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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 type { WebGlContextWrapper } from '../../lib/WebGlContextWrapper.js'; import { Default } from '../../shaders/webgl/Default.js'; import type { QuadOptions } from '../CoreRenderer.js'; import type { CoreShaderProgram } from '../CoreShaderProgram.js'; import type { WebGlCtxTexture } from './WebGlCtxTexture.js'; import type { WebGlRenderOp } from './WebGlRenderOp.js'; import type { WebGlRenderer } from './WebGlRenderer.js'; import type { WebGlShaderType } from './WebGlShaderNode.js'; import type { BufferCollection } from './internal/BufferCollection.js'; import { createProgram, createShader, type UniformSet1Param, type UniformSet2Params, type UniformSet3Params, type UniformSet4Params, } from './internal/ShaderUtils.js'; export class WebGlShaderProgram implements CoreShaderProgram { protected boundBufferCollection: BufferCollection | null = null; protected program: WebGLProgram; /** * Vertex Array Object * * @remarks * Used by WebGL2 Only */ protected vao: WebGLVertexArrayObject | undefined; protected renderer: WebGlRenderer; protected glw: WebGlContextWrapper; protected attributeLocations: Record<string, number>; protected lifecycle: Pick<WebGlShaderType, 'update' | 'canBatch'>; protected useSystemAlpha = false; protected useSystemDimensions = false; supportsIndexedTextures = false; constructor( renderer: WebGlRenderer, config: WebGlShaderType, resolvedProps: Record<string, any>, ) { this.renderer = renderer; const glw = (this.glw = renderer.glw); // Check that extensions are supported const webGl2 = glw.isWebGl2(); let requiredExtensions: string[] = []; this.supportsIndexedTextures = config.supportsIndexedTextures || this.supportsIndexedTextures; requiredExtensions = (webGl2 && config.webgl2Extensions) || (!webGl2 && config.webgl1Extensions) || []; const glVersion = webGl2 ? '2.0' : '1.0'; requiredExtensions.forEach((extensionName) => { if (!glw.getExtension(extensionName)) { throw new Error( `Shader "${this.constructor.name}" requires extension "${extensionName}" for WebGL ${glVersion} but wasn't found`, ); } }); let vertexSource = config.vertex instanceof Function ? config.vertex(renderer, resolvedProps) : config.vertex; if (vertexSource === undefined) { vertexSource = Default.vertex as string; } const fragmentSource = config.fragment instanceof Function ? config.fragment(renderer, resolvedProps) : config.fragment; const vertexShader = createShader(glw, glw.VERTEX_SHADER, vertexSource); if (!vertexShader) { throw new Error('Vertex shader creation failed'); } const fragmentShader = createShader( glw, glw.FRAGMENT_SHADER, fragmentSource, ); if (!fragmentShader) { throw new Error('fragment shader creation failed'); } const program = createProgram(glw, vertexShader, fragmentShader); if (!program) { throw new Error(); } this.program = program; this.attributeLocations = glw.getAttributeLocations(program); this.useSystemAlpha = this.glw.getUniformLocation(program, 'u_alpha') !== null; this.useSystemDimensions = this.glw.getUniformLocation(program, 'u_dimensions') !== null; this.lifecycle = { update: config.update, canBatch: config.canBatch, }; } disableAttribute(location: number) { this.glw.disableVertexAttribArray(location); } disableAttributes() { const { glw } = this; const attribs = Object.keys(this.attributeLocations); const attribLen = attribs.length; for (let i = 0; i < attribLen; i++) { glw.disableVertexAttribArray(i); } } reuseRenderOp(renderOpA: QuadOptions, renderOpB: QuadOptions): boolean { const lifecycleCheck = this.lifecycle.canBatch ? this.lifecycle.canBatch(renderOpA, renderOpB) : true; if (!lifecycleCheck) { return false; } if (this.useSystemAlpha) { if (renderOpA.alpha !