Finish documentation
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import { Drawable } from './drawable';
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/**
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* Used for containing the required information to compile drawables into
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* shader code.
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*
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* Each [[Drawable]] must have a static property of this type, called descriptor.
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*
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* For more information on how to create your own DrawableDescriptor-s, look at the
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* code of [[Circle]] or [[InvertedTunnel]].
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*/
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export interface DrawableDescriptor {
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/**
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* An object describing the relationship between the object returned by a [[Drawable]]'s
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* getObjectToSerialize and the name of the arrays used in the GLSL code.
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*/
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propertyUniformMapping: { [property: string]: string };
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/**
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* The name of the uniform int used in the code to refer to the
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* number of drawables of this type.
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*/
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uniformCountMacroName: string;
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/**
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* Required property for shapes having physical dimensions.
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*/
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sdf?: {
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/**
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* The actual GLSL code for observing the drawables represented by this descriptor.
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*
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* Your code should work with both version 100 and version 300 es
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*/
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shader: string;
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isInverted?: boolean;
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/**
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* The name of the function defined in the value of `shader`.
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* Its signature should look like this:
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* ```glsl
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* float (in vec2 target, out float colorIndex)
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* ```
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*/
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distanceFunctionName: string;
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/**
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* By default, drawables are not inverted.
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*/
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isInverted?: boolean;
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};
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/**
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* Number of possible drawables around each tile.
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*
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* For each step, a shader will be generated. And at runtime the closes matching
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* shader will be used to render a given part of the scene.
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*/
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shaderCombinationSteps: Array<number>;
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/**
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* When no shaderCombinationStep matches the current number of drawables exactly,
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* the value of `empty` is used to pad out arrays.
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*/
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readonly empty: Drawable;
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}
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