSettings(overrides: Partial): void; - addDrawable(drawable: Drawable): void; + /** + * @experimental + * + * Scale the render scale for both the canvas and the SDF memoization based + * on the current and historical FPS values. + * + * @param deltaTime since the last frame, in milliseconds. + */ autoscaleQuality(deltaTime: DOMHighResTimeStamp): void; - renderDrawables(): void; - destroy(): void; } diff --git a/src/graphics/rendering/settings/default-runtime-settings.ts b/src/graphics/rendering/settings/default-runtime-settings.ts new file mode 100644 index 0000000..beb612d --- /dev/null +++ b/src/graphics/rendering/settings/default-runtime-settings.ts @@ -0,0 +1,15 @@ +import { vec3, vec4 } from 'gl-matrix'; +import { RuntimeSettings } from './runtime-settings'; + +/** + * Contains the default values used for [[RuntimeSettings]]. + */ +export const defaultRuntimeSettings: RuntimeSettings = { + enableHighDpiRendering: true, + tileMultiplier: 8, + isWorldInverted: false, + lightCutoffDistance: 400, + backgroundColor: vec4.fromValues(1, 1, 1, 1), + colorPalette: [], + ambientLight: vec3.fromValues(0.25, 0.15, 0.25), +}; diff --git a/src/graphics/rendering/settings/default-startup-settings.ts b/src/graphics/rendering/settings/default-startup-settings.ts index 1a176c5..5400c08 100644 --- a/src/graphics/rendering/settings/default-startup-settings.ts +++ b/src/graphics/rendering/settings/default-startup-settings.ts @@ -1,5 +1,8 @@ import { StartupSettings } from './startup-settings'; +/** + * Contains the default values used for [[StartupSettings]]. + */ export const defaultStartupSettings: StartupSettings = { shadowTraceCount: 16, paletteSize: 256, diff --git a/src/graphics/rendering/settings/runtime-settings.ts b/src/graphics/rendering/settings/runtime-settings.ts index 83ed3c9..079c193 100644 --- a/src/graphics/rendering/settings/runtime-settings.ts +++ b/src/graphics/rendering/settings/runtime-settings.ts @@ -1,11 +1,59 @@ import { vec3, vec4 } from 'gl-matrix'; +/** + * Interface for a configuration object containing the settings + * that can be changed during runtime. + * + * The default values for RuntimeSettings can be found in [[defaultRuntimeSettings]]. + */ export interface RuntimeSettings { + /** + * When set to `true` rendering will be done on the screen's real resolution. + */ enableHighDpiRendering: boolean; + + /** + * First, the SDF of the scene is evaluated at every single pixel. + * For speeding this process up, the screen is divided up into tiles, + * this way each having to deal with a fewer objects. + * + * For each tile, it is decided which objects are near its close vicinity. + * This comes with some overhead for the CPU, while saving the GPU from loads of + * calculations. The workload can be balanced between the CPU and the GPU by setting + * this number. + */ tileMultiplier: number; + + /** + * By default, every pixel is outside of objects. Flipping this value to `true` will + * result in every pixel being inside a large object. From then it only makes sense to + * draw inverted objects. + */ isWorldInverted: boolean; + + /** + * When lights reach the end of the display, they are slowly faded out. The length + * of this phaseout can be set through this value. + */ lightCutoffDistance: number; + + /** + * The default background color of the scene, can have transparency. + */ backgroundColor: vec3 | vec4; + + /** + * Its length should be less than the one specified in [[StartupSettings]].paletteSize. + * + * The possible colors for the objects. Each color is referenced by its index in the + * palette. + * + * Can have transparency. + */ colorPalette: Array; + + /** + * A light affecting every pixel (even the ones inside objects). + */ ambientLight: vec3; } diff --git a/src/graphics/rendering/settings/startup-settings.ts b/src/graphics/rendering/settings/startup-settings.ts index 2a81f14..cee656a 100644 --- a/src/graphics/rendering/settings/startup-settings.ts +++ b/src/graphics/rendering/settings/startup-settings.ts @@ -1,5 +1,33 @@ +/** + * Interface for a configuration object containing the settings + * that need to be given before shader compilation. + * + * The default values for StartupSettings can be found in [[defaultStartupSettings]]. + */ export interface StartupSettings { + /** + * The raytracing algorithm used for shadows requires a step count. + * Sensible values for this are between 8 and 32. + * + * The higher the number, the harder the shadows will get. + * Some ambient occlusion like effects can be visible on lower trace counts. + */ shadowTraceCount: number; + + /** + * Gives the number of possible object colors for the scene. + * + * When using WebGL, only 256 different colors can be used. + * On WebGL2, its value should not be larger than 4096 for + * maintaining compatibility with low-end devices. + */ paletteSize: number; + + /** + * When set to `true`, rendering will fall back to WebGL + * even when WebGL2 is present. + * + * Useful for testing compatibility. + */ ignoreWebGL2: boolean; } diff --git a/src/graphics/rendering/uniforms-provider.ts b/src/graphics/rendering/uniforms-provider.ts