Improve color handling approach

This commit is contained in:
schmelczerandras 2020-10-13 22:37:23 +02:00
parent e53ca905af
commit f29293c475
22 changed files with 259 additions and 181 deletions

View file

@ -1,33 +1,23 @@
import { enableExtension } from '../helper/enable-extension';
import { ColorTexture } from '../texture/color-texture';
import { DistanceTexture } from '../texture/distance-texture';
import { Texture } from '../texture/texture';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { FrameBuffer } from './frame-buffer';
/** @internal */
export class IntermediateFrameBuffer extends FrameBuffer {
private frameTexture: WebGLTexture;
private floatEnabled = false;
private floatLinearEnabled = false;
private distanceTexture?: DistanceTexture;
private colorTexture: ColorTexture;
constructor(gl: UniversalRenderingContext) {
super(gl);
try {
enableExtension(gl, 'EXT_color_buffer_float');
this.floatEnabled = true;
this.colorTexture = new ColorTexture(gl);
enableExtension(gl, 'OES_texture_float_linear');
this.floatLinearEnabled = true;
} catch {
// it's okay
if (gl.isWebGL2) {
this.distanceTexture = new DistanceTexture(gl);
}
// can only return null on lost context
gl.activeTexture(gl.TEXTURE0);
this.frameTexture = this.gl.createTexture()!;
this.configureTexture();
// can only return null on lost context
this.frameBuffer = this.gl.createFramebuffer()!;
this.configureFrameBuffer();
@ -35,74 +25,48 @@ export class IntermediateFrameBuffer extends FrameBuffer {
}
public destroy(): void {
this.gl.deleteTexture(this.frameTexture);
if (this.distanceTexture) {
this.gl.deleteTexture(this.distanceTexture);
}
this.gl.deleteTexture(this.colorTexture);
this.gl.deleteFramebuffer(this.frameBuffer);
}
public get colorTexture(): WebGLTexture {
return this.frameTexture;
public get textures(): Array<Texture> {
return this.distanceTexture
? [this.distanceTexture, this.colorTexture]
: [this.colorTexture];
}
public setSize(): boolean {
const hasChanged = super.setSize();
if (hasChanged) {
this.bind();
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.floatEnabled ? this.gl.RG16F : this.gl.RGB,
this.size.x,
this.size.y,
0,
this.floatEnabled ? this.gl.RG : this.gl.RGB,
this.floatEnabled ? this.gl.FLOAT : this.gl.UNSIGNED_BYTE,
null
);
this.colorTexture.setSize(this.size);
this.distanceTexture?.setSize(this.size);
}
return hasChanged;
}
private bind() {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, this.frameTexture);
}
private configureTexture() {
this.bind();
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MAG_FILTER,
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MIN_FILTER,
this.floatLinearEnabled ? this.gl.LINEAR : this.gl.NEAREST
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_S,
this.gl.CLAMP_TO_EDGE
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_T,
this.gl.CLAMP_TO_EDGE
);
}
private configureFrameBuffer() {
this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, this.frameBuffer);
const attachmentPoint = this.gl.COLOR_ATTACHMENT0;
this.gl.framebufferTexture2D(
this.gl.FRAMEBUFFER,
attachmentPoint,
this.gl.COLOR_ATTACHMENT0,
this.gl.TEXTURE_2D,
this.frameTexture,
this.colorTexture.colorTexture,
0
);
if (this.gl.isWebGL2) {
this.gl.framebufferTexture2D(
this.gl.FRAMEBUFFER,
this.gl.COLOR_ATTACHMENT1,
this.gl.TEXTURE_2D,
this.distanceTexture!.colorTexture,
0
);
}
}
}

View file

@ -176,7 +176,7 @@ export class UniformArrayAutoScalingProgram implements IProgram {
}(position, objectColor);
color = mix(
objectColor / {paletteSize},
objectColor,
color,
${
descriptors[i].sdf?.isInverted

