@lightningjs/renderer
Version:
Lightning 3 Renderer
122 lines (106 loc) • 3.79 kB
text/typescript
/*
* 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 type { WebGlCoreRenderer } from '../WebGlCoreRenderer.js';
import { WebGlCoreShader } from '../WebGlCoreShader.js';
import type { WebGlCoreCtxTexture } from '../WebGlCoreCtxTexture.js';
import type { ShaderProgramSources } from '../internal/ShaderUtils.js';
// import type { Texture } from '../textures/Texture';
export class DefaultShaderBatched extends WebGlCoreShader {
override supportsIndexedTextures = true;
constructor(renderer: WebGlCoreRenderer) {
super({
renderer,
});
}
override bindTextures(texture: WebGlCoreCtxTexture[]) {
const { renderer, glw } = this;
if (
texture.length > renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS
) {
throw new Error(
`DefaultShaderBatched: Cannot bind more than ${renderer.system.parameters.MAX_VERTEX_TEXTURE_IMAGE_UNITS} textures`,
);
}
texture.forEach((t, i) => {
glw.activeTexture(i);
glw.bindTexture(t.ctxTexture);
});
const samplers = Array.from(Array(texture.length).keys());
this.glw.uniform1iv(this.getUniformLocation('u_textures[0]'), samplers);
}
static override shaderSources: ShaderProgramSources = {
vertex: `
precision highp float;
precision mediump float;
attribute vec2 a_textureCoordinate;
attribute vec2 a_position;
attribute vec4 a_color;
attribute float a_textureIndex;
attribute float a_depth;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
varying vec4 v_color;
varying vec2 v_textureCoordinate;
varying float v_textureIndex;
void main(){
vec2 normalized = a_position * u_pixelRatio / u_resolution;
vec2 zero_two = normalized * 2.0;
vec2 clip_space = zero_two - 1.0;
// pass to fragment
v_color = a_color;
v_textureCoordinate = a_textureCoordinate;
v_textureIndex = a_textureIndex;
// flip y
gl_Position = vec4(clip_space * vec2(1.0, -1.0), 0, 1);
}
`,
fragment: (textureUnits) => `
precision highp float;
precision mediump float;
uniform vec2 u_resolution;
uniform sampler2D u_image;
uniform sampler2D u_textures[txUnits];
varying vec4 v_color;
varying vec2 v_textureCoordinate;
varying float v_textureIndex;
vec4 sampleFromTexture(sampler2D textures[${textureUnits}], int idx, vec2 uv) {
${Array.from(Array(textureUnits).keys())
.map(
(idx) => `
${idx !== 0 ? 'else ' : ''}if (idx == ${idx}) {
return texture2D(textures[${idx}], uv);
}
`,
)
.join('')}
return texture2D(textures[0], uv);
}
void main(){
gl_FragColor = vec4(v_color) * sampleFromTexture(u_textures, int(v_textureIndex), v_textureCoordinate);
}
`,
};
}