@lightningtv/renderer
Version:
Lightning 3 Renderer
75 lines (74 loc) • 4.38 kB
TypeScript
import type { WebGlContextWrapper } from '../../../lib/WebGlContextWrapper.js';
export interface AttributeInfo {
name: string;
size: number;
type: number;
normalized: boolean;
stride: number;
offset: number;
}
export interface UniformInfo {
name: string;
uniform: keyof UniformMethodMap;
}
export type SingleValue = number | Float32Array | Int32Array;
export type Vec2 = [number, number];
export type Vec3 = [number, number, number];
export type Vec4 = [number, number, number, number];
export type UniformValue = SingleValue | Vec2 | Vec3 | Vec4;
export interface UniformCollection {
single: Record<string, Uniform<SingleValue>>;
vec2: Record<string, Uniform<Vec2>>;
vec3: Record<string, Uniform<Vec3>>;
vec4: Record<string, Uniform<Vec4>>;
}
export interface Uniform<T = UniformValue> {
method: string;
value: T;
}
export interface SupportedSetUniforms {
uniform2fv: Float32Array;
uniform2iv: Int32Array;
uniform3fv: 'uniform2iv' | 'uniform3fv' | 'uniform3iv' | 'uniform4fv' | 'uniform4iv' | 'uniformMatrix2fv' | 'uniformMatrix3fv' | 'uniformMatrix4fv' | 'uniform1f' | 'uniform1fv' | 'uniform1i' | 'uniform1iv' | 'uniform3fv' | 'uniform2f' | 'uniform2i' | 'uniform3f' | 'uniform3i' | 'uniform4f' | 'uniform4i';
}
export interface ShaderOptions {
shaderSources?: ShaderProgramSources;
supportsIndexedTextures?: boolean;
webgl1Extensions?: string[];
webgl2Extensions?: string[];
}
type IsUniformMethod<MethodName, MethodType> = MethodName extends `uniform${string}` ? MethodType extends (location: WebGLUniformLocation | null, ...args: any[]) => void ? true : false : false;
export type UniformMethodMap = {
[Key in keyof WebGLRenderingContext as IsUniformMethod<Key, WebGLRenderingContext[Key]> extends true ? Key : never]: WebGLRenderingContext[Key] extends (location: WebGLUniformLocation | null, ...args: infer T) => void ? T : never;
};
export type UniformSet1Param = Omit<UniformMethodMap, 'uniform2f' | 'uniform2i' | 'uniform3f' | 'uniform3i' | 'uniform4f' | 'uniform4i'>;
export type UniformSet2Params = Pick<UniformMethodMap, 'uniform2f' | 'uniform2i'>;
export type UniformSet3Params = Pick<UniformMethodMap, 'uniform3f' | 'uniform3i'>;
export type UniformSet4Params = Pick<UniformMethodMap, 'uniform4f' | 'uniform4i'>;
type TupleToObject<T extends any[]> = Omit<T, keyof any[]>;
export type UniformTupleToMap<Uniforms extends [...UniformInfo[]]> = {
[Key in keyof TupleToObject<Uniforms> as TupleToObject<Uniforms>[Key] extends {
name: infer K extends string;
} ? K : never]: TupleToObject<Uniforms>[Key] extends {
uniform: infer T extends keyof UniformMethodMap;
} ? UniformMethodMap[T] : never;
};
export type ShaderSource = string | ((textureUnits: number) => string);
export interface ShaderProgramSources {
vertex: ShaderSource;
fragment: ShaderSource;
webGl2?: {
vertex: ShaderSource;
fragment: ShaderSource;
};
}
export declare function createShader(glw: WebGlContextWrapper, type: number, source: string): WebGLShader | undefined;
export declare function createProgram(glw: WebGlContextWrapper, vertexShader: WebGLShader, fragmentShader: WebGLShader): WebGLProgram | undefined;
export declare const DefaultVertexSource = "\n # ifdef GL_FRAGMENT_PRECISION_HIGH\n precision highp float;\n # else\n precision mediump float;\n # endif\n\n attribute vec2 a_position;\n attribute vec2 a_textureCoords;\n attribute vec4 a_color;\n attribute vec2 a_nodeCoords;\n\n uniform vec2 u_resolution;\n uniform float u_pixelRatio;\n uniform vec2 u_dimensions;\n uniform vec4 u_shadow;\n\n varying vec4 v_color;\n varying vec2 v_textureCoords;\n\n void main() {\n vec2 normalized = a_position * u_pixelRatio;\n vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);\n\n vec2 outerEdge = clamp(a_textureCoords * 2.0 - vec2(1.0), -1.0, 1.0);\n vec2 shadowEdge = outerEdge;\n vec2 vertexPos = normalized + outerEdge + shadowEdge;\n v_color = a_color;\n v_textureCoords = a_textureCoords;\n\n gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);\n }\n";
/**
* generate fragment source for
* @param stops
* @returns
*/
export declare function genGradientColors(stops: number): string;
export {};