Fix typos

This commit is contained in:
schmelczerandras 2020-11-02 10:08:35 +01:00
parent 55eb0cf0d2
commit 5b37f4bcd4
8 changed files with 25 additions and 26 deletions

View file

@ -19,10 +19,10 @@ export const NoisyPolygonFactory = (
public static descriptor: DrawableDescriptor = {
sdf: {
shader: `
uniform vec2 noisyPolygon${vertexCount}Vertices[NOISY_POLGYON${vertexCount}_COUNT * ${vertexCount}];
uniform vec2 noisyPolygon${vertexCount}Centers[NOISY_POLGYON${vertexCount}_COUNT];
uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLGYON${vertexCount}_COUNT];
uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLGYON${vertexCount}_COUNT];
uniform vec2 noisyPolygon${vertexCount}Vertices[NOISY_POLYGON${vertexCount}_COUNT * ${vertexCount}];
uniform vec2 noisyPolygon${vertexCount}Centers[NOISY_POLYGON${vertexCount}_COUNT];
uniform float noisyPolygon${vertexCount}Lengths[NOISY_POLYGON${vertexCount}_COUNT];
uniform float noisyPolygon${vertexCount}Randoms[NOISY_POLYGON${vertexCount}_COUNT];
uniform sampler2D noiseTexture;
@ -56,7 +56,7 @@ export const NoisyPolygonFactory = (
float minDistance = 100.0;
for (int j = 0; j < NOISY_POLGYON${vertexCount}_COUNT; j++) {
for (int j = 0; j < NOISY_POLYGON${vertexCount}_COUNT; j++) {
vec2 startEnd = noisyPolygon${vertexCount}Vertices[j * ${vertexCount}];
vec2 vb = startEnd;
@ -110,7 +110,7 @@ export const NoisyPolygonFactory = (
center: `noisyPolygon${vertexCount}Centers`,
vertices: `noisyPolygon${vertexCount}Vertices`,
},
uniformCountMacroName: `NOISY_POLGYON${vertexCount}_COUNT`,
uniformCountMacroName: `NOISY_POLYGON${vertexCount}_COUNT`,
shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
empty: (new NoisyPolygon(
new Array(vertexCount).fill(vec2.create())
@ -123,7 +123,7 @@ export const NoisyPolygonFactory = (
super(vertices);
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
protected getObjectToSerialize(transform2d: mat2d, _: number): any {
const transformedVertices = (this as any).actualVertices.map((v: vec2) =>
vec2.transformMat2d(vec2.create(), v, transform2d)
);

View file

@ -25,7 +25,7 @@ export const PolygonFactory = (
public static descriptor: DrawableDescriptor = {
sdf: {
shader: `
uniform vec2 polygon${vertexCount}Vertices[POLGYON${vertexCount}_COUNT * ${vertexCount}];
uniform vec2 polygon${vertexCount}Vertices[POLYGON${vertexCount}_COUNT * ${vertexCount}];
vec2 polygon${vertexCount}LineDistance(vec2 target, vec2 from, vec2 to) {
vec2 targetFromDelta = target - from;
@ -47,7 +47,7 @@ export const PolygonFactory = (
float minDistance = 100.0;
for (int j = 0; j < POLGYON${vertexCount}_COUNT; j++) {
for (int j = 0; j < POLYGON${vertexCount}_COUNT; j++) {
vec2 startEnd = polygon${vertexCount}Vertices[j * ${vertexCount}];
vec2 vb = startEnd;
@ -85,7 +85,7 @@ export const PolygonFactory = (
vertices: `polygon${vertexCount}Vertices`,
},
objectCountScaler: 1 / vertexCount,
uniformCountMacroName: `POLGYON${vertexCount}_COUNT`,
uniformCountMacroName: `POLYGON${vertexCount}_COUNT`,
shaderCombinationSteps: [0, 1, 2, 3, 8, 16],
empty: new Polygon(new Array(vertexCount).fill(vec2.create())),
};
@ -147,7 +147,7 @@ export const PolygonFactory = (
: this.vertices;
}
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
protected getObjectToSerialize(transform2d: mat2d, _: number): any {
return {
vertices: this.actualVertices.map((v) =>
vec2.transformMat2d(vec2.create(), v, transform2d)