index 2ff852f..48cd264 100644 --- a/src/graphics/rendering/uniforms-provider.ts +++ b/src/graphics/rendering/uniforms-provider.ts @@ -1,9 +1,10 @@ import { mat2d, vec2, vec3, vec4 } from 'gl-matrix'; import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context'; +/** @internal */ export class UniformsProvider { - public ambientLight = vec3.fromValues(0.25, 0.15, 0.25); - public _backgroundColor = vec4.fromValues(1, 1, 1, 1); + public ambientLight!: vec3; + public _backgroundColor!: vec4; private scaleWorldLengthToNDC = 1; private transformWorldToNDC = mat2d.create(); diff --git a/src/helper/array.ts b/src/helper/array.ts index 5a0ff29..d73a76d 100644 --- a/src/helper/array.ts +++ b/src/helper/array.ts @@ -1,3 +1,4 @@ +/** @internal */ declare global { interface Array { x: number; @@ -10,6 +11,7 @@ declare global { } } +/** @internal */ const setIndexAlias = (name: string, index: number, type: any) => { if (!Object.prototype.hasOwnProperty.call(type.prototype, name)) { Object.defineProperty(type.prototype, name, { @@ -23,6 +25,7 @@ const setIndexAlias = (name: string, index: number, type: any) => { } }; +/** @internal */ export const applyArrayPlugins = () => { setIndexAlias('x', 0, Array); setIndexAlias('y', 1, Array); diff --git a/src/helper/clamp.ts b/src/helper/clamp.ts index 45da555..f93f179 100644 --- a/src/helper/clamp.ts +++ b/src/helper/clamp.ts @@ -1,4 +1,6 @@ +/** @internal */ export const clamp = (value: number, min: number, max: number): number => Math.min(max, Math.max(min, value)); +/** @internal */ export const clamp01 = (value: number): number => Math.min(1, Math.max(0, value)); diff --git a/src/helper/exponential-decay.ts b/src/helper/exponential-decay.ts index 7f321f5..e80d9a8 100644 --- a/src/helper/exponential-decay.ts +++ b/src/helper/exponential-decay.ts @@ -1,3 +1,4 @@ +/** @internal */ export const exponentialDecay = ( accumulator: number, nextValue: number, diff --git a/src/helper/get-combinations.ts b/src/helper/get-combinations.ts index ba086aa..6b13d33 100644 --- a/src/helper/get-combinations.ts +++ b/src/helper/get-combinations.ts @@ -1,3 +1,4 @@ +/** @internal */ export const getCombinations = (values: Array>): Array> => { if (!values.every((a) => a.length > 0)) { return []; diff --git a/src/helper/last.ts b/src/helper/last.ts index 5c319b0..739765e 100644 --- a/src/helper/last.ts +++ b/src/helper/last.ts @@ -1,3 +1,4 @@ +/** @internal */ export function last(a: Array): T | null { return a.length > 0 ? a[a.length - 1] : null; } diff --git a/src/helper/mix.ts b/src/helper/mix.ts index 16a76ed..c9adb26 100644 --- a/src/helper/mix.ts +++ b/src/helper/mix.ts @@ -1 +1,2 @@ +/** @internal */ export const mix = (from: number, to: number, q: number) => from + (to - from) * q; diff --git a/src/helper/ms-to-string.ts b/src/helper/ms-to-string.ts index 83ae4cd..458e3f5 100644 --- a/src/helper/ms-to-string.ts +++ b/src/helper/ms-to-string.ts @@ -1 +1,2 @@ +/** @internal */ export const msToString = (value: number) => `${value.toFixed(3)} ms`; diff --git a/src/helper/wait.ts b/src/helper/wait.ts index 73dd2c2..b65ae09 100644 --- a/src/helper/wait.ts +++ b/src/helper/wait.ts @@ -1,3 +1,4 @@ +/** @internal */ export const wait = (ms: number): Promise => { return new Promise((resolve, _) => setTimeout(resolve, ms)); }; diff --git a/src/main.ts b/src/main.ts index 7f63acd..556d0cf 100644 --- a/src/main.ts +++ b/src/main.ts @@ -13,6 +13,7 @@ import { Renderer } from './graphics/rendering/renderer/renderer'; import { StartupSettings } from './graphics/rendering/settings/startup-settings'; import { applyArrayPlugins } from './helper/array'; +/** @internal */ declare global { interface Array { x: number; @@ -29,8 +30,8 @@ applyArrayPlugins(); /** * Compiles a new renderer instance. There can multiple renderers on a single page. - * > Asynchronous behaviour is required for paralell shader compiling. - * > Trying to draw before the returned promise resolves results in no action taken. + * > Asynchronous behaviour is required for parallel shader compiling. + * > Trying to draw before the returned promise resolves, results in no action taken. * > Settings can be set before promise resolution and they will be applied later. * * The descriptors of every to-be-drawn objects are required before creating the renderer, @@ -48,9 +49,7 @@ applyArrayPlugins(); * @param canvas The returned renderer will only be able to draw to this canvas. * @param descriptors The descriptor of every single object (and light) that * ever needs to be drawn by this renderer has to be given before compiling. - * @param settingsOverrides Sensible defaults are provided, but these can be overriden. - * - * @category Startup + * @param settingsOverrides Sensible defaults are provided, but these can be overridden. */ export async function compile( canvas: HTMLCanvasElement, diff --git a/typedoc.json b/typedoc.json index ee2ab50..2e34ee6 100644 --- a/typedoc.json +++ b/typedoc.json @@ -13,5 +13,5 @@ "inputFiles": "src", "ignoreCompilerErrors": true, "listInvalidSymbolLinks": true, - "readme": "docs-source/README.md" + "readme": "documentation-readme.md" }