@lightningjs/renderer 2.15.0 → 2.16.0

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Files changed (203) hide show
  1. package/dist/exports/canvas-shaders.d.ts +10 -0
  2. package/dist/exports/canvas-shaders.js +27 -0
  3. package/dist/exports/canvas-shaders.js.map +1 -0
  4. package/dist/exports/webgl-shaders.d.ts +11 -0
  5. package/dist/exports/webgl-shaders.js +28 -0
  6. package/dist/exports/webgl-shaders.js.map +1 -0
  7. package/dist/src/core/CoreNode.d.ts +8 -0
  8. package/dist/src/core/CoreNode.js +11 -0
  9. package/dist/src/core/CoreNode.js.map +1 -1
  10. package/dist/src/core/Stage.d.ts +16 -0
  11. package/dist/src/core/Stage.js +39 -1
  12. package/dist/src/core/Stage.js.map +1 -1
  13. package/dist/src/core/lib/utils.d.ts +1 -0
  14. package/dist/src/core/lib/utils.js +3 -0
  15. package/dist/src/core/lib/utils.js.map +1 -1
  16. package/dist/src/core/platforms/Platform.d.ts +37 -0
  17. package/dist/src/core/platforms/Platform.js +22 -0
  18. package/dist/src/core/platforms/Platform.js.map +1 -0
  19. package/dist/src/core/platforms/web/WebPlatform.d.ts +9 -0
  20. package/dist/src/core/platforms/web/WebPlatform.js +58 -0
  21. package/dist/src/core/platforms/web/WebPlatform.js.map +1 -0
  22. package/dist/src/core/renderers/CoreShaderNode.d.ts +59 -0
  23. package/dist/src/core/renderers/CoreShaderNode.js +113 -0
  24. package/dist/src/core/renderers/CoreShaderNode.js.map +1 -0
  25. package/dist/src/core/renderers/CoreShaderProgram.d.ts +4 -0
  26. package/dist/src/core/renderers/CoreShaderProgram.js +20 -0
  27. package/dist/src/core/renderers/CoreShaderProgram.js.map +1 -0
  28. package/dist/src/core/renderers/canvas/CanvasRenderer.d.ts +37 -0
  29. package/dist/src/core/renderers/canvas/CanvasRenderer.js +215 -0
  30. package/dist/src/core/renderers/canvas/CanvasRenderer.js.map +1 -0
  31. package/dist/src/core/renderers/canvas/CanvasShaderNode.d.ts +21 -0
  32. package/dist/src/core/renderers/canvas/CanvasShaderNode.js +57 -0
  33. package/dist/src/core/renderers/canvas/CanvasShaderNode.js.map +1 -0
  34. package/dist/src/core/renderers/canvas/CanvasTexture.d.ts +16 -0
  35. package/dist/src/core/renderers/canvas/CanvasTexture.js +124 -0
  36. package/dist/src/core/renderers/canvas/CanvasTexture.js.map +1 -0
  37. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.d.ts +12 -0
  38. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.js +55 -0
  39. package/dist/src/core/renderers/webgl/WebGlCtxRenderTexture.js.map +1 -0
  40. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.d.ts +9 -0
  41. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.js +38 -0
  42. package/dist/src/core/renderers/webgl/WebGlCtxSubTexture.js.map +1 -0
  43. package/dist/src/core/renderers/webgl/WebGlCtxTexture.d.ts +57 -0
  44. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js +224 -0
  45. package/dist/src/core/renderers/webgl/WebGlCtxTexture.js.map +1 -0
  46. package/dist/src/core/renderers/webgl/WebGlRenderOp.d.ts +44 -0
  47. package/dist/src/core/renderers/webgl/WebGlRenderOp.js +125 -0
  48. package/dist/src/core/renderers/webgl/WebGlRenderOp.js.map +1 -0
  49. package/dist/src/core/renderers/webgl/WebGlRenderer.d.ts +136 -0
  50. package/dist/src/core/renderers/webgl/WebGlRenderer.js +573 -0
  51. package/dist/src/core/renderers/webgl/WebGlRenderer.js.map +1 -0
  52. package/dist/src/core/renderers/webgl/WebGlShaderNode.d.ts +222 -0
  53. package/dist/src/core/renderers/webgl/WebGlShaderNode.js +331 -0
  54. package/dist/src/core/renderers/webgl/WebGlShaderNode.js.map +1 -0
  55. package/dist/src/core/renderers/webgl/WebGlShaderProgram.d.ts +35 -0
  56. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js +201 -0
  57. package/dist/src/core/renderers/webgl/WebGlShaderProgram.js.map +1 -0
  58. package/dist/src/core/shaders/canvas/Border.d.ts +9 -0
  59. package/dist/src/core/shaders/canvas/Border.js +57 -0
  60. package/dist/src/core/shaders/canvas/Border.js.map +1 -0
  61. package/dist/src/core/shaders/canvas/HolePunch.d.ts +7 -0
  62. package/dist/src/core/shaders/canvas/HolePunch.js +38 -0
  63. package/dist/src/core/shaders/canvas/HolePunch.js.map +1 -0
  64. package/dist/src/core/shaders/canvas/LinearGradient.d.ts +10 -0
  65. package/dist/src/core/shaders/canvas/LinearGradient.js +48 -0
  66. package/dist/src/core/shaders/canvas/LinearGradient.js.map +1 -0
  67. package/dist/src/core/shaders/canvas/RadialGradient.d.ts +11 -0
  68. package/dist/src/core/shaders/canvas/RadialGradient.js +70 -0
  69. package/dist/src/core/shaders/canvas/RadialGradient.js.map +1 -0
  70. package/dist/src/core/shaders/canvas/Rounded.d.ts +7 -0
  71. package/dist/src/core/shaders/canvas/Rounded.js +33 -0
  72. package/dist/src/core/shaders/canvas/Rounded.js.map +1 -0
  73. package/dist/src/core/shaders/canvas/RoundedWithBorder.d.ts +7 -0
