Improve color handling approach
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22 changed files with 259 additions and 181 deletions
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@ -1,4 +1,4 @@
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import { vec3, vec4 } from 'gl-matrix';
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import { vec3 } from 'gl-matrix';
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import { RuntimeSettings } from './runtime-settings';
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/**
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@ -9,7 +9,6 @@ export const defaultRuntimeSettings: RuntimeSettings = {
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tileMultiplier: 8,
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isWorldInverted: false,
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lightCutoffDistance: 400,
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backgroundColor: vec4.fromValues(1, 1, 1, 1),
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colorPalette: [],
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ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
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textures: {},
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@ -1,3 +1,4 @@
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import { vec4 } from 'gl-matrix';
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import { StartupSettings } from './startup-settings';
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/**
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@ -7,5 +8,6 @@ export const defaultStartupSettings: StartupSettings = {
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shadowTraceCount: 16,
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paletteSize: 256,
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ignoreWebGL2: false,
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backgroundColor: vec4.fromValues(1, 1, 1, 1),
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enableStopwatch: false,
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};
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@ -38,18 +38,13 @@ export interface RuntimeSettings {
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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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* Can have transparency, but only if WebGL2 support is enabled.
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*/
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colorPalette: Array<vec3 | vec4>;
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@ -1,3 +1,5 @@
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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 need to be given before shader compilation.
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@ -31,6 +33,11 @@ export interface StartupSettings {
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*/
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paletteSize: number;
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/**
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* The default background color of the scene, can have transparency on every platform.
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*/
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backgroundColor: vec3 | vec4;
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/**
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* When set to `true`, rendering will fall back to WebGL
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* even when WebGL2 is present.
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