== renderOpB.alpha) { return false; } } if (this.useSystemDimensions) { if ( renderOpA.width !== renderOpB.width || renderOpA.height !== renderOpB.height ) { return false; } } const shaderPropsA = renderOpA.shader?.getResolvedProps(); const shaderPropsB = renderOpB.shader?.getResolvedProps(); if (shaderPropsA !== undefined && shaderPropsB !== undefined) { for (const key in shaderPropsA) { if (shaderPropsA[key] !== shaderPropsB[key]) { return false; } } } return true; } bindRenderOp(renderOp: WebGlRenderOp) { this.bindBufferCollection(renderOp.buffers); this.bindTextures(renderOp.textures); const { parentHasRenderTexture } = renderOp.quad; // Skip if the parent and current operation both have render textures if (renderOp.quad.rtt && parentHasRenderTexture) { return; } // Bind render texture framebuffer dimensions as resolution // if the parent has a render texture if (parentHasRenderTexture) { const { width, height } = renderOp.quad.framebufferDimensions!; // Force pixel ratio to 1.0 for render textures since they are always 1:1 // the final render texture will be rendered to the screen with the correct pixel ratio this.glw.uniform1f('u_pixelRatio', 1.0); // Set resolution to the framebuffer dimensions this.glw.uniform2f('u_resolution', width, height); } else { this.glw.uniform1f('u_pixelRatio', renderOp.renderer.stage.pixelRatio); this.glw.uniform2f( 'u_resolution', this.glw.canvas.width, this.glw.canvas.height, ); } this.glw.uniform1f('u_rtt', renderOp.quad.rtt ? 1 : 0); if (this.useSystemAlpha) { this.glw.uniform1f('u_alpha', renderOp.quad.alpha); } if (this.useSystemDimensions) { this.glw.uniform2f( 'u_dimensions', renderOp.quad.width, renderOp.quad.height, ); } /**temporary fix to make sdf texts work */ if (renderOp.sdfShaderProps !== undefined) { (renderOp.shader.shaderType as WebGlShaderType).onSdfBind?.call( this.glw, renderOp.sdfShaderProps, ); return; } if (renderOp.shader.props) { /** * loop over all precalculated uniform types */ for (const key in renderOp.shader.uniforms.single) { const { method, value } = renderOp.shader.uniforms.single[key]!; this.glw[method as keyof UniformSet1Param](key, value as never); } for (const key in renderOp.shader.uniforms.vec2) { const { method, value } = renderOp.shader.uniforms.vec2[key]!; this.glw[method as keyof UniformSet2Params](key, value[0], value[1]); } for (const key in renderOp.shader.uniforms.vec3) { const { method, value } = renderOp.shader.uniforms.vec3[key]!; this.glw[method as keyof UniformSet3Params]( key, value[0], value[1], value[2], ); } for (const key in renderOp.shader.uniforms.vec4) { const { method, value } = renderOp.shader.uniforms.vec4[key]!; this.glw[method as keyof UniformSet4Params]( key, value[0], value[1], value[2], value[3], ); } } } bindBufferCollection(buffer: BufferCollection) { const { glw } = this; const attribs = Object.keys(this.attributeLocations); const attribLen = attribs.length; for (let i = 0; i < attribLen; i++) { const name = attribs[i]!; const resolvedBuffer = buffer.getBuffer(name); const resolvedInfo = buffer.getAttributeInfo(name); if (!resolvedBuffer || !resolvedInfo) { continue; } glw.enableVertexAttribArray(i); glw.vertexAttribPointer( resolvedBuffer, i, resolvedInfo.size, resolvedInfo.type, resolvedInfo.normalized, resolvedInfo.stride, resolvedInfo.offset, ); } } bindTextures(textures: WebGlCtxTexture[]) { this.glw.activeTexture(0); this.glw.bindTexture(textures[0]!.ctxTexture); } attach(): void { this.glw.useProgram(this.program); if (this.glw.isWebGl2() && this.vao) { this.glw.bindVertexArray(this.vao); } } detach(): void { this.disableAttributes(); } }