  74. package/dist/src/core/shaders/canvas/RoundedWithBorder.js +43 -0
  75. package/dist/src/core/shaders/canvas/RoundedWithBorder.js.map +1 -0
  76. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.d.ts +8 -0
  77. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.js +41 -0
  78. package/dist/src/core/shaders/canvas/RoundedWithBorderAndShadow.js.map +1 -0
  79. package/dist/src/core/shaders/canvas/RoundedWithShadow.d.ts +7 -0
  80. package/dist/src/core/shaders/canvas/RoundedWithShadow.js +40 -0
  81. package/dist/src/core/shaders/canvas/RoundedWithShadow.js.map +1 -0
  82. package/dist/src/core/shaders/canvas/Shadow.d.ts +8 -0
  83. package/dist/src/core/shaders/canvas/Shadow.js +31 -0
  84. package/dist/src/core/shaders/canvas/Shadow.js.map +1 -0
  85. package/dist/src/core/shaders/canvas/utils/render.d.ts +5 -0
  86. package/dist/src/core/shaders/canvas/utils/render.js +84 -0
  87. package/dist/src/core/shaders/canvas/utils/render.js.map +1 -0
  88. package/dist/src/core/shaders/templates/BorderTemplate.d.ts +37 -0
  89. package/dist/src/core/shaders/templates/BorderTemplate.js +73 -0
  90. package/dist/src/core/shaders/templates/BorderTemplate.js.map +1 -0
  91. package/dist/src/core/shaders/templates/HolePunchTemplate.d.ts +46 -0
  92. package/dist/src/core/shaders/templates/HolePunchTemplate.js +35 -0
  93. package/dist/src/core/shaders/templates/HolePunchTemplate.js.map +1 -0
  94. package/dist/src/core/shaders/templates/LinearGradientTemplate.d.ts +23 -0
  95. package/dist/src/core/shaders/templates/LinearGradientTemplate.js +47 -0
  96. package/dist/src/core/shaders/templates/LinearGradientTemplate.js.map +1 -0
  97. package/dist/src/core/shaders/templates/RadialGradientTemplate.d.ts +31 -0
  98. package/dist/src/core/shaders/templates/RadialGradientTemplate.js +49 -0
  99. package/dist/src/core/shaders/templates/RadialGradientTemplate.js.map +1 -0
  100. package/dist/src/core/shaders/templates/RoundedTemplate.d.ts +29 -0
  101. package/dist/src/core/shaders/templates/RoundedTemplate.js +67 -0
  102. package/dist/src/core/shaders/templates/RoundedTemplate.js.map +1 -0
  103. package/dist/src/core/shaders/templates/RoundedWithBorderAndShadowTemplate.d.ts +7 -0
  104. package/dist/src/core/shaders/templates/RoundedWithBorderAndShadowTemplate.js +24 -0
  105. package/dist/src/core/shaders/templates/RoundedWithBorderAndShadowTemplate.js.map +1 -0
  106. package/dist/src/core/shaders/templates/RoundedWithBorderTemplate.d.ts +6 -0
  107. package/dist/src/core/shaders/templates/RoundedWithBorderTemplate.js +23 -0
  108. package/dist/src/core/shaders/templates/RoundedWithBorderTemplate.js.map +1 -0
  109. package/dist/src/core/shaders/templates/RoundedWithShadowTemplate.d.ts +6 -0
  110. package/dist/src/core/shaders/templates/RoundedWithShadowTemplate.js +23 -0
  111. package/dist/src/core/shaders/templates/RoundedWithShadowTemplate.js.map +1 -0
  112. package/dist/src/core/shaders/templates/ShadowTemplate.d.ts +34 -0
  113. package/dist/src/core/shaders/templates/ShadowTemplate.js +66 -0
  114. package/dist/src/core/shaders/templates/ShadowTemplate.js.map +1 -0
  115. package/dist/src/core/shaders/templates/shaderUtils.d.ts +5 -0
  116. package/dist/src/core/shaders/templates/shaderUtils.js +41 -0
  117. package/dist/src/core/shaders/templates/shaderUtils.js.map +1 -0
  118. package/dist/src/core/shaders/utils.d.ts +5 -0
  119. package/dist/src/core/shaders/utils.js +41 -0
  120. package/dist/src/core/shaders/utils.js.map +1 -0
  121. package/dist/src/core/shaders/webgl/Border.d.ts +3 -0
  122. package/dist/src/core/shaders/webgl/Border.js +110 -0
  123. package/dist/src/core/shaders/webgl/Border.js.map +1 -0
  124. package/dist/src/core/shaders/webgl/Default.d.ts +2 -0
  125. package/dist/src/core/shaders/webgl/Default.js +86 -0
  126. package/dist/src/core/shaders/webgl/Default.js.map +1 -0
  127. package/dist/src/core/shaders/webgl/DefaultBatched.d.ts +2 -0
  128. package/dist/src/core/shaders/webgl/DefaultBatched.js +104 -0
  129. package/dist/src/core/shaders/webgl/DefaultBatched.js.map +1 -0
  130. package/dist/src/core/shaders/webgl/HolePunch.d.ts +3 -0
  131. package/dist/src/core/shaders/webgl/HolePunch.js +65 -0
  132. package/dist/src/core/shaders/webgl/HolePunch.js.map +1 -0
  133. package/dist/src/core/shaders/webgl/LinearGradient.d.ts +3 -0
  134. package/dist/src/core/shaders/webgl/LinearGradient.js +76 -0
  135. package/dist/src/core/shaders/webgl/LinearGradient.js.map +1 -0
  136. package/dist/src/core/shaders/webgl/RadialGradient.d.ts +3 -0
  137. package/dist/src/core/shaders/webgl/RadialGradient.js +74 -0
  138. package/dist/src/core/shaders/webgl/RadialGradient.js.map +1 -0
  139. package/dist/src/core/shaders/webgl/Rounded.d.ts +7 -0
  140. package/dist/src/core/shaders/webgl/Rounded.js +86 -0