View file

@ -0,0 +1,31 @@
import { vec2 } from 'gl-matrix';
import { UniversalRenderingContext } from '../universal-rendering-context';
import { Texture } from './texture';
import { FilteringOptions } from './texture-options';
/** @internal */
export class ColorTexture extends Texture {
public static readonly textureUnitId = 0;
constructor(gl: UniversalRenderingContext) {
super(gl, ColorTexture.textureUnitId, {
minFilter: FilteringOptions.LINEAR,
maxFilter: FilteringOptions.LINEAR,
});
}
public setSize(size: vec2) {
this.bind();
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.gl.RGBA,
size.x,
size.y,
0,
this.gl.RGBA,
this.gl.UNSIGNED_BYTE,
null
);
}
}

View file

@ -0,0 +1,53 @@
import { vec2 } from 'gl-matrix';
import { enableExtension } from '../helper/enable-extension';
import { Texture } from './texture';
import { FilteringOptions } from './texture-options';
/** @internal */
export class DistanceTexture extends Texture {
public static readonly textureUnitId = 1;
private floatEnabled = false;
private floatLinearEnabled = false;
constructor(gl: WebGL2RenderingContext) {
super(gl, DistanceTexture.textureUnitId, {
minFilter: FilteringOptions.NEAREST,
maxFilter: FilteringOptions.NEAREST,
});
try {
enableExtension(gl, 'EXT_color_buffer_float');
this.floatEnabled = true;
enableExtension(gl, 'OES_texture_float_linear');
this.floatLinearEnabled = true;
} catch {
// it's okay
}
if (this.floatLinearEnabled) {
this.setTextureOptions({
minFilter: FilteringOptions.LINEAR,
maxFilter: FilteringOptions.LINEAR,
});
}
}
public setSize(size: vec2) {
this.bind();
this.gl.texImage2D(
this.gl.TEXTURE_2D,
0,
this.floatEnabled ? (this.gl as WebGL2RenderingContext).R16F : this.gl.RGBA,
size.x,
size.y,
0,
this.floatEnabled ? (this.gl as WebGL2RenderingContext).RED : this.gl.RGBA,
this.floatEnabled
? (this.gl as WebGL2RenderingContext).FLOAT
: this.gl.UNSIGNED_BYTE,
null
);
}
}

View file

@ -4,8 +4,10 @@ import { Texture } from './texture';
/** @internal */
export class PaletteTexture extends Texture {
public static readonly textureUnitId = 2;
constructor(gl: UniversalRenderingContext, private readonly paletteSize: number) {
super(gl, 1);
super(gl, PaletteTexture.textureUnitId);
}
public setPalette(colors: Array<vec3 | vec4>) {

View file

@ -1,4 +1,3 @@
import { UniversalRenderingContext } from '../universal-rendering-context';
import { FilteringOptions, TextureOptions, WrapOptions } from './texture-options';
/**
@ -8,10 +7,17 @@ export class Texture {
protected texture: WebGLTexture;
constructor(
protected readonly gl: UniversalRenderingContext,
protected readonly gl: WebGLRenderingContext | WebGL2RenderingContext,
private textureUnitId: number,
textureOptionOverrides: Partial<TextureOptions> = {}
) {
this.texture = gl.createTexture()!;
this.bind();
this.setTextureOptions(textureOptionOverrides);
}
public setTextureOptions(textureOptionOverrides: Partial<TextureOptions> = {}) {
const defaultTextureOptions: TextureOptions = {
wrapS: WrapOptions.CLAMP_TO_EDGE,
wrapT: WrapOptions.CLAMP_TO_EDGE,
@ -24,14 +30,28 @@ export class Texture {
...textureOptionOverrides,
};
this.texture = gl.createTexture()!;
this.bind();
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[textureOptions.wrapS]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[textureOptions.wrapT]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[textureOptions.minFilter]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[textureOptions.maxFilter]);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_S,
this.gl[textureOptions.wrapS]
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_WRAP_T,
this.gl[textureOptions.wrapT]
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MIN_FILTER,
this.gl[textureOptions.minFilter]
);
this.gl.texParameteri(
this.gl.TEXTURE_2D,
this.gl.TEXTURE_MAG_FILTER,
this.gl[textureOptions.maxFilter]
);
}
public get colorTexture(): WebGLTexture {

