Fix typos
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55eb0cf0d2
commit
5b37f4bcd4
8 changed files with 25 additions and 26 deletions
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@ -19,10 +19,10 @@ export const NoisyPolygonFactory = (
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public static descriptor: DrawableDescriptor = {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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sdf: {
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shader: `
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shader: `
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uniform vec2 noisyPolygon${vertexCount}Vertices[NOISY_POLGYON${vertexCount}_COUNT * ${vertexCount}];
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uniform vec2 noisyPolygon${vertexCount}Vertices[NOISY_POLYGON${vertexCount}_COUNT * ${vertexCount}];
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uniform vec2 noisyPolygon${vertexCount}Centers[NOISY_POLGYON${vertexCount}_COUNT];
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uniform vec2 noisyPolygon${vertexCount}Centers[NOISY_POLYGON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLGYON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLGYON${vertexCount}_COUNT];
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uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT];
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uniform sampler2D noiseTexture;
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uniform sampler2D noiseTexture;
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@ -56,7 +56,7 @@ export const NoisyPolygonFactory = (
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float minDistance = 100.0;
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float minDistance = 100.0;
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for (int j = 0; j < NOISY_POLGYON${vertexCount}_COUNT; j++) {
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for (int j = 0; j < NOISY_POLYGON${vertexCount}_COUNT; j++) {
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vec2 startEnd = noisyPolygon${vertexCount}Vertices[j * ${vertexCount}];
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vec2 startEnd = noisyPolygon${vertexCount}Vertices[j * ${vertexCount}];
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vec2 vb = startEnd;
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vec2 vb = startEnd;
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@ -110,7 +110,7 @@ export const NoisyPolygonFactory = (
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center: `noisyPolygon${vertexCount}Centers`,
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center: `noisyPolygon${vertexCount}Centers`,
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vertices: `noisyPolygon${vertexCount}Vertices`,
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vertices: `noisyPolygon${vertexCount}Vertices`,
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},
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},
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uniformCountMacroName: `NOISY_POLGYON${vertexCount}_COUNT`,
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uniformCountMacroName: `NOISY_POLYGON${vertexCount}_COUNT`,
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: (new NoisyPolygon(
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empty: (new NoisyPolygon(
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new Array(vertexCount).fill(vec2.create())
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new Array(vertexCount).fill(vec2.create())
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@ -123,7 +123,7 @@ export const NoisyPolygonFactory = (
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super(vertices);
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super(vertices);
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}
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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protected getObjectToSerialize(transform2d: mat2d, _: number): any {
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const transformedVertices = (this as any).actualVertices.map((v: vec2) =>
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const transformedVertices = (this as any).actualVertices.map((v: vec2) =>
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vec2.transformMat2d(vec2.create(), v, transform2d)
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vec2.transformMat2d(vec2.create(), v, transform2d)
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);
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);
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@ -25,7 +25,7 @@ export const PolygonFactory = (
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public static descriptor: DrawableDescriptor = {
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public static descriptor: DrawableDescriptor = {
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sdf: {
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sdf: {
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shader: `
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shader: `
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uniform vec2 polygon${vertexCount}Vertices[POLGYON${vertexCount}_COUNT * ${vertexCount}];
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uniform vec2 polygon${vertexCount}Vertices[POLYGON${vertexCount}_COUNT * ${vertexCount}];
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vec2 polygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
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vec2 polygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
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vec2 targetFromDelta = target - from;
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vec2 targetFromDelta = target - from;
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@ -47,7 +47,7 @@ export const PolygonFactory = (
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float minDistance = 100.0;
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float minDistance = 100.0;
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for (int j = 0; j < POLGYON${vertexCount}_COUNT; j++) {
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for (int j = 0; j < POLYGON${vertexCount}_COUNT; j++) {
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vec2 startEnd = polygon${vertexCount}Vertices[j * ${vertexCount}];
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vec2 startEnd = polygon${vertexCount}Vertices[j * ${vertexCount}];
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vec2 vb = startEnd;
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vec2 vb = startEnd;
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@ -85,7 +85,7 @@ export const PolygonFactory = (
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vertices: `polygon${vertexCount}Vertices`,
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vertices: `polygon${vertexCount}Vertices`,
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},
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},
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objectCountScaler: 1 / vertexCount,
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objectCountScaler: 1 / vertexCount,
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uniformCountMacroName: `POLGYON${vertexCount}_COUNT`,
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uniformCountMacroName: `POLYGON${vertexCount}_COUNT`,
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
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empty: new Polygon(new Array(vertexCount).fill(vec2.create())),
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empty: new Polygon(new Array(vertexCount).fill(vec2.create())),
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};
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};
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@ -147,7 +147,7 @@ export const PolygonFactory = (
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: this.vertices;
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: this.vertices;
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}
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}
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protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
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protected getObjectToSerialize(transform2d: mat2d, _: number): any {
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return {
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return {
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vertices: this.actualVertices.map((v) =>
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vertices: this.actualVertices.map((v) =>
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vec2.transformMat2d(vec2.create(), v, transform2d)
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vec2.transformMat2d(vec2.create(), v, transform2d)
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@ -73,7 +73,7 @@ export class WebGlStopwatch {
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return this.state == StopwatchState.waitingForResults;
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return this.state == StopwatchState.waitingForResults;
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}
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}
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public get resultsInMilliSeconds(): number {
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public get resultsInMilliseconds(): number {
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return this.resultsInNanoSeconds! / 1000 / 1000;
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return this.resultsInNanoSeconds! / 1000 / 1000;
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}
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}
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}
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}
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@ -15,9 +15,9 @@ import { Renderer } from './renderer/renderer';
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* ```
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* ```
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*/
