@lightningtv/renderer
Version:
Lightning 3 Renderer
107 lines • 3.85 kB
JavaScript
/*
* 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);
}
}
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