View file

@ -23,7 +23,7 @@ const settings = {
finalRenderScale: 1.0,
},
{
distanceRenderScale: 1.0,
distanceRenderScale: 0.5,
finalRenderScale: 1.0,
},
],

View file

@ -15,8 +15,11 @@ export class DistanceRenderPass extends RenderPass {
this.drawables.push(drawable);
}
public render(commonUniforms: any, ...inputTextures: Array<Texture>) {
public render(commonUniforms: any, inputTextures: Array<Texture>) {
this.frame.bindAndClear(inputTextures);
if (this.gl.isWebGL2) {
this.gl.drawBuffers([this.gl.COLOR_ATTACHMENT0, this.gl.COLOR_ATTACHMENT1]);
}
const stepsInUV = 1 / this.tileMultiplier;

View file

@ -14,14 +14,7 @@ export class LightsRenderPass extends RenderPass {
this.drawables.push(drawable);
}
public render(
commonUniforms: any,
distanceTexture: WebGLTexture,
inputTextures: Array<Texture>
) {
this.gl.activeTexture(this.gl.TEXTURE0);
this.gl.bindTexture(this.gl.TEXTURE_2D, distanceTexture);
public render(commonUniforms: any, inputTextures: Array<Texture>) {
this.frame.bindAndClear(inputTextures);
const tileCenterWorldCoordinates = vec2.transformMat2d(

View file

@ -2,11 +2,14 @@ import { vec2 } from 'gl-matrix';
import { Drawable } from '../../../drawables/drawable';
import { DrawableDescriptor } from '../../../drawables/drawable-descriptor';
import { LightDrawable } from '../../../drawables/lights/light-drawable';
import { colorToString } from '../../../helper/color-to-string';
import { msToString } from '../../../helper/ms-to-string';
import { DefaultFrameBuffer } from '../../graphics-library/frame-buffer/default-frame-buffer';
import { IntermediateFrameBuffer } from '../../graphics-library/frame-buffer/intermediate-frame-buffer';
import { WebGlStopwatch } from '../../graphics-library/helper/stopwatch';
import { ParallelCompiler } from '../../graphics-library/parallel-compiler';
import { ColorTexture } from '../../graphics-library/texture/color-texture';
import { DistanceTexture } from '../../graphics-library/texture/distance-texture';
import { PaletteTexture } from '../../graphics-library/texture/palette-texture';
import { Texture } from '../../graphics-library/texture/texture';
import { TextureWithOptions } from '../../graphics-library/texture/texture-options';
@ -56,12 +59,11 @@ export class RendererImplementation implements Renderer {
},
tileMultiplier: (v) => (this.distancePass.tileMultiplier = v),
isWorldInverted: (v) => (this.distancePass.isWorldInverted = v),
backgroundColor: (v) => (this.uniformsProvider.backgroundColor = v),
textures: (v: { [textureName: string]: TexImageSource | TextureWithOptions }) => {
this.textures.forEach((t) => t.destroy());
this.textures = [];
let id = 2;
let id = 3;
for (const key in v) {
this.uniformsProvider.textures[key] = id;
let texture: Texture;
@ -113,8 +115,6 @@ export class RendererImplementation implements Renderer {
vec2.fromValues(canvas.clientWidth, canvas.clientHeight)
);
this.queryPrecisions();
this.autoscaler = new FpsAutoscaler({
distanceRenderScale: (v) =>
(this.distanceFieldFrameBuffer.renderScale = v as number),
@ -143,6 +143,7 @@ export class RendererImplementation implements Renderer {
compiler,
{
paletteSize: settings.paletteSize,
backgroundColor: colorToString(settings.backgroundColor),
}
)
);
@ -155,6 +156,7 @@ export class RendererImplementation implements Renderer {
compiler,
{
shadowTraceCount: settings.shadowTraceCount.toString(),
backgroundColor: colorToString(settings.backgroundColor),
}
)
);
@ -162,7 +164,7 @@ export class RendererImplementation implements Renderer {
await compiler.compilePrograms();
await Promise.all(promises);
if (settings.enableStopwatch) {
if (settings.enableStopwatch && this.gl.isWebGL2) {
try {
this.stopwatch = new WebGlStopwatch(this.gl);
} catch {
@ -179,30 +181,6 @@ export class RendererImplementation implements Renderer {
return Object.prototype.hasOwnProperty.call(descriptor, 'sdf');
}
private queryPrecisions() {
const precisionToObject = (shader: GLenum, precision: GLenum) => {
const toExponent = (v: number): string => `2^${v}`;
const p = this.gl.getShaderPrecisionFormat(shader, precision)!;
return {
range: `[${toExponent(p.rangeMin)}, ${toExponent(p.rangeMax)}]`,
precision: toExponent(p.precision),
};
};
Insights.setValue('precisions', {
'vertex shader': {
'low float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.LOW_FLOAT),
'medium float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.MEDIUM_FLOAT),
'high float': precisionToObject(this.gl.VERTEX_SHADER, this.gl.HIGH_FLOAT),
},
'fragment shader': {
'low float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.LOW_FLOAT),
'medium float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.MEDIUM_FLOAT),
'high float': precisionToObject(this.gl.FRAGMENT_SHADER, this.gl.HIGH_FLOAT),
},
});
}
public addDrawable(drawable: Drawable): void {
if (
RendererImplementation.hasSdf((drawable.constructor as typeof Drawable).descriptor)
@ -235,20 +213,23 @@ export class RendererImplementation implements Renderer {
const common = {
// texture units
distanceTexture: 0,
palette: 1,
distanceTexture: DistanceTexture.textureUnitId,
colorTexture: ColorTexture.textureUnitId,
palette: PaletteTexture.textureUnitId,
distanceNdcPixelSize: 2 / Math.max(...this.distanceFieldFrameBuffer.getSize()),
shadingNdcPixelSize: 2 / Math.max(...this.lightingFrameBuffer.getSize()),
};
this.distancePass.render(this.uniformsProvider.getUniforms(common), ...this.textures);
this.distancePass.render(this.uniformsProvider.getUniforms(common), [
this.palette,
...this.textures,
]);
this.gl.enable(this.gl.BLEND);
this.lightsPass.render(
this.uniformsProvider.getUniforms(common),
this.distanceFieldFrameBuffer.colorTexture,
[this.palette]
this.distanceFieldFrameBuffer.textures
);
this.gl.disable(this.gl.BLEND);

