Finish documentation

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schmelczerandras 2020-09-28 16:26:55 +02:00
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<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<title>SDF-2D - v0.3.1</title>
<meta name="description" content="Documentation for SDF-2D - v0.3.1">
<title>SDF-2D - v0.3.2</title>
<meta name="description" content="Documentation for SDF-2D - v0.3.2">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="assets/css/main.css">
</head>
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<li class="state loading">Preparing search index...</li>
<li class="state failure">The search index is not available</li>
</ul>
<a href="index.html" class="title">SDF-2D - v0.3.1</a>
<a href="index.html" class="title">SDF-2D - v0.3.2</a>
</div>
<div class="table-cell" id="tsd-widgets">
<div id="tsd-filter">
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<a href="globals.html">Globals</a>
</li>
</ul>
<h1>SDF-2D - v0.3.1</h1>
<h1>SDF-2D - v0.3.2</h1>
</div>
</div>
</header>
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<a href="#-documentation" id="-documentation" style="color: inherit; text-decoration: none;">
<h1><img src="media/logo-colored.svg" alt="SDF-2D logo"> Documentation</h1>
</a>
<p>Background and more in depth information about the rendring techniques can be found in <a href="media/sdf-2d.pdf">this technical report</a>.</p>
<p>The motivation behind this library and more in-depth information about the rendering techniques utilised can be found in <a href="media/sdf-2d.pdf">this technical report</a>.</p>
<a href="#links" id="links" style="color: inherit; text-decoration: none;">
<h2>Links</h2>
</a>
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<li><a href="https://github.com/schmelczerandras/sdf-2d">Repository</a></li>
<li><a href="https://sdf2d.schmelczer.dev/">Demo</a></li>
<li><a href="https://github.com/schmelczerandras/sdf-2d-minimal-example">Minimal example</a></li>
<li><a href="https://github.com/schmelczerandras/sdf-2d-minimal-example">More complex example</a></li>
<li><a href="https://github.com/schmelczerandras/sdf-2d-more-complex-example">More complex example</a></li>
<li><a href="https://github.com/schmelczerandras/sdf-2d-demo">Source code of the demo</a></li>
</ul>
<a href="#important-to-know" id="important-to-know" style="color: inherit; text-decoration: none;">
<h2>Important to know</h2>
<a href="#usage" id="usage" style="color: inherit; text-decoration: none;">
<h2>Usage</h2>
</a>
<ul>
<li>To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the <a href="globals.html#compile">compile function</a>.<ul>
<li>For this, some <a href="interfaces/drawabledescriptor.html">DrawableDescriptors</a> has to be provided.</li>
<li>Optionally, default compile settings can overridden using <a href="interfaces/startupsettings.html">StartupSettings</a>.</li>
</ul>
</li>
<li>After acquiring a renderer, the drawing of objects can be started through the <a href="interfaces/renderer.html">Renderer</a> interface.</li>
</ul>
<a href="#extending-drawables" id="extending-drawables" style="color: inherit; text-decoration: none;">
<h2>Extending drawables</h2>
</a>
<ul>
<li>Subclass <a href="classes/drawable.html">Drawable</a></li>
<li>Implement its abstract methods</li>
<li>Add a static property to your class called <code>descriptor</code> of type <a href="interfaces/drawabledescriptor.html">DrawableDescriptors</a></li>
<li>Follow the instructions given in <a href="#usage">Usage</a></li>
</ul>
<a href="#useful-to-know" id="useful-to-know" style="color: inherit; text-decoration: none;">
<h2>Useful to know</h2>
</a>
<a href="#math" id="math" style="color: inherit; text-decoration: none;">
<h3>Math</h3>
</a>
<p>The <code>vec2</code>, <code>vec3</code>, and <code>vec4</code> types seen in the documentation come from the <a href="http://glmatrix.net/">glMatrix</a> library and are equivalent to regular JS Arrays or Float32Arrays. So, feel free to give <code>[x, y]</code> as an input for functions requiring <code>vec2</code>.</p>
<a href="#coordinates" id="coordinates" style="color: inherit; text-decoration: none;">
<h3>Coordinates</h3>
</a>
<p>Anywhere, where positions need to specified, the <code>y</code> values grow upwards, so are the <code>x</code> values. That means, when specifying the view area, the origin is at the bottom left corner of the display.</p>
<p>Anywhere, where positions need to be specified, the <code>y</code> values grow upwards. That means, when setting the view area, the origin is at the bottom left corner of the display.</p>
<a href="#tile-based-rendering" id="tile-based-rendering" style="color: inherit; text-decoration: none;">
<h3>Tile-based rendering</h3>
</a>
<p>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&#39;t be visible.</p>
<p>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&#39;t be visible.</p>
<p>Mitigating this issue is quite easy. Instead of the following code:</p>
<pre><code class="language-js"><span class="hljs-built_in">this</span>.renderer = <span class="hljs-keyword">await</span> compile(canvas, [Circle.descriptor, CircleLight.descriptor]);</code></pre>
<p>Modify it to something similar:</p>
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]);</code></pre>
<p>The usage of too large numbers is not advised for compatibility and performance reasons alike.</p>
<blockquote>
<p>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.</p>
<p>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.</p>
</blockquote>
<a href="#usage" id="usage" style="color: inherit; text-decoration: none;">
<h2>Usage</h2>
</a>
<p>To start using cutting-edge 2D graphics, first you have get a renderer instance. This is possible by calling the <a href="globals.html#compile">compile function</a>.</p>
</div>
</div>
<div class="col-4 col-menu menu-sticky-wrap menu-highlight">
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<a href="globals.html"><em>Globals</em></a>
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<a href="interfaces/renderer.html" class="tsd-kind-icon">Renderer</a>
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