  141. package/dist/src/core/shaders/webgl/Rounded.js.map +1 -0
  142. package/dist/src/core/shaders/webgl/RoundedWithBorder.d.ts +3 -0
  143. package/dist/src/core/shaders/webgl/RoundedWithBorder.js +140 -0
  144. package/dist/src/core/shaders/webgl/RoundedWithBorder.js.map +1 -0
  145. package/dist/src/core/shaders/webgl/RoundedWithBorderAndShadow.d.ts +3 -0
  146. package/dist/src/core/shaders/webgl/RoundedWithBorderAndShadow.js +162 -0
  147. package/dist/src/core/shaders/webgl/RoundedWithBorderAndShadow.js.map +1 -0
  148. package/dist/src/core/shaders/webgl/RoundedWithShadow.d.ts +3 -0
  149. package/dist/src/core/shaders/webgl/RoundedWithShadow.js +84 -0
  150. package/dist/src/core/shaders/webgl/RoundedWithShadow.js.map +1 -0
  151. package/dist/src/core/shaders/webgl/SdfShader.d.ts +32 -0
  152. package/dist/src/core/shaders/webgl/SdfShader.js +116 -0
  153. package/dist/src/core/shaders/webgl/SdfShader.js.map +1 -0
  154. package/dist/src/core/shaders/webgl/Shadow.d.ts +3 -0
  155. package/dist/src/core/shaders/webgl/Shadow.js +110 -0
  156. package/dist/src/core/shaders/webgl/Shadow.js.map +1 -0
  157. package/dist/src/core/shaders/webgl/Spinner.js +2 -0
  158. package/dist/src/core/shaders/webgl/Spinner.js.map +1 -0
  159. package/dist/src/core/text-rendering/CanvasFontHandler.d.ts +25 -0
  160. package/dist/src/core/text-rendering/CanvasFontHandler.js +117 -0
  161. package/dist/src/core/text-rendering/CanvasFontHandler.js.map +1 -0
  162. package/dist/src/core/text-rendering/CanvasTextRenderer.d.ts +6 -0
  163. package/dist/src/core/text-rendering/CanvasTextRenderer.js +139 -0
  164. package/dist/src/core/text-rendering/CanvasTextRenderer.js.map +1 -0
  165. package/dist/src/core/text-rendering/SdfFontHandler.d.ts +137 -0
  166. package/dist/src/core/text-rendering/SdfFontHandler.js +336 -0
  167. package/dist/src/core/text-rendering/SdfFontHandler.js.map +1 -0
  168. package/dist/src/core/text-rendering/SdfTextRenderer.d.ts +21 -0
  169. package/dist/src/core/text-rendering/SdfTextRenderer.js +324 -0
  170. package/dist/src/core/text-rendering/SdfTextRenderer.js.map +1 -0
  171. package/dist/src/core/text-rendering/TextRenderer.d.ts +425 -0
  172. package/dist/src/core/text-rendering/TextRenderer.js +70 -0
  173. package/dist/src/core/text-rendering/TextRenderer.js.map +1 -0
  174. package/dist/src/core/text-rendering/Utils.d.ts +71 -0
  175. package/dist/src/core/text-rendering/Utils.js +212 -0
  176. package/dist/src/core/text-rendering/Utils.js.map +1 -0
  177. package/dist/src/core/text-rendering/canvas/Settings.d.ts +53 -0
  178. package/dist/src/core/text-rendering/canvas/Settings.js +20 -0
  179. package/dist/src/core/text-rendering/canvas/Settings.js.map +1 -0
  180. package/dist/src/core/text-rendering/canvas/Utils.d.ts +19 -0
  181. package/dist/src/core/text-rendering/canvas/Utils.js +139 -0
  182. package/dist/src/core/text-rendering/canvas/Utils.js.map +1 -0
  183. package/dist/src/core/text-rendering/canvas/calculateRenderInfo.d.ts +37 -0
  184. package/dist/src/core/text-rendering/canvas/calculateRenderInfo.js +188 -0
  185. package/dist/src/core/text-rendering/canvas/calculateRenderInfo.js.map +1 -0
  186. package/dist/src/core/text-rendering/canvas/draw.d.ts +12 -0
  187. package/dist/src/core/text-rendering/canvas/draw.js +133 -0
  188. package/dist/src/core/text-rendering/canvas/draw.js.map +1 -0
  189. package/dist/src/core/text-rendering/sdf/PeekableGenerator.d.ts +12 -0
  190. package/dist/src/core/text-rendering/sdf/PeekableGenerator.js +61 -0
  191. package/dist/src/core/text-rendering/sdf/PeekableGenerator.js.map +1 -0
  192. package/dist/src/core/text-rendering/sdf/SimpleFontShaper.d.ts +45 -0
  193. package/dist/src/core/text-rendering/sdf/SimpleFontShaper.js +69 -0
  194. package/dist/src/core/text-rendering/sdf/SimpleFontShaper.js.map +1 -0
  195. package/dist/src/core/utils.d.ts +1 -1
  196. package/dist/tsconfig.dist.tsbuildinfo +1 -1
  197. package/package.json +2 -1
  198. package/src/core/CoreNode.ts +19 -0
  199. package/src/core/Stage.ts +50 -1
  200. package/src/core/lib/utils.ts +4 -0
  201. package/dist/src/core/renderers/webgl/WebGlCoreShader.destroy.js +0 -2
  202. package/dist/src/core/renderers/webgl/WebGlCoreShader.destroy.js.map +0 -1
  203. /package/dist/src/core/{renderers/webgl/WebGlCoreShader.destroy.d.ts → shaders/webgl/Spinner.d.ts} +0 -0
@@ -0,0 +1,162 @@
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+ /*
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+ * Copyright 2023 Comcast Cable Communications Management, LLC
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+ * Licensed under the Apache License, Version 2.0 (the "License");
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+ * you may not use this file except in compliance with the License.
