@lightningjs/renderer
Version:
Lightning 3 Renderer
126 lines (114 loc) • 3.99 kB
JavaScript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import { WebGlCoreShader, } from '../WebGlCoreShader.js';
/**
* Similar to the {@link DefaultShader} but cuts out 4 rounded rectangle corners
* as defined by the specified corner {@link RoundedRectangleProps.radius}
*/
export class RoundedRectangle extends WebGlCoreShader {
constructor(renderer) {
super({
renderer,
});
}
static z$__type__Props;
static resolveDefaults(props) {
return {
radius: props.radius || 10,
$dimensions: {
width: 0,
height: 0,
},
};
}
bindTextures(textures) {
const { glw } = this;
glw.activeTexture(0);
glw.bindTexture(textures[0].ctxTexture);
}
bindProps(props) {
const radiusFactor = Math.min(props.$dimensions.width, props.$dimensions.height) /
(2.0 * props.radius);
this.glw.uniform1f(this.getUniformLocation('u_radius'), props.radius * Math.min(radiusFactor, 1));
}
canBatchShaderProps(propsA, propsB) {
return (propsA.radius === propsB.radius &&
propsA.$dimensions.width === propsB.$dimensions.width &&
propsA.$dimensions.height === propsB.$dimensions.height);
}
static shaderSources = {
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_textureCoordinate;
attribute vec4 a_color;
attribute float a_textureIndex;
attribute vec2 a_nodeCoordinate;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec4 v_color;
varying vec2 v_textureCoordinate;
varying vec2 v_nodeCoordinate;
void main() {
vec2 normalized = a_position * u_pixelRatio / u_resolution;
vec2 zero_two = normalized * 2.0;
vec2 clip_space = zero_two - 1.0;
// pass to fragment
v_color = a_color;
v_textureCoordinate = a_textureCoordinate;
v_nodeCoordinate = a_nodeCoordinate;
// flip y
gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform vec2 u_dimensions;
uniform float u_radius;
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_textureCoordinate;
varying vec2 v_nodeCoordinate;
float boxDist(vec2 p, vec2 size, float radius){
size -= vec2(radius);
vec2 d = abs(p) - size;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - radius;
}
float fillMask(float dist) {
return clamp(-dist, 0.0, 1.0);
}
void main() {
vec4 color = texture2D(u_texture, v_textureCoordinate) * v_color;
vec2 halfDimensions = u_dimensions * 0.5;
float d = boxDist(v_nodeCoordinate.xy * u_dimensions - halfDimensions, halfDimensions + 0.5, u_radius);
gl_FragColor = mix(vec4(0.0), color, fillMask(d));
}
`,
};
}
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