@lightningjs/renderer
Version:
Lightning 3 Renderer
125 lines • 4.57 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 { CoreRenderOp } from '../CoreRenderOp.js';
/**
* Can render multiple quads with multiple textures (up to vertex shader texture limit)
*
*/
export class WebGlRenderOp extends CoreRenderOp {
renderer;
bufferIdx;
numQuads = 0;
textures = [];
/**
* need to improve this when TextRenderers are refactored
*/
sdfShaderProps;
sdfNode;
maxTextures;
buffers;
shader;
width;
height;
clippingRect;
rtt;
parentHasRenderTexture;
framebufferDimensions;
alpha;
pixelRatio;
constructor(renderer, quad, bufferIdx) {
super();
this.renderer = renderer;
this.bufferIdx = bufferIdx;
this.buffers = quad.sdfBuffers || renderer.quadBufferCollection;
this.shader = quad.shader;
this.width = quad.width;
this.height = quad.height;
this.clippingRect = quad.clippingRect;
this.parentHasRenderTexture = quad.parentHasRenderTexture;
this.framebufferDimensions = quad.framebufferDimensions;
this.rtt = quad.rtt;
this.alpha = quad.alpha;
this.pixelRatio =
this.parentHasRenderTexture === true ? 1 : renderer.stage.pixelRatio;
/**
* related to line 51
*/
this.sdfShaderProps = quad.sdfShaderProps;
this.maxTextures = this.shader.program.supportsIndexedTextures
? renderer.glw.getParameter(renderer.glw.MAX_VERTEX_TEXTURE_IMAGE_UNITS)
: 1;
}
addTexture(texture) {
const { textures, maxTextures } = this;
let existingIdx = -1;
const texturesLength = textures.length;
for (let i = 0; i < texturesLength; i++) {
const t = textures[i];
if (t === texture) {
existingIdx = i;
break;
}
}
if (existingIdx !== -1) {
return existingIdx;
}
if (texturesLength >= maxTextures) {
return 0xffffffff;
}
this.textures.push(texture);
return texturesLength;
}
draw() {
const { glw, options, stage } = this.renderer;
stage.shManager.useShader(this.shader.program);
this.shader.program.bindRenderOp(this);
// Clipping
if (this.clippingRect.valid === true) {
const clipX = Math.round(this.clippingRect.x * this.pixelRatio);
const clipWidth = Math.round(this.clippingRect.width * this.pixelRatio);
const clipHeight = Math.round(this.clippingRect.height * this.pixelRatio);
let clipY = Math.round(options.canvas.height -
clipHeight -
this.clippingRect.y * this.pixelRatio);
// if parent has render texture, we need to adjust the scissor rect
// to be relative to the parent's framebuffer
if (this.parentHasRenderTexture) {
clipY = this.framebufferDimensions
? this.framebufferDimensions.h - this.height
: 0;
}
glw.setScissorTest(true);
glw.scissor(clipX, clipY, clipWidth, clipHeight);
}
else {
glw.setScissorTest(false);
}
// Check if this is SDF rendering (has sdfBuffers)
if (this.sdfShaderProps !== undefined) {
// SDF rendering uses drawArrays with explicit triangle vertices (6 vertices per quad)
glw.drawArrays(glw.TRIANGLES, 0, 6 * this.numQuads);
}
else {
// Regular rendering uses drawElements with index buffer (4 vertices per quad)
const quadIdx = (this.bufferIdx / 32) * 6 * 2;
glw.drawElements(glw.TRIANGLES, 6 * this.numQuads, glw.UNSIGNED_SHORT, quadIdx);
}
}
}
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