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+ * You may obtain a copy of the License at
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+ *
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+ * http://www.apache.org/licenses/LICENSE-2.0
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+ *
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+ * Unless required by applicable law or agreed to in writing, software
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+ * distributed under the License is distributed on an "AS IS" BASIS,
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+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ * See the License for the specific language governing permissions and
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+ * limitations under the License.
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+ *
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+ * SPDX-License-Identifier: Apache-2.0
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+ */
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+ import { calcFactoredRadiusArray } from '../../lib/utils.js';
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+ import { RoundedWithBorderAndShadowTemplate, } from '../templates/RoundedWithBorderAndShadowTemplate.js';
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+ export const RoundedWithBorderAndShadow = {
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+ props: RoundedWithBorderAndShadowTemplate.props,
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+ update(node) {
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+ const props = this.props;
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+ this.uniformRGBA('u_borderColor', props['border-color']);
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+ this.uniform4fa('u_borderWidth', props['border-width']);
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+ this.uniformRGBA('u_shadowColor', props['shadow-color']);
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+ this.uniform4fa('u_shadow', props['shadow-projection']);
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+ this.uniform4fa('u_radius', calcFactoredRadiusArray(props.radius, node.width, node.height));
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+ },
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+ vertex: `
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+ # ifdef GL_FRAGMENT_PRECISION_HIGH
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+ precision highp float;
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+ # else
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+ precision mediump float;
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+ # endif
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+
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+ attribute vec2 a_position;
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+ attribute vec2 a_textureCoords;
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+ attribute vec4 a_color;
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+ attribute vec2 a_nodeCoords;
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+
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+ uniform vec2 u_resolution;
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+ uniform float u_pixelRatio;
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+ uniform float u_rtt;
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+ uniform vec2 u_dimensions;
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+
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+ uniform vec4 u_shadow;
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+ uniform vec4 u_radius;
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+ uniform vec4 u_borderWidth;
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+
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+ varying vec4 v_color;
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+ varying vec2 v_textureCoords;
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+ varying vec2 v_nodeCoords;
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+
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+ varying vec4 v_innerRadius;
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+ varying vec2 v_innerSize;
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+ varying vec2 v_halfDimensions;
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+ varying float v_borderZero;
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+
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+ void main() {
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+ vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
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+ vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
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+
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+ vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
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+ vec2 normVertexPos = a_position * u_pixelRatio;
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+
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+ vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio;
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+ gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
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+
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+ v_halfDimensions = u_dimensions * 0.5;
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+
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+ v_color = a_color;
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+ v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions);
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+ v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions);
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+
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+ v_borderZero = u_borderWidth == vec4(0.0) ? 1.0 : 0.0;
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+
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+
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+ if(v_borderZero == 0.0) {
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+ v_innerRadius = vec4(
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+ max(0.0, u_radius.x - max(u_borderWidth.x, u_borderWidth.w) - 0.5),
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+ max(0.0, u_radius.y - max(u_borderWidth.x, u_borderWidth.y) - 0.5),
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+ max(0.0, u_radius.z - max(u_borderWidth.z, u_borderWidth.y) - 0.5),
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+ max(0.0, u_radius.w - max(u_borderWidth.z, u_borderWidth.w) - 0.5)
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+ );
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+
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+ v_innerSize = (vec2(u_dimensions.x - (u_borderWidth[3] + u_borderWidth[1]) - 1.0, u_dimensions.y - (u_borderWidth[0] + u_borderWidth[2])) - 2.0) * 0.5;
