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@lightningtv/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 { CoreRenderOp } from '../CoreRenderOp.js'; /** * Can render multiple quads with multiple textures (up to vertex shader texture limit) * */ export class WebGlRenderOp extends CoreRenderOp { renderer; quad; bufferIdx; length = 0; numQuads = 0; textures = []; /** * need to improve this when TextRenderers are refactored */ sdfShaderProps; sdfNode; maxTextures; buffers; shader; constructor(renderer, quad, bufferIdx) { super(); this.renderer = renderer; this.quad = quad; this.bufferIdx = bufferIdx; this.buffers = quad.sdfBuffers || renderer.quadBufferCollection; this.shader = quad.shader; /** * related to line 51 */ this.sdfShaderProps = quad.sdfShaderProps; this.maxTextures = this.shader.program.supportsIndexedTextures ? renderer.glw.getParameter(renderer.glw.MAX_VERTEX_TEXTURE_IMAGE_UNITS) : 1; } addTexture(texture) { const { textures, maxTextures } = this; let existingIdx = -1; const texturesLength = textures.length; for (let i = 0; i < texturesLength; i++) { const t = textures[i]; if (t === texture) { existingIdx = i; break; } } if (existingIdx !== -1) { return existingIdx; } if (texturesLength >= maxTextures) { return 0xffffffff; } this.textures.push(texture); return texturesLength; } draw() { const { glw, options, stage } = this.renderer; stage.shManager.useShader(this.shader.program); this.shader.program.bindRenderOp(this); // TODO: Reduce calculations required const quadIdx = (this.bufferIdx / 32) * 6 * 2; // Clipping if (this.quad.clippingRect.valid) { const { x, y, width, height } = this.quad.clippingRect; const pixelRatio = this.quad.parentHasRenderTexture ? 1 : stage.pixelRatio; const canvasHeight = options.canvas.height; const clipX = Math.round(x * pixelRatio); const clipWidth = Math.round(width * pixelRatio); const clipHeight = Math.round(height * pixelRatio); let clipY = Math.round(canvasHeight - clipHeight - y * pixelRatio); // if parent has render texture, we need to adjust the scissor rect // to be relative to the parent's framebuffer if (this.quad.parentHasRenderTexture) { clipY = this.quad.framebufferDimensions ? this.quad.framebufferDimensions.height - this.quad.height : 0; } glw.setScissorTest(true); glw.scissor(clipX, clipY, clipWidth, clipHeight); } else { glw.setScissorTest(false); } glw.drawElements(glw.TRIANGLES, 6 * this.numQuads, glw.UNSIGNED_SHORT, quadIdx); } } //# sourceMappingURL=WebGlRenderOp.js.map