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*/
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export class FpsQualityAutoscaler {
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export class FpsQualityAutoscaler {
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private readonly maxAdjusmentRateInMilliseconds = 10000;
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private readonly maxAdjustmentRateInMilliseconds = 10000;
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private readonly adjusmentRateIncrease = 2;
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private readonly adjustmentRateIncrease = 2;
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private adjusmentRateInMilliseconds = 500;
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private adjustmentRateInMilliseconds = 500;
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private fps = 0;
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private fps = 0;
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public static fpsTarget = 30;
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public static fpsTarget = 30;
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@ -39,12 +39,12 @@ export class FpsQualityAutoscaler {
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public addDeltaTime(deltaTimeInMilliseconds: DOMHighResTimeStamp) {
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public addDeltaTime(deltaTimeInMilliseconds: DOMHighResTimeStamp) {
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this.deltaTimes.push(deltaTimeInMilliseconds);
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this.deltaTimes.push(deltaTimeInMilliseconds);
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this.deltaTimeSinceLastAdjustment += deltaTimeInMilliseconds;
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this.deltaTimeSinceLastAdjustment += deltaTimeInMilliseconds;
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if (this.deltaTimeSinceLastAdjustment > this.adjusmentRateInMilliseconds) {
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if (this.deltaTimeSinceLastAdjustment > this.adjustmentRateInMilliseconds) {
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this.calculateFPS();
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this.calculateFPS();
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this.adjustQuality();
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this.adjustQuality();
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this.adjusmentRateInMilliseconds = Math.min(
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this.adjustmentRateInMilliseconds = Math.min(
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this.maxAdjusmentRateInMilliseconds,
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this.maxAdjustmentRateInMilliseconds,
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this.adjusmentRateInMilliseconds * this.adjusmentRateIncrease
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this.adjustmentRateInMilliseconds * this.adjustmentRateIncrease
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);
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);
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this.deltaTimeSinceLastAdjustment = 0;
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this.deltaTimeSinceLastAdjustment = 0;
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}
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}
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@ -31,13 +31,13 @@ export const renderNoise = async (
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const program = new FragmentShaderOnlyProgram(gl);
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const program = new FragmentShaderOnlyProgram(gl);
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const compiler = new ParallelCompiler(gl);
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const compiler = new ParallelCompiler(gl);
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const pogramPromise = program.initialize(
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const programPromise = program.initialize(
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gl.isWebGL2 ? [randomVertex, randomFragment] : [randomVertex100, randomFragment100],
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gl.isWebGL2 ? [randomVertex, randomFragment] : [randomVertex100, randomFragment100],
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compiler
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compiler
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);
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);
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await compiler.compilePrograms();
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await compiler.compilePrograms();
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await pogramPromise;
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await programPromise;
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program.draw({
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program.draw({
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scale,
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scale,
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@ -230,7 +230,7 @@ export class RendererImplementation implements Renderer {
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this.stopwatch.start();
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this.stopwatch.start();
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} else {
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} else {
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this.stopwatch.tryGetResults();
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this.stopwatch.tryGetResults();
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this.gl.insights.gpuRenderTimeInMilliseconds = this.stopwatch.resultsInMilliSeconds;
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this.gl.insights.gpuRenderTimeInMilliseconds = this.stopwatch.resultsInMilliseconds;
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}
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}
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}
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}
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@ -47,7 +47,7 @@ export interface Renderer {
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/**
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/**
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* The inverse of `displayToWorldCoordinates`, returns the screen space position
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* The inverse of `displayToWorldCoordinates`, returns the screen space position
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* of a point given in world space cooridnates.
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* of a point given in world space coordinates.
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*
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*
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* While the origin for worldCoordinates resides in the bottom-left corner,
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* While the origin for worldCoordinates resides in the bottom-left corner,
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* the origin of the returned display coordinates is placed in the top left.
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* the origin of the returned display coordinates is placed in the top left.
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@ -89,10 +89,9 @@ export interface Renderer {
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/**
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/**
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* Get useful information about the hardware and the SDF2D renderer.
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* Get useful information about the hardware and the SDF2D renderer.
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*
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*
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* Its sheme is subject to change.
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* Its scheme is subject to change.
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*
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*
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* During context lost it might be null.
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* During context lost it might be null.
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*
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*/
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*/
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readonly insights: RendererInfo | null;
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readonly insights: RendererInfo | null;
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}
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}
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@ -5,7 +5,7 @@ import { rgb255 } from './rgb255';
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* Return a color given in a hexadecimal form as a vec3.
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* Return a color given in a hexadecimal form as a vec3.
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*
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*
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* @param hex A hexadecimal color with (#ff0000) or without (ff0000)
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* @param hex A hexadecimal color with (#ff0000) or without (ff0000)
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* a leading hashmark.
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* a leading hash mark.
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*
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*
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* source: https://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
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* source: https://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
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*
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*
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