Add main function for animations

This commit is contained in:
schmelczerandras 2020-10-19 11:58:07 +02:00
parent e5423212c3
commit a15cb9e19c
3 changed files with 105 additions and 45 deletions

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@ -10,13 +10,18 @@ The motivation behind this library and more in-depth information about the rende
- [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
## Usage (1st option)
- 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.
## Usage (2nd option)
If you're planning on creating animated content, use the [runAnimation function](globals.html#run-animation) function to spare yourself from writing boilerplate code.
Further documentation on its usage is available in its [documentation](globals.html#run-animation).
## Extending drawables
> Iñigo Quilez has some great [2D SDF-s](https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm)

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@ -6,18 +6,12 @@
* @packageDocumentation
*/
import { DrawableDescriptor } from './drawables/drawable-descriptor';
import { Insights } from './graphics/rendering/insights';
import { ContextAwareRenderer } from './graphics/rendering/renderer/context-aware-renderer';
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<T> {
x: number;
y: number;
x: T;
y: T;
}
interface Float32Array {
@ -28,47 +22,13 @@ declare global {
applyArrayPlugins();
/**
* Compiles a new renderer instance. There can multiple renderers on a single page.
* > 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,
* allowing the compiler to only create the shaders that will actually be used.
*
* Example usage:
*
* ```js
* import { compile, hsl, CircleFactory, CircleLight } from 'sdf-2d';
*
* const canvas = document.querySelector('canvas');
* const Circle = CircleFactory(hsl(30, 66, 50));
* const renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]);
* ```
*
* @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 overridden.
*/
export async function compile(
canvas: HTMLCanvasElement,
descriptors: Array<DrawableDescriptor>,
settingsOverrides: Partial<StartupSettings> = {}
): Promise<Renderer> {
return Insights.measureFunction('startup', async () => {
const renderer = new ContextAwareRenderer(canvas, descriptors, settingsOverrides);
await renderer.initializedPromise;
return renderer;
});
}
export * from './compile';
export * from './drawables/drawable';
export * from './drawables/drawable-descriptor';
export * from './drawables/lights/circle-light';
export * from './drawables/lights/flashlight';
export * from './drawables/shapes/circle-factory';
export * from './drawables/shapes/colorful-circle';
export * from './drawables/shapes/droplet-factory';
export * from './drawables/shapes/inverted-tunnel-factory';
export * from './drawables/shapes/meta-circle-factory';
@ -84,3 +44,5 @@ export * from './helper/colors/rgb';
export * from './helper/colors/rgb255';
export * from './helper/colors/rgba';
export * from './helper/colors/rgba255';
export * from './helper/delta-time-calculator';
export * from './run-animation';

93
src/run-animation.ts Normal file
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@ -0,0 +1,93 @@
import { FpsQualityAutoscaler } from './graphics/rendering/fps-quality-autoscaler';
import { ContextAwareRenderer } from './graphics/rendering/renderer/context-aware-renderer';
import { RuntimeSettings } from './graphics/rendering/settings/runtime-settings';
import { StartupSettings } from './graphics/rendering/settings/startup-settings';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { DrawableDescriptor, Renderer } from './main';
/**
* Implements the boilerplate code required to run real-time animations
* in the browser. An FPS based autoscaler is also used. This creates an additional `fps`
* key in the renderers `insights` property.
*
* Example usage:
*
* ```html
* <canvas id="main" style="width: 300px; height: 150px"></canvas>
* ```
* > The canvas needs to have a fixed size specified by CSS.
* ```js
* import { CircleFactory, CircleLight, hsl, runAnimation } from 'sdf-2d';
*
* const canvas = document.querySelector('canvas');
* const Circle = CircleFactory(hsl(180, 100, 40));
*
* runAnimation(canvas, [Circle.descriptor, CircleLight.descriptor], (renderer, time) => {
* renderer.addDrawable(
* new Circle([150 + 50 * Math.cos(time / 1000), 75 + 50 * Math.sin(time / 1000)], 25)
* );
* renderer.addDrawable(new CircleLight([150, 75], hsl(270, 100, 40), 0.1));
* return true;
* });
* ```
*
* @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 animate This function will be called before rendering each frame.
* `renderDrawables` must not be called by the animate function. It should return `true`
* if the animation should be continued. To break out of the animation loop, a `false` (falsy)
* return value must be given.
* @param startupSettingOverrides Sensible defaults are provided, but these can be overridden.
* @param initialRuntimeSettingOverrides Sensible defaults are provided, but these can be overridden.
*/
export async function runAnimation(
canvas: HTMLCanvasElement,
descriptors: Array<DrawableDescriptor>,
animate: (
renderer: Renderer,
currentTimeInMilliseconds: DOMHighResTimeStamp,
deltaTimeInMilliseconds: DOMHighResTimeStamp
) => boolean,
startupSettingOverrides: Partial<StartupSettings> = {},
initialRuntimeSettingOverrides: Partial<RuntimeSettings> = {}
): Promise<void> {
const renderer = new ContextAwareRenderer(canvas, descriptors, startupSettingOverrides);
const deltaTimeCalculator = new DeltaTimeCalculator();
let triggerIsOver: () => void;
const isOver = new Promise((resolve) => (triggerIsOver = resolve));
renderer.setRuntimeSettings(initialRuntimeSettingOverrides);
const autoscaler = new FpsQualityAutoscaler(renderer);
await renderer.initializedPromise;
let startTime: DOMHighResTimeStamp | null = null;
const handleFrame = (currentTime: DOMHighResTimeStamp) => {
if (startTime === null) {
startTime = currentTime;
}
const deltaTime = deltaTimeCalculator.getNextDeltaTime(currentTime);
autoscaler.addDeltaTime(deltaTime);
if (renderer.insights) {
renderer.insights.fps = autoscaler.FPS;
}
const shouldStop = animate(renderer, currentTime - startTime, deltaTime);
renderer.renderDrawables();
if (!shouldStop) {
triggerIsOver();
} else {
requestAnimationFrame(handleFrame);
}
};
requestAnimationFrame(handleFrame);
await isOver;
deltaTimeCalculator.destroy();
renderer.destroy();
}