View file

@ -1,4 +1,4 @@
import { vec3, vec4 } from 'gl-matrix';
import { vec3 } from 'gl-matrix';
import { RuntimeSettings } from './runtime-settings';
/**
@ -9,7 +9,6 @@ export const defaultRuntimeSettings: RuntimeSettings = {
tileMultiplier: 8,
isWorldInverted: false,
lightCutoffDistance: 400,
backgroundColor: vec4.fromValues(1, 1, 1, 1),
colorPalette: [],
ambientLight: vec3.fromValues(0.25, 0.15, 0.25),
textures: {},

View file

@ -1,3 +1,4 @@
import { vec4 } from 'gl-matrix';
import { StartupSettings } from './startup-settings';
/**
@ -7,5 +8,6 @@ export const defaultStartupSettings: StartupSettings = {
shadowTraceCount: 16,
paletteSize: 256,
ignoreWebGL2: false,
backgroundColor: vec4.fromValues(1, 1, 1, 1),
enableStopwatch: false,
};

View file

@ -38,18 +38,13 @@ export interface RuntimeSettings {
*/
lightCutoffDistance: number;
/**
* The default background color of the scene, can have transparency.
*/
backgroundColor: vec3 | vec4;
/**
* Its length should be less than the one specified in [[StartupSettings]].paletteSize.
*
* The possible colors for the objects. Each color is referenced by its index in the
* palette.
*
* Can have transparency.
* Can have transparency, but only if WebGL2 support is enabled.
*/
colorPalette: Array<vec3 | vec4>;

View file

@ -1,3 +1,5 @@
import { vec3, vec4 } from 'gl-matrix';
/**
* Interface for a configuration object containing the settings
* that need to be given before shader compilation.
@ -31,6 +33,11 @@ export interface StartupSettings {
*/
paletteSize: number;
/**
* The default background color of the scene, can have transparency on every platform.
*/
backgroundColor: vec3 | vec4;
/**
* When set to `true`, rendering will fall back to WebGL
* even when WebGL2 is present.

