@lightningjs/renderer
Version:
Lightning 3 Renderer
127 lines (120 loc) • 3.88 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 { getNormalizedRgbaComponents } from '../../../../lib/utils.js';
import { updateShaderEffectColor } from './EffectUtils.js';
import { ShaderEffect, } from './ShaderEffect.js';
/**
* The RadialProgressEffect renders a border along all edges of an element
*/
export class RadialProgressEffect extends ShaderEffect {
static z$__type__Props;
name = 'radialProgress';
static getEffectKey() {
return `radialProgress`;
}
static resolveDefaults(props) {
return {
width: props.width ?? 10,
progress: props.progress ?? 0.5,
offset: props.offset ?? 0,
range: props.range ?? Math.PI * 2,
rounded: props.rounded ?? false,
radius: props.radius ?? 1,
color: props.color ?? 0xffffffff,
};
}
static uniforms = {
width: {
value: 0,
method: 'uniform1f',
type: 'float',
},
progress: {
value: 0.5,
method: 'uniform1f',
type: 'float',
},
offset: {
value: 0,
method: 'uniform1f',
type: 'float',
},
range: {
value: 0,
method: 'uniform1f',
type: 'float',
},
rounded: {
value: 0,
method: 'uniform1f',
type: 'float',
validator: (value) => {
return value ? 1 : 0;
},
},
radius: {
value: 1,
method: 'uniform1f',
type: 'float',
},
color: {
value: 0xffffffff,
updateProgramValue: updateShaderEffectColor,
method: 'uniform4fv',
type: 'vec4',
},
};
static methods = {
rotateUV: `
vec2 function(vec2 uv, float d) {
float s = sin(d);
float c = cos(d);
mat2 rotMatrix = mat2(c, -s, s, c);
return uv * rotMatrix;
}
`,
drawDot: `
float function(vec2 uv, vec2 p, float r) {
uv += p;
float circle = length(uv) - r;
return clamp(-circle, 0.0, 1.0);
}
`,
};
static onEffectMask = `
float outerRadius = radius * u_dimensions.y * 0.5;
float endAngle = range * progress - 0.0005;
vec2 uv = v_nodeCoordinate.xy * u_dimensions.xy - u_dimensions * 0.5;
uv = $rotateUV(uv, -(offset));
float linewidth = width * u_pixelRatio;
float circle = length(uv) - (outerRadius - linewidth) ;
circle = abs(circle) - linewidth;
circle = clamp(-circle, 0.0, 1.0);
float angle = (atan(uv.x, -uv.y) / 3.14159265359 * 0.5);
float p = endAngle / (PI * 2.);
circle *= step(fract(angle), fract(p));
circle = rounded < 1. ? circle : max(circle, $drawDot(uv, vec2(0, outerRadius - linewidth), linewidth));
circle = rounded < 1. ? circle : max(circle, $drawDot($rotateUV(uv, -(endAngle)), vec2(0, outerRadius - linewidth), linewidth));
return mix(shaderColor, maskColor, circle);
`;
static onColorize = `
return color;
`;
}
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