@lightningtv/renderer
Version:
Lightning 3 Renderer
282 lines (249 loc) • 7.15 kB
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 { WebGlContextWrapper } from '../../../lib/WebGlContextWrapper.js';
//#region Types
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';
}
type SupportSetUniforms =
| 'uniform2fv'
| '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[];
}
// prettier-ignore
type IsUniformMethod<MethodName, MethodType> = MethodName extends `uniform${string}`
? // eslint-disable-next-line @typescript-eslint/no-explicit-any
MethodType extends (location: WebGLUniformLocation | null, ...args: any[]) => void
? true
: false
: false;
// prettier-ignore
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'
>;
// eslint-disable-next-line @typescript-eslint/no-explicit-any
type TupleToObject<T extends any[]> = Omit<T, keyof any[]>;
// Why the below has to be so insane is beyond me
// prettier-ignore
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;
};
}
//#endregion Types
export function createShader(
glw: WebGlContextWrapper,
type: number,
source: string,
) {
const shader = glw.createShader(type);
if (!shader) {
const glError = glw.getError();
throw new Error(
`Unable to create the shader: ${
type === glw.VERTEX_SHADER ? 'VERTEX_SHADER' : 'FRAGMENT_SHADER'
}.${glError ? ` WebGlContext Error: ${glError}` : ''}`,
);
}
glw.shaderSource(shader, source);
glw.compileShader(shader);
const success = !!glw.getShaderParameter(shader, glw.COMPILE_STATUS);
if (success) {
return shader;
}
console.error(glw.getShaderInfoLog(shader));
glw.deleteShader(shader);
}
export function createProgram(
glw: WebGlContextWrapper,
vertexShader: WebGLShader,
fragmentShader: WebGLShader,
) {
const program = glw.createProgram();
if (!program) {
throw new Error('Unable to create program');
}
glw.attachShader(program, vertexShader);
glw.attachShader(program, fragmentShader);
glw.linkProgram(program);
const success = !!glw.getProgramParameter(program, glw.LINK_STATUS);
if (success) {
return program;
}
console.warn(glw.getProgramInfoLog(program));
glw.deleteProgram(program);
return undefined;
}
export const DefaultVertexSource = `
# ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
# else
precision mediump float;
# endif
attribute vec2 a_position;
attribute vec2 a_textureCoords;
attribute vec4 a_color;
attribute vec2 a_nodeCoords;
uniform vec2 u_resolution;
uniform float u_pixelRatio;
uniform vec2 u_dimensions;
uniform vec4 u_shadow;
varying vec4 v_color;
varying vec2 v_textureCoords;
void main() {
vec2 normalized = a_position * u_pixelRatio;
vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
vec2 outerEdge = clamp(a_textureCoords * 2.0 - vec2(1.0), -1.0, 1.0);
vec2 shadowEdge = outerEdge;
vec2 vertexPos = normalized + outerEdge + shadowEdge;
v_color = a_color;
v_textureCoords = a_textureCoords;
gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
}
`;
/**
* generate fragment source for
* @param stops
* @returns
*/
export function genGradientColors(stops: number): string {
let result = `
float stopCalc = (dist - u_stops[0]) / (u_stops[1] - u_stops[0]);
vec4 colorOut = mix(u_colors[0], u_colors[1], stopCalc);
`;
if (stops > 2) {
for (let i = 2; i < stops; i++) {
result += `colorOut = mix(colorOut, u_colors[${i}], clamp((dist - u_stops[${
i - 1
}]) / (u_stops[${i}] - u_stops[${i - 1}]), 0.0, 1.0));`;
}
}
return result;
}