@lightningjs/renderer
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Lightning 3 Renderer
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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 { 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();
}
}