View file

@ -6,17 +6,23 @@ uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
varying vec2 position;
uniform sampler2D palette;
vec4 readFromPalette(int index) {
return texture2D(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
}
{macroDefinitions}
{declarations}
void main() {
float minDistance = maxMinDistance;
float color = 0.0;
float objectMinDistance, objectColor;
float minDistance = maxMinDistance, objectMinDistance;
vec4 color = {backgroundColor};
vec4 objectColor;
{functionCalls}
gl_FragColor = vec4(minDistance * 8.0, color, 0.0, 1.0);
gl_FragColor = vec4(color.rgb, minDistance * 8.0);
}

View file

@ -6,21 +6,28 @@ uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
in vec2 position;
uniform sampler2D palette;
#define WEBGL2_IS_AVAILABLE
vec4 readFromPalette(int index) {
return texture(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
}
{macroDefinitions}
{declarations}
out vec2 fragmentColor;
layout(location = 0) out vec4 fragmentColor;
layout(location = 1) out float distanceValue;
void main() {
float minDistance = maxMinDistance;
float color = 0.0;
float objectMinDistance, objectColor;
float minDistance = maxMinDistance, objectMinDistance;
vec4 color = {backgroundColor};
vec4 objectColor;
{functionCalls}
fragmentColor = vec2(minDistance, color);
distanceValue = minDistance;
fragmentColor = color;
}

View file

@ -10,22 +10,20 @@ precision lowp float;
uniform float shadingNdcPixelSize;
uniform vec2 squareToAspectRatioTimes2;
uniform vec3 ambientLight;
uniform vec4 backgroundColor;
uniform sampler2D distanceTexture;
uniform sampler2D palette;
uniform sampler2D colorTexture;
varying vec2 position;
varying vec2 uvCoordinates;
float getDistance(in vec2 target, out vec4 color) {
vec4 values = texture2D(distanceTexture, target);
color = texture2D(palette, vec2(values[1], 0.0));
return values[0] / 8.0;
vec4 values = texture2D(colorTexture, target);
color = vec4(values.rgb, 1.0);
return values[3] / 8.0;
}
float getDistance(in vec2 target) {
return texture2D(distanceTexture, target)[0] / 8.0;
return texture2D(colorTexture, target)[3] / 8.0;
}
float shadowTransparency(float startingDistance, float lightCenterDistance, vec2 direction) {
@ -122,13 +120,13 @@ void main() {
#endif
#endif
vec3 outsideColor = backgroundColor.rgb * lighting;
vec3 outsideColor = {backgroundColor}.rgb * lighting;
vec3 insideColor = colorAtPosition * lightingInside;
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
gl_FragColor = vec4(
antialiasedColor,
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
rgbaColorAtPosition.a
);
}

View file

@ -8,23 +8,21 @@ precision lowp float;
{macroDefinitions}
uniform float shadingNdcPixelSize;
uniform float distanceNdcPixelSize;
uniform vec2 squareToAspectRatioTimes2;
uniform vec3 ambientLight;
uniform vec4 backgroundColor;
uniform sampler2D distanceTexture;
uniform sampler2D palette;
uniform sampler2D colorTexture;
in vec2 position;
in vec2 uvCoordinates;
float getDistance(in vec2 target, out vec4 color) {
vec4 values = texture(distanceTexture, target);
color = texture(palette, vec2(values[1], 0.0));
return values[0];
vec4 getColor(vec2 target) {
return texture(colorTexture, target);
}
float getDistance(in vec2 target) {
float getDistance(vec2 target) {
return texture(distanceTexture, target)[0];
}
@ -83,13 +81,14 @@ float shadowTransparency(float startingDistance, float lightCenterDistance, vec2
out vec4 fragmentColor;
void main() {
vec4 rgbaColorAtPosition;
float startingDistance = getDistance(uvCoordinates, rgbaColorAtPosition);
vec4 rgbaColorAtPosition = getColor(uvCoordinates);
vec3 colorAtPosition = rgbaColorAtPosition.rgb;
float startingDistance = getDistance(uvCoordinates);
vec3 lighting = ambientLight;
vec3 lightingInside = lighting;
vec3 lightingInside = ambientLight;
#ifdef CIRCLE_LIGHT_COUNT
#if CIRCLE_LIGHT_COUNT > 0
@ -142,13 +141,13 @@ void main() {
#endif
#endif
vec3 outsideColor = backgroundColor.rgb * lighting;
vec3 outsideColor = {backgroundColor}.rgb * lighting;
vec3 insideColor = colorAtPosition * lightingInside * INTENSITY_INSIDE_RATIO;
float edge = clamp(startingDistance / shadingNdcPixelSize, 0.0, 1.0);
vec3 antialiasedColor = mix(insideColor, outsideColor, edge);
fragmentColor = vec4(
antialiasedColor,
mix(rgbaColorAtPosition.a, backgroundColor.a, step(0.0, startingDistance))
rgbaColorAtPosition.a
);
}