View file

@ -73,7 +73,7 @@ export class WebGlStopwatch {
return this.state == StopwatchState.waitingForResults;
}
public get resultsInMilliSeconds(): number {
public get resultsInMilliseconds(): number {
return this.resultsInNanoSeconds! / 1000 / 1000;
}
}

View file

@ -15,9 +15,9 @@ import { Renderer } from './renderer/renderer';
* ```
*/
export class FpsQualityAutoscaler {
private readonly maxAdjusmentRateInMilliseconds = 10000;
private readonly adjusmentRateIncrease = 2;
private adjusmentRateInMilliseconds = 500;
private readonly maxAdjustmentRateInMilliseconds = 10000;
private readonly adjustmentRateIncrease = 2;
private adjustmentRateInMilliseconds = 500;
private fps = 0;
public static fpsTarget = 30;
@ -39,12 +39,12 @@ export class FpsQualityAutoscaler {
public addDeltaTime(deltaTimeInMilliseconds: DOMHighResTimeStamp) {
this.deltaTimes.push(deltaTimeInMilliseconds);
this.deltaTimeSinceLastAdjustment += deltaTimeInMilliseconds;
if (this.deltaTimeSinceLastAdjustment > this.adjusmentRateInMilliseconds) {
if (this.deltaTimeSinceLastAdjustment > this.adjustmentRateInMilliseconds) {
this.calculateFPS();
this.adjustQuality();
this.adjusmentRateInMilliseconds = Math.min(
this.maxAdjusmentRateInMilliseconds,
this.adjusmentRateInMilliseconds * this.adjusmentRateIncrease
this.adjustmentRateInMilliseconds = Math.min(
this.maxAdjustmentRateInMilliseconds,
this.adjustmentRateInMilliseconds * this.adjustmentRateIncrease
);
this.deltaTimeSinceLastAdjustment = 0;
}

View file

@ -31,13 +31,13 @@ export const renderNoise = async (
const program = new FragmentShaderOnlyProgram(gl);
const compiler = new ParallelCompiler(gl);
const pogramPromise = program.initialize(
const programPromise = program.initialize(
gl.isWebGL2 ? [randomVertex, randomFragment] : [randomVertex100, randomFragment100],
compiler
);
await compiler.compilePrograms();
await pogramPromise;
await programPromise;
program.draw({
scale,

View file

@ -230,7 +230,7 @@ export class RendererImplementation implements Renderer {
this.stopwatch.start();
} else {
this.stopwatch.tryGetResults();
this.gl.insights.gpuRenderTimeInMilliseconds = this.stopwatch.resultsInMilliSeconds;
this.gl.insights.gpuRenderTimeInMilliseconds = this.stopwatch.resultsInMilliseconds;
}
}

View file

@ -47,7 +47,7 @@ export interface Renderer {
/**
* The inverse of `displayToWorldCoordinates`, returns the screen space position
* of a point given in world space cooridnates.
* of a point given in world space coordinates.
*
* While the origin for worldCoordinates resides in the bottom-left corner,
* the origin of the returned display coordinates is placed in the top left.
@ -89,10 +89,9 @@ export interface Renderer {
/**
* Get useful information about the hardware and the SDF2D renderer.
*
* Its sheme is subject to change.
* Its scheme is subject to change.
*
* During context lost it might be null.
*
*/
readonly insights: RendererInfo | null;
}

View file

@ -5,7 +5,7 @@ import { rgb255 } from './rgb255';
* Return a color given in a hexadecimal form as a vec3.
*
* @param hex A hexadecimal color with (#ff0000) or without (ff0000)
* a leading hashmark.
* a leading hash mark.
*
* source: https://stackoverflow.com/questions/5623838/rgb-to-hex-and-hex-to-rgb
*