# ![SDF-2D logo](media/logo-colored.svg) Documentation The motivation behind this library and more in-depth information about the rendering techniques utilised can be found in [my thesis](media/thesis-andras-schmelczer.pdf). ## Links - [Repository](https://github.com/schmelczerandras/sdf-2d) - [Demo](https://sdf2d.schmelczer.dev/) - [Minimal example](https://github.com/schmelczerandras/sdf-2d-minimal-example) - [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 (1st option) - To start using cutting-edge 2D graphics, you first need a renderer instance. You can get one by calling the [compile function](globals.html#compile). - For this, you have to provide one or more [DrawableDescriptors](interfaces/drawabledescriptor.html). - Optionally, the default compile settings can be overridden using [StartupSettings](interfaces/startupsettings.html). - Once you have a renderer, you can start drawing objects through the [Renderer](interfaces/renderer.html) interface. ## Usage (2nd option) If you're planning to create animated content, use the [runAnimation function](globals.html#runanimation) to save yourself from writing boilerplate code. See its [documentation](globals.html#runanimation) for more details. ## Extending drawables > IƱigo Quilez has a great collection of [2D SDFs](https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm) - Subclass [Drawable](classes/drawable.html) - Implement its abstract methods - Add a static `descriptor` property of type [DrawableDescriptor](interfaces/drawabledescriptor.html) to your class - Follow the instructions given in [Usage](#usage-1st-option) ## Useful to know ### Math The `vec2`, `vec3`, and `vec4` types seen in the documentation come from the [glMatrix](http://glmatrix.net/) library and are equivalent to regular JS Arrays or Float32Arrays, so feel free to pass `[x, y]` to functions that expect a `vec2`. ### Coordinates Wherever positions need to be specified, the `y` axis grows upwards. This means that when you set the view area, the origin is at the bottom-left corner of the display. ### Tile-based rendering To optimise the evaluation of the distance field, the display is divided into a grid of tiles. The shaders for each tile are compiled to support a fixed maximum number of objects. When using the built-in drawables, this means that beyond a certain number of on-screen objects, new ones may stop appearing. Mitigating this is easy. Instead of the following code: ```js this.renderer = await compile(canvas, [Circle.descriptor, CircleLight.descriptor]); ``` modify it to something like this: ```js this.renderer = await compile(canvas, [ { ...Circle.descriptor, shaderCombinationSteps: [0, 1, 2, 24, 64], }, { ...CircleLight.descriptor, shaderCombinationSteps: [0, 1, 2, 4], }, ]); ``` Using very large numbers is not advised, for both compatibility and performance reasons. > Steps are especially useful for tile-based rendering: at any given moment, one tile may be empty or contain just a few objects, while another holds a large cluster. The compiled shaders only account for the number of objects actually present on each tile.