@lightningjs/renderer
Version:
Lightning 3 Renderer
163 lines (135 loc) • 5.99 kB
JavaScript
/*
* 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.
*
* SPDX-License-Identifier: Apache-2.0
*/
import { calcFactoredRadiusArray } from '../../lib/utils.js';
import { RoundedWithBorderAndShadowTemplate, } from '../templates/RoundedWithBorderAndShadowTemplate.js';
export const RoundedWithBorderAndShadow = {
props: RoundedWithBorderAndShadowTemplate.props,
update(node) {
const props = this.props;
this.uniformRGBA('u_borderColor', props['border-color']);
this.uniform4fa('u_borderWidth', props['border-w']);
this.uniformRGBA('u_shadowColor', props['shadow-color']);
this.uniform4fa('u_shadow', props['shadow-projection']);
this.uniform4fa('u_radius', calcFactoredRadiusArray(props.radius, node.w, node.h));
},
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_position;
attribute vec2 a_textureCoords;
attribute vec4 a_color;
attribute vec2 a_nodeCoords;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
uniform float u_rtt;
uniform vec2 u_dimensions;
uniform vec4 u_shadow;
uniform vec4 u_radius;
uniform vec4 u_borderWidth;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
varying vec4 v_innerRadius;
varying vec2 v_innerSize;
varying vec2 v_halfDimensions;
varying float v_borderZero;
void main() {
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
vec2 normVertexPos = a_position * u_pixelRatio;
vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio;
gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
v_halfDimensions = u_dimensions * 0.5;
v_color = a_color;
v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions);
v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions);
v_borderZero = u_borderWidth == vec4(0.0) ? 1.0 : 0.0;
if(v_borderZero == 0.0) {
v_innerRadius = vec4(
max(0.0, u_radius.x - max(u_borderWidth.x, u_borderWidth.w) - 0.5),
max(0.0, u_radius.y - max(u_borderWidth.x, u_borderWidth.y) - 0.5),
max(0.0, u_radius.z - max(u_borderWidth.z, u_borderWidth.y) - 0.5),
max(0.0, u_radius.w - max(u_borderWidth.z, u_borderWidth.w) - 0.5)
);
v_innerSize = (vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]) - 1.0, u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) - 2.0) * 0.5;
}
}
`,
fragment: `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
uniform float u_alpha;
uniform vec2 u_dimensions;
uniform sampler2D u_texture;
uniform float u_rtt;
uniform vec4 u_radius;
uniform vec4 u_borderWidth;
uniform vec4 u_borderColor;
uniform vec4 u_shadowColor;
uniform vec4 u_shadow;
varying vec4 v_color;
varying vec2 v_textureCoords;
varying vec2 v_nodeCoords;
varying vec2 v_halfDimensions;
varying vec4 v_innerRadius;
varying vec2 v_innerSize;
varying float v_borderZero;
float roundedBox(vec2 p, vec2 s, vec4 r) {
r.xy = (p.x > 0.0) ? r.yz : r.xw;
r.x = (p.y > 0.0) ? r.y : r.x;
vec2 q = abs(p) - s + r.x;
return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x;
}
float shadowBox(vec2 p, vec2 s, vec4 r) {
r.xy = (p.x > 0.0) ? r.yz : r.xw;
r.x = (p.y > 0.0) ? r.y : r.x;
vec2 q = abs(p) - s + r.x;
float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
return 1.0 - smoothstep(-u_shadow.w, u_shadow.w + u_shadow.z, dist);
}
void main() {
vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
float outerDist = roundedBox(boxUv, v_halfDimensions - 1.0, u_radius);
float edgeWidth = 1.0 / u_pixelRatio;
float outerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, outerDist);
float shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w, u_radius + u_shadow.z);
vec4 shadow = mix(vec4(0.0), u_shadowColor, shadowAlpha);
if(v_borderZero == 1.0) {
gl_FragColor = mix(shadow, color, outerAlpha) * u_alpha;
return;
}
boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5;
boxUv.y += u_borderWidth.z > u_borderWidth.x ? ((u_borderWidth.z - u_borderWidth.x) * 0.5 + 0.5) : -(u_borderWidth.x - u_borderWidth.z) * 0.5;
float innerDist = roundedBox(boxUv, v_innerSize, v_innerRadius);
float innerAlpha = 1.0 - smoothstep(-0.5 * edgeWidth, 0.5 * edgeWidth, innerDist);
vec4 resColor = mix(u_borderColor, color, innerAlpha);
resColor = mix(shadow, resColor, outerAlpha);
gl_FragColor = resColor * u_alpha;
}
`,
};
//# sourceMappingURL=RoundedWithBorderAndShadow.js.map