View file

@ -1,10 +1,9 @@
import { mat2d, vec2, vec3, vec4 } from 'gl-matrix';
import { mat2d, vec2, vec3 } from 'gl-matrix';
import { UniversalRenderingContext } from '../graphics-library/universal-rendering-context';
/** @internal */
export class UniformsProvider {
public ambientLight!: vec3;
public _backgroundColor!: vec4;
public textures: { [textureName: string]: number } = {};
private scaleWorldLengthToNDC = 1;
@ -21,7 +20,6 @@ export class UniformsProvider {
...uniforms,
...this.textures,
ambientLight: this.ambientLight,
backgroundColor: this._backgroundColor,
uvToWorld: this.uvToWorld,
worldAreaInView: this.worldAreaInView,
squareToAspectRatio: this.squareToAspectRatio,
@ -31,14 +29,6 @@ export class UniformsProvider {
};
}
public set backgroundColor(value: vec3 | vec4) {
if (value.length === 3) {
this.backgroundColor = vec4.fromValues(value[0], value[1], value[2], 1);
} else {
this._backgroundColor = value as vec4;
}
}
public getViewArea(): vec2 {
return this.worldAreaInView;
}

View file

@ -0,0 +1,13 @@
import { vec3, vec4 } from 'gl-matrix';
import { colorToString } from './color-to-string';
/**
* @internal
*/
export const codeForColorAccess = (color: vec3 | vec4 | number): string => {
if (color instanceof Array || color instanceof Float32Array) {
return colorToString(color);
}
return `readFromPalette(${color})`;
};

View file

@ -0,0 +1,7 @@
import { vec3, vec4 } from 'gl-matrix';
/**
* @internal
*/
export const colorToString = (v: vec3 | vec4): string =>
`vec4(${v[0]}, ${v[1]}, ${v[2]}, ${v.length > 3 ? v[3] : 1})`;

View file

@ -40,9 +40,10 @@ applyArrayPlugins();
* Example usage:
*
* ```js
* import { compile, Circle, CircleLight } from 'sdf-2d';
* 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]);
* ```
*
@ -67,12 +68,19 @@ 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';
export * from './drawables/shapes/droplet';
export * from './drawables/shapes/circle-factory';
export * from './drawables/shapes/droplet-factory';
export * from './drawables/shapes/inverted-tunnel-factory';
export * from './drawables/shapes/meta-circle-factory';
export * from './drawables/shapes/noisy-polygon-factory';
export * from './drawables/shapes/polygon-factory';
export * from './drawables/shapes/inverted-tunnel';
export * from './drawables/shapes/meta-circle';
export * from './drawables/shapes/rotated-rectangle';
export * from './drawables/shapes/rotated-rectangle-factory';
export * from './graphics/graphics-library/texture/texture-options';
export * from './graphics/rendering/renderer/noise-renderer';
export * from './graphics/rendering/renderer/renderer';
export * from './helper/colors/hex';
export * from './helper/colors/hsl';
export * from './helper/colors/rgb';
export * from './helper/colors/rgb255';
export * from './helper/colors/rgba';
export * from './helper/colors/rgba255';