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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 { EventEmitter } from '../common/EventEmitter.js'; import { isProductionEnvironment } from '../utils.js'; import { Stage } from '../core/Stage.js'; import { CoreNode } from '../core/CoreNode.js'; import {} from '../core/CoreTextNode.js'; import { WebPlatform } from '../core/platforms/web/WebPlatform.js'; import { Platform } from '../core/platforms/Platform.js'; /** * The Renderer Main API * * @remarks * This is the primary class used to configure and operate the Renderer. * * It is used to create and destroy Nodes, as well as Texture and Shader * references. * * Example: * ```ts * import { RendererMain, MainCoreDriver } from '@lightningjs/renderer'; * * // Initialize the Renderer * const renderer = new RendererMain( * { * appWidth: 1920, * appHeight: 1080 * }, * 'app', * new MainCoreDriver(), * ); * ``` * * ## Events * - `fpsUpdate` * - Emitted every `fpsUpdateInterval` milliseconds with the current FPS * - `frameTick` * - Emitted every frame tick * - `quadsUpdate` * - Emitted when number of quads rendered is updated * - `idle` * - Emitted when the renderer is idle (no changes to the scene * graph/animations running) * - `criticalCleanup` * - Emitted when the Texture Memory Manager Cleanup process is triggered * - Payload: { memUsed: number, criticalThreshold: number } * - `memUsed` - The amount of memory (in bytes) used by textures before the * cleanup process * - `criticalThreshold` - The critical threshold (in bytes) * - `criticalCleanupFailed` * - Emitted when the Texture Memory Manager Cleanup process is unable to free * up enough texture memory to reach below the critical threshold. * This can happen when there is not enough non-renderable textures to * free up. * - Payload (object with keys): * - `memUsed` - The amount of memory (in bytes) used by textures after * the cleanup process * - `criticalThreshold` - The critical threshold (in bytes) */ export class RendererMain extends EventEmitter { root; canvas; stage; inspector = null; /** * Constructs a new Renderer instance * * @param settings Renderer settings * @param target Element ID or HTMLElement to insert the canvas into * @param driver Core Driver to use */ constructor(settings, target) { super(); const resolvedTxSettings = this.resolveTxSettings(settings.textureMemory || {}); settings = { appWidth: settings.appWidth || 1920, appHeight: settings.appHeight || 1080, textureMemory: resolvedTxSettings, boundsMargin: settings.boundsMargin || 0, deviceLogicalPixelRatio: settings.deviceLogicalPixelRatio || 1, devicePhysicalPixelRatio: settings.devicePhysicalPixelRatio || window.devicePixelRatio, clearColor: settings.clearColor ?? 0x00000000, fpsUpdateInterval: settings.fpsUpdateInterval || 0, targetFPS: settings.targetFPS || 0, numImageWorkers: settings.numImageWorkers !== undefined ? settings.numImageWorkers : 2, enableContextSpy: settings.enableContextSpy ?? false, forceWebGL2: settings.forceWebGL2 ?? false, inspector: settings.inspector ?? false, renderEngine: settings.renderEngine, quadBufferSize: settings.quadBufferSize ?? 4 * 1024 * 1024, fontEngines: settings.fontEngines ?? [], strictBounds: settings.strictBounds ?? true, textureProcessingTimeLimit: settings.textureProcessingTimeLimit || 42, canvas: settings.canvas || document.createElement('canvas'), createImageBitmapSupport: settings.createImageBitmapSupport || 'full', platform: settings.platform || null, }; const { appWidth, appHeight, deviceLogicalPixelRatio, devicePhysicalPixelRatio, inspector, canvas, } = settings; let platform; if (settings.platform !== undefined && settings.platform !== null && settings.platform.prototype instanceof Platform === true) { // @ts-ignore - if Platform is a valid class, it will be used platform = new settings.platform(); } else { platform = new WebPlatform(); } const deviceLogicalWidth = appWidth * deviceLogicalPixelRatio; const deviceLogicalHeight = appHeight * deviceLogicalPixelRatio; this.canvas = canvas; canvas.width = deviceLogicalWidth * devicePhysicalPixelRatio; canvas.height = deviceLogicalHeight * devicePhysicalPixelRatio; canvas.style.width = `${deviceLogicalWidth}px`; canvas.style.height = `${deviceLogicalHeight}px`; // Initialize the stage this.stage = new Stage({ appWidth, appHeight, boundsMargin: settings.boundsMargin, clearColor: settings.clearColor, canvas: this.canvas, deviceLogicalPixelRatio, devicePhysicalPixelRatio, enableContextSpy: settings.enableContextSpy, forceWebGL2: settings.forceWebGL2, fpsUpdateInterval: settings.fpsUpdateInterval, numImageWorkers: settings.numImageWorkers, renderEngine: settings.renderEngine, textureMemory: resolvedTxSettings, eventBus: this, quadBufferSize: settings.quadBufferSize, fontEngines: settings.fontEngines, inspector: settings.inspector !