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+ }
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+ }
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+ `,
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+ fragment: `
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+ # ifdef GL_FRAGMENT_PRECISION_HIGH
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+ precision highp float;
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+ # else
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+ precision mediump float;
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+ # endif
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+
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+ uniform vec2 u_resolution;
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+ uniform float u_pixelRatio;
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+ uniform float u_alpha;
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+ uniform vec2 u_dimensions;
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+ uniform sampler2D u_texture;
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+ uniform float u_rtt;
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+
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+ uniform vec4 u_radius;
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+ uniform vec4 u_borderWidth;
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+ uniform vec4 u_borderColor;
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+ uniform vec4 u_shadowColor;
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+ uniform vec4 u_shadow;
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+
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+ varying vec4 v_color;
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+ varying vec2 v_textureCoords;
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+ varying vec2 v_nodeCoords;
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+
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+ varying vec2 v_halfDimensions;
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+ varying vec4 v_innerRadius;
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+ varying vec2 v_innerSize;
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+ varying float v_borderZero;
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+
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+ float roundedBox(vec2 p, vec2 s, vec4 r) {
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+ r.xy = (p.x > 0.0) ? r.yz : r.xw;
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+ r.x = (p.y > 0.0) ? r.y : r.x;
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+ vec2 q = abs(p) - s + r.x;
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+ return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x;
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+ }
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+
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+ float shadowBox(vec2 p, vec2 s, vec4 r) {
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+ r.xy = (p.x > 0.0) ? r.yz : r.xw;
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+ r.x = (p.y > 0.0) ? r.y : r.x;
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+ vec2 q = abs(p) - s + r.x;
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+ float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
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+ return 1.0 - smoothstep(-u_shadow.w, u_shadow.w + u_shadow.z, dist);
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+ }
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+
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+ void main() {
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+ vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
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+
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+ vec2 boxUv = v_nodeCoords.xy * u_dimensions - v_halfDimensions;
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+ float outerDist = roundedBox(boxUv, v_halfDimensions - 1.0, u_radius);
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+
140
+ float outerAlpha = 1.0 - smoothstep(0.0, 1.0, outerDist);
141
+
142
+ float shadowAlpha = shadowBox(boxUv - u_shadow.xy, v_halfDimensions + u_shadow.w, u_radius + u_shadow.z);
143
+ vec4 shadow = mix(vec4(0.0), u_shadowColor, shadowAlpha);
144
+
145
+ if(v_borderZero == 1.0) {
146
+ gl_FragColor = mix(shadow, color, outerAlpha) * u_alpha;
147
+ return;
148
+ }
149
+
150
+ boxUv.x += u_borderWidth.y > u_borderWidth.w ? (u_borderWidth.y - u_borderWidth.w) * 0.5 : -(u_borderWidth.w - u_borderWidth.y) * 0.5;
151
+ boxUv.y += u_borderWidth.z > u_borderWidth.x ? ((u_borderWidth.z - u_borderWidth.x) * 0.5 + 0.5) : -(u_borderWidth.x - u_borderWidth.z) * 0.5;
152
+
153
+ float innerDist = roundedBox(boxUv, v_innerSize, v_innerRadius);
154
+ float innerAlpha = 1.0 - smoothstep(0.0, 1.0, innerDist);
155
+
156
+ vec4 resColor = mix(u_borderColor, color, innerAlpha);
157
+ resColor = mix(shadow, resColor, outerAlpha);
158
+ gl_FragColor = resColor * u_alpha;
159
+ }
160
+ `,
161
+ };
162
+ //# sourceMappingURL=RoundedWithBorderAndShadow.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RoundedWithBorderAndShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithBorderAndShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,kCAAkC,GAEnC,MAAM,oDAAoD,CAAC;AAE5D,MAAM,CAAC,MAAM,0BAA0B,GACrC;IACE,KAAK,EAAE,kCAAkC,CAAC,KAAK;IAC/C,MAAM,CAAC,IAAc;QACnB,MAAM,KAAK,GAAG,IAAI,CAAC,KAAM,CAAC;QAC1B,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAS,CAAC,CAAC;QAEhE,IAAI,CAAC,WAAW,CAAC,eAAe,EAAE,KAAK,CAAC,cAAc,CAAC,CAAC,CAAC;QACzD,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,KAAK,CAAC,mBAAmB,CAAC,CAAC,CAAC;QAExD,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CAAC,KAAK,CAAC,MAAc,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC,MAAM,CAAC,CACvE,CAAC;IACJ,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4DT;IACC,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsEX;CACA,CAAC"}
@@ -0,0 +1,3 @@
1
+ import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
2
+ import { type RoundedWithShadowProps } from '../templates/RoundedWithShadowTemplate.js';
3
+ export declare const RoundedWithShadow: WebGlShaderType<RoundedWithShadowProps>;
@@ -0,0 +1,84 @@
1
+ /*
2
+ * Copyright 2023 Comcast Cable Communications Management, LLC
3
+ * Licensed under the Apache License, Version 2.0 (the "License");
4
+ * you may not use this file except in compliance with the License.
5
+ * You may obtain a copy of the License at
6
+ *
7
+ * http://www.apache.org/licenses/LICENSE-2.0
8
+ *
9
+ * Unless required by applicable law or agreed to in writing, software
10
+ * distributed under the License is distributed on an "AS IS" BASIS,
11
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12
+ * See the License for the specific language governing permissions and
13
+ * limitations under the License.
