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@lightningjs/renderer

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/* * 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: ` # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif 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) => ` #define txUnits ${textureUnits} # ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; # else precision mediump float; # endif uniform vec2 u_resolution; uniform sampler2D u_image; uniform sampler2D u_textures[txUnits]; varying vec4 v_color; varying vec2 v_textureCoordinate; varying float v_textureIndex; vec4 sampleFromTexture(sampler2D textures[${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); } `, }; }