Finish documentation
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86 changed files with 1383 additions and 8485 deletions
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import { vec3, vec4 } from 'gl-matrix';
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/**
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* Interface for a configuration object containing the settings
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* that can be changed during runtime.
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*
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* The default values for RuntimeSettings can be found in [[defaultRuntimeSettings]].
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*/
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export interface RuntimeSettings {
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/**
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* When set to `true` rendering will be done on the screen's real resolution.
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*/
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enableHighDpiRendering: boolean;
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/**
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* First, the SDF of the scene is evaluated at every single pixel.
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* For speeding this process up, the screen is divided up into tiles,
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* this way each having to deal with a fewer objects.
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*
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* For each tile, it is decided which objects are near its close vicinity.
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* This comes with some overhead for the CPU, while saving the GPU from loads of
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* calculations. The workload can be balanced between the CPU and the GPU by setting
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* this number.
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*/
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tileMultiplier: number;
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/**
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* By default, every pixel is outside of objects. Flipping this value to `true` will
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* result in every pixel being inside a large object. From then it only makes sense to
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* draw inverted objects.
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*/
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isWorldInverted: boolean;
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/**
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* When lights reach the end of the display, they are slowly faded out. The length
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* of this phaseout can be set through this value.
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*/
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lightCutoffDistance: number;
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/**
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* The default background color of the scene, can have transparency.
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*/
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backgroundColor: vec3 | vec4;
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/**
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* Its length should be less than the one specified in [[StartupSettings]].paletteSize.
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*
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* The possible colors for the objects. Each color is referenced by its index in the
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* palette.
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*
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* Can have transparency.
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*/
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colorPalette: Array<vec3 | vec4>;
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/**
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* A light affecting every pixel (even the ones inside objects).
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*/
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ambientLight: vec3;
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}
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