14
+ *
15
+ * SPDX-License-Identifier: Apache-2.0
16
+ */
17
+ import { calcFactoredRadiusArray } from '../../lib/utils.js';
18
+ import { RoundedWithShadowTemplate, } from '../templates/RoundedWithShadowTemplate.js';
19
+ import { Shadow } from './Shadow.js';
20
+ export const RoundedWithShadow = {
21
+ props: RoundedWithShadowTemplate.props,
22
+ update(node) {
23
+ this.uniformRGBA('u_shadow_color', this.props['shadow-color']);
24
+ this.uniform4fa('u_shadow', this.props['shadow-projection']);
25
+ this.uniform4fa('u_radius', calcFactoredRadiusArray(this.props.radius, node.width, node.height));
26
+ },
27
+ vertex: Shadow.vertex,
28
+ fragment: `
29
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
30
+ precision highp float;
31
+ # else
32
+ precision mediump float;
33
+ # endif
34
+
35
+ uniform vec2 u_resolution;
36
+ uniform float u_pixelRatio;
37
+ uniform float u_alpha;
38
+ uniform vec2 u_dimensions;
39
+ uniform sampler2D u_texture;
40
+
41
+ uniform vec4 u_shadow_color;
42
+ uniform vec4 u_shadow;
43
+ uniform vec4 u_radius;
44
+
45
+ uniform int u_asymWidth;
46
+
47
+ varying vec4 v_color;
48
+ varying vec2 v_textureCoords;
49
+ varying vec2 v_nodeCoords;
50
+
51
+ float roundedBox(vec2 p, vec2 s, vec4 r) {
52
+ r.xy = (p.x > 0.0) ? r.yz : r.xw;
53
+ r.x = (p.y > 0.0) ? r.y : r.x;
54
+ vec2 q = abs(p) - s + r.x;
55
+ return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) - r.x;
56
+ }
57
+
58
+ float shadowBox(vec2 p, vec2 s, vec4 r) {
59
+ r.xy = (p.x > 0.0) ? r.yz : r.xw;
60
+ r.x = (p.y > 0.0) ? r.y : r.x;
61
+ vec2 q = abs(p) - s + r.x;
62
+ float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
63
+ return 1.0 - smoothstep(-(u_shadow.w), (u_shadow.w + u_shadow.z), dist);
64
+ }
65
+
66
+ void main() {
67
+ vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
68
+ vec2 halfDimensions = (u_dimensions * 0.5);
69
+
70
+ vec2 boxUv = v_nodeCoords.xy * u_dimensions - halfDimensions;
71
+ float boxDist = roundedBox(boxUv, halfDimensions, u_radius);
72
+
73
+ float roundedAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist);
74
+
75
+ float shadowAlpha = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w, u_radius + u_shadow.z);
76
+
77
+ vec4 resColor = vec4(0.0);
78
+ resColor = mix(resColor, u_shadow_color, shadowAlpha);
79
+ resColor = mix(resColor, color, min(color.a, roundedAlpha));
80
+ gl_FragColor = resColor * u_alpha;
81
+ }
82
+ `,
83
+ };
84
+ //# sourceMappingURL=RoundedWithShadow.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RoundedWithShadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/RoundedWithShadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EAAE,uBAAuB,EAAE,MAAM,oBAAoB,CAAC;AAG7D,OAAO,EACL,yBAAyB,GAE1B,MAAM,2CAA2C,CAAC;AACnD,OAAO,EAAE,MAAM,EAAE,MAAM,aAAa,CAAC;AAErC,MAAM,CAAC,MAAM,iBAAiB,GAA4C;IACxE,KAAK,EAAE,yBAAyB,CAAC,KAAK;IACtC,MAAM,CAAC,IAAc;QACnB,IAAI,CAAC,WAAW,CAAC,gBAAgB,EAAE,IAAI,CAAC,KAAM,CAAC,cAAc,CAAE,CAAC,CAAC;QACjE,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,KAAM,CAAC,mBAAmB,CAAE,CAAC,CAAC;QAC/D,IAAI,CAAC,UAAU,CACb,UAAU,EACV,uBAAuB,CACrB,IAAI,CAAC,KAAM,CAAC,MAAc,EAC1B,IAAI,CAAC,KAAK,EACV,IAAI,CAAC,MAAM,CACZ,CACF,CAAC;IACJ,CAAC;IACD,MAAM,EAAE,MAAM,CAAC,MAAgB;IAC/B,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsDT;CACF,CAAC"}
@@ -0,0 +1,32 @@
1
+ import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
2
+ /**
3
+ * Properties of the {@link SdfShader}
4
+ */
5
+ export interface SdfShaderProps {
6
+ transform: Float32Array;
7
+ scrollY: number;
8
+ /**
9
+ * Color in RGBA format
10
+ *
11
+ * @remarks
12
+ * Color channels must NOT be premultiplied by alpha for best blending results.
13
+ */
14
+ color: number;
15
+ size: number;
16
+ distanceRange: number;
17
+ debug: boolean;
18
+ }
19
+ /**
20
+ * SdfShader supports multi-channel and single-channel signed distance field textures.
21
+ *
22
+ * @remarks
23
+ * This Shader is used by the {@link SdfTextRenderer}. Do not use thie Shader
24
+ * directly. Instead create a Text Node and assign a SDF font family to it.
25
+ *
26
+ * @internalRemarks
27
+ * The only thing this shader does to support multi-channel SDFs is to
28
+ * add a median function to the fragment shader. If this one function call
29
+ * ends up being a performance bottleneck we can always look at ways to
30
+ * remove it.
31
+ */
32
+ export declare const Sdf: WebGlShaderType<SdfShaderProps>;
@@ -0,0 +1,116 @@
1
+ /*
2
+ * If not stated otherwise in this file or this component's LICENSE file the
3
+ * following copyright and licenses apply:
4
+ *
5
+ * Copyright 2023 Comcast Cable Communications Management, LLC.
6
+ *
7
+ * Licensed under the Apache License, Version 2.0 (the License);
8
+ * you may not use this file except in compliance with the License.
9
+ * You may obtain a copy of the License at
10
+ *
11
+ * http://www.apache.org/licenses/LICENSE-2.0
12
+ *
13
+ * Unless required by applicable law or agreed to in writing, software
14
+ * distributed under the License is distributed on an "AS IS" BASIS,
15
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16
+ * See the License for the specific language governing permissions and
17
+ * limitations under the License.
18
+ */
19
+ import { getNormalizedRgbaComponents } from '../../lib/utils.js';
20
+ const IDENTITY_MATRIX_3x3 = new Float32Array([1, 0, 0, 0, 1, 0, 0, 0, 1]);
21
+ /**
22
+ * SdfShader supports multi-channel and single-channel signed distance field textures.