== null, strictBounds: settings.strictBounds, targetFPS: settings.targetFPS, textureProcessingTimeLimit: settings.textureProcessingTimeLimit, createImageBitmapSupport: settings.createImageBitmapSupport, platform, }); // Extract the root node this.root = this.stage.root; // Get the target element and attach the canvas to it let targetEl; if (typeof target === 'string') { targetEl = document.getElementById(target); } else { targetEl = target; } if (!targetEl) { throw new Error('Could not find target element'); } targetEl.appendChild(canvas); // Initialize inspector (if enabled) if (inspector && isProductionEnvironment === false) { this.inspector = new inspector(canvas, settings); } } /** * Resolves the Texture Memory Manager values * * @param props * @returns */ resolveTxSettings(textureMemory) { const currentTxSettings = (this.stage && this.stage.options.textureMemory) || {}; return { criticalThreshold: textureMemory?.criticalThreshold ?? currentTxSettings?.criticalThreshold ?? 124e6, targetThresholdLevel: textureMemory?.targetThresholdLevel ?? currentTxSettings?.targetThresholdLevel ?? 0.5, cleanupInterval: textureMemory?.cleanupInterval ?? currentTxSettings?.cleanupInterval ?? 5000, debugLogging: textureMemory?.debugLogging ?? currentTxSettings?.debugLogging ?? false, baselineMemoryAllocation: textureMemory?.baselineMemoryAllocation ?? currentTxSettings?.baselineMemoryAllocation ?? 26e6, doNotExceedCriticalThreshold: textureMemory?.doNotExceedCriticalThreshold ?? currentTxSettings?.doNotExceedCriticalThreshold ?? false, }; } /** * Create a new scene graph node * * @remarks * A node is the main graphical building block of the Renderer scene graph. It * can be a container for other nodes, or it can be a leaf node that renders a * solid color, gradient, image, or specific texture, using a specific shader. * * To create a text node, see {@link createTextNode}. * * See {@link CoreNode} for more details. * * @param props * @returns */ createNode(props) { const node = this.stage.createNode(props); if (this.inspector) { return this.inspector.createNode(node); } return node; } /** * Create a new scene graph text node * * @remarks * A text node is the second graphical building block of the Renderer scene * graph. It renders text using a specific text renderer that is automatically * chosen based on the font requested and what type of fonts are installed * into an app. * * See {@link ITextNode} for more details. * * @param props * @returns */ createTextNode(props) { const textNode = this.stage.createTextNode(props); if (this.inspector) { return this.inspector.createTextNode(textNode); } return textNode; } /** * Destroy a node * * @remarks * This method destroys a node * * @param node * @returns */ destroyNode(node) { if (this.inspector) { this.inspector.destroyNode(node.id); } return node.destroy(); } /** * Create a new texture reference * * @remarks * This method creates a new reference to a texture. The texture is not * loaded until it is used on a node. * * It can be assigned to a node's `texture` property, or it can be used * when creating a SubTexture. * * @param textureType * @param props * @param options * @returns */ createTexture(textureType, props) { return this.stage.txManager.createTexture(textureType, props); } /** * Create a new shader controller for a shader type * * @remarks * This method creates a new Shader Controller for a specific shader type. * * If the shader has not been loaded yet, it will be loaded. Otherwise, the * existing shader will be reused. * * It can be assigned to a Node's `shader` property. * * @param shaderType * @param props * @returns */ createShader(shType, props) { return this.stage.shManager.createShader(shType, props); } /** * Get a Node by its ID * * @param id * @returns */ getNodeById(id) { const root = this.stage?.root; if (!root) { return null; } const findNode = (node) => { if (node.id === id) { return node; } for (const child of node.children) { const found = findNode(child); if (found) { return found; } } return null; }; return findNode(root); } toggleFreeze() { throw new Error('Not implemented'); } advanceFrame() { throw new Error('Not implemented'); } getBufferInfo() { return this.stage.renderer.getBufferInfo(); } /** * Re-render the current frame without advancing any running animations. * * @remarks * Any state changes will be reflected in the re-rendered frame. Useful for * debugging. * * May not do anything if the render loop is running on a separate worker. */ rerender() { this.stage.requestRender(); } /** * Cleanup textures that are not being used * * @param aggressive - If true, will cleanup all textures, regardless of render status * * @remarks * This can be used to free up GFX memory used by textures that are no longer * being displayed. * * This routine is also called automatically when the memory used by textures * exceeds the critical threshold on frame generation **OR** when the renderer * is idle and the memory used by textures exceeds the target threshold. * * **NOTE**: This is a heavy operation and should be used sparingly. * **NOTE2**: This will not cleanup textures that are currently being displayed. * **NOTE3**: This will not cleanup textures that are marked as `preventCleanup`. * **NOTE4**: This has nothing to do with the garbage collection of JavaScript. */ cleanup(aggressive = false) { this.stage.cleanup(aggressive); } /** * Sets the clear color for the stage. * * @param color - The color to set as the clear color. */ setClearColor(color) { this.stage.setClearColor(color); } /** * Set options for the renderer * * @param options */ setOptions(options) { const stage = this.stage; if (options.textureMemory !== undefined) { const textureMemory = (options.textureMemory = this.resolveTxSettings(options.textureMemory)); stage.txMemManager.updateSettings(textureMemory); stage.txMemManager.cleanup(); } if (options.boundsMargin !== undefined) { let bm = options.boundsMargin; options.boundsMargin = Array.isArray(bm) ? bm : [bm, bm, bm, bm]; } const stageOptions = stage.options; for (let key in options) { stageOptions[key] = options[key]; } if (options.inspector !== undefined && !isProductionEnvironment) { if (options.inspector === false) { this.inspector?.destroy(); this.inspector = null; } else if (this.inspector === null || this.inspector.constructor !== options.inspector) { this.inspector = new options.inspector(this.canvas, stage.options); this.inspector?.createNodes(this.root); } } let needDimensionsUpdate = false; if (options.deviceLogicalPixelRatio || options.devicePhysicalPixelRatio !== undefined) { this.stage.pixelRatio = stageOptions.devicePhysicalPixelRatio * stageOptions.deviceLogicalPixelRatio; this.inspector?.updateViewport(stageOptions.appWidth, stageOptions.appHeight, stageOptions.deviceLogicalPixelRatio); needDimensionsUpdate = true; } if (options.appWidth !== undefined || options.appHeight !== undefined) { this.inspector?.updateViewport(stageOptions.appWidth, stageOptions.appHeight, stageOptions.deviceLogicalPixelRatio); needDimensionsUpdate = true; } if (options.boundsMargin !== undefined) { this.stage.setBoundsMargin(options.boundsMargin); } if (options.clearColor !== undefined) { this.stage.setClearColor(options.clearColor); } if (needDimensionsUpdate) { this.updateAppDimensions(); } } updateAppDimensions() { const { appWidth, appHeight, deviceLogicalPixelRatio, devicePhysicalPixelRatio, } = this.stage.options; const deviceLogicalWidth = appWidth * deviceLogicalPixelRatio; const deviceLogicalHeight = appHeight * deviceLogicalPixelRatio; this.canvas.width = deviceLogicalWidth * devicePhysicalPixelRatio; this.canvas.height = deviceLogicalHeight * devicePhysicalPixelRatio; this.canvas.style.width = `${deviceLogicalWidth}px`; this.canvas.style.height = `${deviceLogicalHeight}px`; this.stage.renderer.updateViewport(); this.root.width = appWidth; this.root.height = appHeight; this.stage.updateViewportBounds(); } get settings() { return this.stage.options; } /** * Gets the target FPS for the global render loop * * @returns The current target FPS (0 means no throttling) * * @remarks * This controls the maximum frame rate of the entire rendering system. * When 0, the system runs at display refresh rate. */ get targetFPS() { return this.stage.options.targetFPS || 0; } /** * Sets the target FPS for the global render loop * * @param fps - The target FPS to set for the global render loop. * Set to 0 or a negative value to disable throttling. * * @remarks * This setting affects the entire rendering system immediately. * All animations, rendering, and frame updates will be throttled * to this target FPS. Provides global performance control. * * @example * ```typescript * // Set global target to 30fps for better performance * renderer.targetFPS = 30; * * // Disable global throttling (use display refresh rate) * renderer.targetFPS = 0; * ``` */ set targetFPS(fps) { this.stage.options.targetFPS = fps > 0 ? fps : 0; this.stage.updateTargetFrameTime(); } } //# sourceMappingURL=Renderer.js.map