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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 { ExtractProps, TextureMap } from '../core/CoreTextureManager.js'; import { EventEmitter } from '../common/EventEmitter.js'; import { isProductionEnvironment } from '../utils.js'; import { Stage, type StageOptions } from '../core/Stage.js'; import { CoreNode, type CoreNodeProps } from '../core/CoreNode.js'; import { type CoreTextNodeProps } from '../core/CoreTextNode.js'; import type { INode, INodeProps, ITextNode, ITextNodeProps } from './INode.js'; import type { TextureMemoryManagerSettings } from '../core/TextureMemoryManager.js'; import type { TextRenderer } from '../core/text-rendering/TextRenderer.js'; import type { CanvasRenderer } from '../core/renderers/canvas/CanvasRenderer.js'; import type { WebGlRenderer } from '../core/renderers/webgl/WebGlRenderer.js'; import type { Inspector } from './Inspector.js'; import type { CoreShaderNode } from '../core/renderers/CoreShaderNode.js'; import type { ExtractShaderProps, OptionalShaderProps, ShaderMap, } from '../core/CoreShaderManager.js'; import { WebPlatform } from '../core/platforms/web/WebPlatform.js'; import { Platform } from '../core/platforms/Platform.js'; /** * Settings for the Renderer that can be updated during runtime. */ export interface RendererRuntimeSettings { /** * Authored logical pixel width of the application * * @defaultValue `1920` */ appWidth: number; /** * Authored logical pixel height of the application * * @defaultValue `1080` */ appHeight: number; /** * Texture Memory Manager Settings */ textureMemory: Partial<TextureMemoryManagerSettings>; /** * Bounds margin to extend the boundary in which a Node is added as Quad. */ boundsMargin: number | [number, number, number, number]; /** * Factor to convert app-authored logical coorindates to device logical coordinates * * @remarks * This value allows auto-scaling to support larger/small resolutions than the * app was authored for. * * If the app was authored for 1920x1080 and this value is 2, the app's canvas * will be rendered at 3840x2160 logical pixels. * * Likewise, if the app was authored for 1920x1080 and this value is 0.66667, * the app's canvas will be rendered at 1280x720 logical pixels. * * @defaultValue `1` */ deviceLogicalPixelRatio: number; /** * Factor to convert device logical coordinates to device physical coordinates * * @remarks * This value allows auto-scaling to support devices with different pixel densities. * * This controls the number of physical pixels that are used to render each logical * pixel. For example, if the device has a pixel density of 2, each logical pixel * will be rendered using 2x2 physical pixels. * * By default, it will be set to `window.devicePixelRatio` which is the pixel * density of the device the app is running on reported by the browser. * * @defaultValue `window.devicePixelRatio` */ devicePhysicalPixelRatio: number; /** * RGBA encoded number of the background to use * * @defaultValue `0x00000000` */ clearColor: number; /** * Interval in milliseconds to receive FPS updates * * @remarks * If set to `0`, FPS updates will be disabled. * * @defaultValue `0` (disabled) */ fpsUpdateInterval: number; /** * DOM Inspector * * @remarks * The inspector will replicate the state of the Nodes created * in the renderer and allow inspection of the state of the nodes. * */ inspector: typeof Inspector | false; /** * Texture Processing Limit (in milliseconds) * * @remarks * The maximum amount of time the renderer is allowed to process textures in a * single frame. If the processing time exceeds this limit, the renderer will * skip processing the remaining textures and continue rendering the frame. * * @defaultValue `10` */ textureProcessingTimeLimit: number; /** * Target FPS for the global render loop * * @remarks * Controls the maximum frame rate of the entire rendering system. * When set to 0, no throttling is applied (use display refresh rate). * When set to a positive number, the global requestAnimationFrame loop * will be throttled to this target FPS, affecting all animations and rendering. * * This provides global performance control for the entire application, * useful for managing performance on lower-end devices. * * @defaultValue `0` (no throttling, use display refresh rate) */ targetFPS: number; } /** * Configuration settings for {@link RendererMain} */ export type RendererMainSettings = RendererRuntimeSettings & { /** * Include context call (i.e. WebGL) information in FPS updates * * @remarks * When enabled the number of calls to each context method over the * `fpsUpdateInterval` will be included in the FPS update payload's * `contextSpyData` property. * * Enabling the context spy has a serious impact on performance so only use it * when you need to extract context call information. * * @defaultValue `false` (disabled) */ enableContextSpy: boolean; /** * Number or Image Workers to use * * @remarks * On devices with multiple cores, this can be used to improve image loading * as well as reduce the impact of image loading on the main thread. * Set to 0 to disable image workers. * * @defaultValue `2` */ numImageWorkers: number; /** * Renderer Engine * * @remarks * The renderer engine to use. Spawns a WebGL or Canvas renderer. * WebGL is more performant and supports more features. Canvas is * supported on most platforms. * * Note: When using CanvasCoreRenderer you can only use * CanvasTextRenderer. The WebGLCoreRenderer supports * both CanvasTextRenderer and SdfTextRenderer for Text Rendering. * */ renderEngine: typeof CanvasRenderer | typeof WebGlRenderer; /** * Quad buffer size in bytes * * @defaultValue 4 * 1024 * 1024 */ quadBufferSize: number; /** * Font Engines * * @remarks * The font engines to use for text rendering. CanvasTextRenderer is supported * on all platforms. SdfTextRenderer is a more performant renderer. * When using `renderEngine=CanvasCoreRenderer` you can only use `CanvasTextRenderer`. * The `renderEngine=WebGLCoreRenderer` supports both `CanvasTextRenderer` and `SdfTextRenderer`. * * This setting is used to enable tree shaking of unused font engines. Please * import your font engine(s) as follows: * ``` * import { CanvasTextRenderer } from '@lightning/renderer/canvas'; * import { SdfTextRenderer } from '@lightning/renderer/webgl'; * ``` * * If both CanvasTextRenderer and SdfTextRenderer are provided, the first renderer * provided will be asked first if it can render the font. If it cannot render the * font, the next renderer will be asked. If no renderer can render the font, the * text will not be rendered. * * **Note** that if you have fonts available in both engines the second font engine * will not be used. This is because the first font engine will always be asked first. * * @defaultValue '[]' * * */ fontEngines: TextRenderer[]; /** * Force WebGL2 * * @remarks * Force the renderer to use WebGL2. This can be used to force the renderer to * use WebGL2 even if the browser supports WebGL1. * * @defaultValue `false` */ forceWebGL2: boolean; /** * Enable strictBounds * * @remarks * Enable strict bounds for the renderer. This will ensure that the renderer * will not render outside the bounds of the canvas. * * @defaultValue `true` */ strictBounds: boolean; /** * Canvas object to use for rendering * * @remarks * This is used to render the scene graph. If not provided, a new canvas * element will be created and appended to the target element. */ canvas: HTMLCanvasElement; /** * createImageBitmap support for the runtime * * @remarks * This is used to determine if and which version of the createImageBitmap API * is supported by the runtime. This is used to determine if the renderer can * use createImageBitmap to load images. * * Options supported * - Auto - Automatically determine the supported version * - Basic - Supports createImageBitmap(image) * - Options - Supports createImageBitmap(image, options) * - Full - Supports createImageBitmap(image, sx, sy, sw, sh, options) * * Note with auto detection, the renderer will attempt to use the most advanced * version of the API available. If the API is not available, the renderer will * fall back to the next available version. * * This will affect startup performance as the renderer will need to determine * the supported version of the API. * * @defaultValue `full` */ createImageBitmapSupport: 'auto' | 'basic' | 'options' | 'full'; /** * Provide an alternative platform abstraction layer * * @remarks * By default the Lightning 3 renderer will load a webplatform, assuming it runs * inside a web browsr. However for special cases there might be a need to provide * an abstracted platform layer to run on non-web or non-standard JS engines * * @defaultValue `null` */ platform: typeof Platform | null; }; /** * 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 { readonly root: INode; readonly canvas: HTMLCanvasElement; readonly stage: Stage; private inspector: Inspector | null = 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: Partial<RendererMainSettings>, target: string | HTMLElement, ) { 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 as RendererMainSettings; 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 as unknown as INode; // Get the target element and attach the canvas to it let targetEl: HTMLElement | null; 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 as RendererMainSettings); } } /** * Resolves the Texture Memory Manager values * * @param props * @returns */ private resolveTxSettings( textureMemory: Partial<TextureMemoryManagerSettings>, ): TextureMemoryManagerSettings { 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<ShNode extends CoreShaderNode<any>>( props: Partial<INodeProps<ShNode>>, ): INode<ShNode> { const node = this.stage.createNode(props as Partial<CoreNodeProps>); if (this.inspector) { return this.inspector.createNode(node) as unknown as INode<ShNode>; } return node as unknown as INode<ShNode>; } /** * 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: Partial<ITextNodeProps>): ITextNode { const textNode = this.stage.createTextNode(props as CoreTextNodeProps); if (this.inspector) { return this.inspector.createTextNode(textNode) as unknown as ITextNode; } return textNode as unknown as ITextNode; } /** * Destroy a node * * @remarks * This method destroys a node * * @param node * @returns */ destroyNode(node: INode) { 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<TxType extends keyof TextureMap>( textureType: TxType, props: ExtractProps<TextureMap[TxType]>, ): InstanceType<TextureMap[TxType]> { 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 extends keyof ShaderMap>( shType: ShType, props?: OptionalShaderProps<ShType>, ) { return this.stage.shManager.createShader(shType, props) as CoreShaderNode< NonNullable<ExtractShaderProps<ShType>> >; } /** * Get a Node by its ID * * @param id * @returns */ getNodeById(id: number): CoreNode | null { const root = this.stage?.root; if (!root) { return null; } const findNode = (node: CoreNode): CoreNode | null => { 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: boolean = false) { this.stage.cleanup(aggressive); } /** * Sets the clear color for the stage. * * @param color - The color to set as the clear color. */ setClearColor(color: number) { this.stage.setClearColor(color); } /** * Set options for the renderer * * @param options */ setOptions(options: Partial<RendererRuntimeSettings>) { 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 as unknown as RendererMainSettings, ); this.inspector?.createNodes(this.root as unknown as CoreNode); } } 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(); } } private 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(): Readonly<StageOptions> { 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(): number { 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: number) { this.stage.options.targetFPS = fps > 0 ? fps : 0; this.stage.updateTargetFrameTime(); } }