23
+ *
24
+ * @remarks
25
+ * This Shader is used by the {@link SdfTextRenderer}. Do not use thie Shader
26
+ * directly. Instead create a Text Node and assign a SDF font family to it.
27
+ *
28
+ * @internalRemarks
29
+ * The only thing this shader does to support multi-channel SDFs is to
30
+ * add a median function to the fragment shader. If this one function call
31
+ * ends up being a performance bottleneck we can always look at ways to
32
+ * remove it.
33
+ */
34
+ export const Sdf = {
35
+ props: {
36
+ transform: IDENTITY_MATRIX_3x3,
37
+ scrollY: 0,
38
+ color: 0xffffffff,
39
+ size: 16,
40
+ distanceRange: 1.0,
41
+ debug: false,
42
+ },
43
+ onSdfBind(props) {
44
+ this.uniformMatrix3fv('u_transform', props.transform);
45
+ this.uniform1f('u_scrollY', props.scrollY);
46
+ this.uniform4fa('u_color', getNormalizedRgbaComponents(props.color));
47
+ this.uniform1f('u_size', props.size);
48
+ this.uniform1f('u_distanceRange', props.distanceRange);
49
+ this.uniform1i('u_debug', props.debug ? 1 : 0);
50
+ },
51
+ vertex: `
52
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
53
+ precision highp float;
54
+ # else
55
+ precision mediump float;
56
+ # endif
57
+ // an attribute is an input (in) to a vertex shader.
58
+ // It will receive data from a buffer
59
+ attribute vec2 a_position;
60
+ attribute vec2 a_textureCoords;
61
+
62
+ uniform vec2 u_resolution;
63
+ uniform mat3 u_transform;
64
+ uniform float u_scrollY;
65
+ uniform float u_pixelRatio;
66
+ uniform float u_size;
67
+
68
+ varying vec2 v_texcoord;
69
+
70
+ void main() {
71
+ vec2 scrolledPosition = a_position * u_size - vec2(0, u_scrollY);
72
+ vec2 transformedPosition = (u_transform * vec3(scrolledPosition, 1)).xy;
73
+
74
+ // Calculate screen space with pixel ratio
75
+ vec2 screenSpace = (transformedPosition * u_pixelRatio / u_resolution * 2.0 - 1.0) * vec2(1, -1);
76
+
77
+ gl_Position = vec4(screenSpace, 0.0, 1.0);
78
+ v_texcoord = a_textureCoords;
79
+
80
+ }
81
+ `,
82
+ fragment: `
83
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
84
+ precision highp float;
85
+ # else
86
+ precision mediump float;
87
+ # endif
88
+ uniform vec4 u_color;
89
+ uniform sampler2D u_texture;
90
+ uniform float u_distanceRange;
91
+ uniform float u_pixelRatio;
92
+ uniform int u_debug;
93
+
94
+ varying vec2 v_texcoord;
95
+
96
+ float median(float r, float g, float b) {
97
+ return max(min(r, g), min(max(r, g), b));
98
+ }
99
+
100
+ void main() {
101
+ vec3 sample = texture2D(u_texture, v_texcoord).rgb;
102
+ if (u_debug == 1) {
103
+ gl_FragColor = vec4(sample.r, sample.g, sample.b, 1.0);
104
+ return;
105
+ }
106
+ float scaledDistRange = u_distanceRange * u_pixelRatio;
107
+ float sigDist = scaledDistRange * (median(sample.r, sample.g, sample.b) - 0.5);
108
+ float opacity = clamp(sigDist + 0.5, 0.0, 1.0) * u_color.a;
109
+
110
+ // Build the final color.
111
+ // IMPORTANT: We must premultiply the color by the alpha value before returning it.
112
+ gl_FragColor = vec4(u_color.r * opacity, u_color.g * opacity, u_color.b * opacity, opacity);
113
+ }
114
+ `,
115
+ };
116
+ //# sourceMappingURL=SdfShader.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SdfShader.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/SdfShader.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,OAAO,EAAE,2BAA2B,EAAE,MAAM,oBAAoB,CAAC;AAGjE,MAAM,mBAAmB,GAAG,IAAI,YAAY,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC,CAAC;AAkB1E;;;;;;;;;;;;GAYG;AACH,MAAM,CAAC,MAAM,GAAG,GAAoC;IAClD,KAAK,EAAE;QACL,SAAS,EAAE,mBAAmB;QAC9B,OAAO,EAAE,CAAC;QACV,KAAK,EAAE,UAAU;QACjB,IAAI,EAAE,EAAE;QACR,aAAa,EAAE,GAAG;QAClB,KAAK,EAAE,KAAK;KACb;IACD,SAAS,CAAC,KAAK;QACb,IAAI,CAAC,gBAAgB,CAAC,aAAa,EAAE,KAAK,CAAC,SAAS,CAAC,CAAC;QACtD,IAAI,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,CAAC,OAAO,CAAC,CAAC;QAC3C,IAAI,CAAC,UAAU,CAAC,SAAS,EAAE,2BAA2B,CAAC,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC;QACrE,IAAI,CAAC,SAAS,CAAC,QAAQ,EAAE,KAAK,CAAC,IAAI,CAAC,CAAC;QACrC,IAAI,CAAC,SAAS,CAAC,iBAAiB,EAAE,KAAK,CAAC,aAAa,CAAC,CAAC;QACvD,IAAI,CAAC,SAAS,CAAC,SAAS,EAAE,KAAK,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACjD,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCT;CACF,CAAC"}
@@ -0,0 +1,3 @@
1
+ import type { WebGlShaderType } from '../../renderers/webgl/WebGlShaderNode.js';
2
+ import { type ShadowProps } from '../templates/ShadowTemplate.js';
3
+ export declare const Shadow: WebGlShaderType<ShadowProps>;
@@ -0,0 +1,110 @@
1
+ /*
2
+ * Copyright 2023 Comcast Cable Communications Management, LLC
3
+ * Licensed under the Apache License, Version 2.0 (the "License");
4
+ * you may not use this file except in compliance with the License.
5
+ * You may obtain a copy of the License at
6
+ *
7
+ * http://www.apache.org/licenses/LICENSE-2.0
8
+ *
9
+ * Unless required by applicable law or agreed to in writing, software
10
+ * distributed under the License is distributed on an "AS IS" BASIS,
11
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12
+ * See the License for the specific language governing permissions and
13
+ * limitations under the License.
14
+ *
15
+ * SPDX-License-Identifier: Apache-2.0
16
+ */
17
+ import { ShadowTemplate, } from '../templates/ShadowTemplate.js';
18
+ export const Shadow = {
19
+ props: ShadowTemplate.props,
20
+ update() {
21
+ this.uniformRGBA('u_color', this.props.color);
22
+ this.uniform4fa('u_shadow', this.props.projection);
23
+ },
24
+ vertex: `
25
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
26
+ precision highp float;
27
+ # else
28
+ precision mediump float;
29
+ # endif
30
+
31
+ attribute vec2 a_position;
32
+ attribute vec2 a_textureCoords;
33
+ attribute vec4 a_color;
34
+ attribute vec2 a_nodeCoords;
35
+
36
+ uniform vec2 u_resolution;
37
+ uniform float u_pixelRatio;
38
+ uniform float u_rtt;
39
+ uniform vec2 u_dimensions;
40
+
41
+ uniform vec4 u_shadow;
42
+
43
+ varying vec4 v_color;
44
+ varying vec2 v_textureCoords;
45
+ varying vec2 v_nodeCoords;
46
+
47
+ void main() {
48
+ vec2 screenSpace = vec2(2.0 / u_resolution.x, -2.0 / u_resolution.y);
49
+ vec2 outerEdge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
50
+
51
+ vec2 shadowEdge = outerEdge * ((u_shadow.w * 2.0)+ u_shadow.z) + u_shadow.xy;
52
+ vec2 normVertexPos = a_position * u_pixelRatio;
53
+
54
+ vec2 vertexPos = (a_position + outerEdge + shadowEdge) * u_pixelRatio;
55
+ gl_Position = vec4(vertexPos.x * screenSpace.x - 1.0, -sign(screenSpace.y) * (vertexPos.y * -abs(screenSpace.y)) + 1.0, 0.0, 1.0);
56
+
57
+ v_color = a_color;
58
+ v_nodeCoords = a_nodeCoords + (screenSpace + shadowEdge) / (u_dimensions);
59
+ v_textureCoords = a_textureCoords + (screenSpace + shadowEdge) / (u_dimensions);
60
+ }
61
+ `,
62
+ fragment: `
63
+ # ifdef GL_FRAGMENT_PRECISION_HIGH
64
+ precision highp float;
65
+ # else
66
+ precision mediump float;
67
+ # endif
68
+
69
+ uniform vec2 u_resolution;
70
+ uniform float u_pixelRatio;
71
+ uniform float u_alpha;
72
+ uniform vec2 u_dimensions;
73
+ uniform sampler2D u_texture;
74
+
75
+ uniform vec4 u_color;
76
+ uniform vec4 u_shadow;
77
+
78
+ varying vec4 v_color;
79
+ varying vec2 v_textureCoords;
80
+ varying vec2 v_nodeCoords;
81
+
82
+ float box(vec2 p, vec2 s) {
83
+ vec2 q = abs(p) - s;
84
+ return (min(max(q.x, q.y), 0.0) + length(max(q, 0.0))) + 2.0;
85
+ }
86
+
87
+ float shadowBox(vec2 p, vec2 s, float r) {
88
+ vec2 q = abs(p) - s + r;
89
+ float dist = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
90
+ return 1.0 - smoothstep(-u_shadow.w, u_shadow.w + u_shadow.z, dist);
91
+ }
92
+
93
+ void main() {
94
+ vec4 color = texture2D(u_texture, v_textureCoords) * v_color;
95
+ vec2 halfDimensions = (u_dimensions * 0.5);
96
+
97
+ vec2 boxUv = v_nodeCoords.xy * u_dimensions - halfDimensions;
98
+ float boxDist = box(boxUv, halfDimensions);
99
+
100
+ float boxAlpha = 1.0 - smoothstep(0.0, u_pixelRatio, boxDist);
101
+ float shadowDist = shadowBox(boxUv - u_shadow.xy, halfDimensions + u_shadow.w, u_shadow.z);
102
+
103
+ vec4 resColor = vec4(0.0);
104
+ resColor = mix(resColor, u_color, shadowDist);
105
+ resColor = mix(resColor, color, min(color.a, boxAlpha));
106
+ gl_FragColor = resColor * u_alpha;
107
+ }
108
+ `,
109
+ };
110
+ //# sourceMappingURL=Shadow.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Shadow.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/Shadow.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAGH,OAAO,EACL,cAAc,GAEf,MAAM,gCAAgC,CAAC;AAExC,MAAM,CAAC,MAAM,MAAM,GAAiC;IAClD,KAAK,EAAE,cAAc,CAAC,KAAK;IAC3B,MAAM;QACJ,IAAI,CAAC,WAAW,CAAC,SAAS,EAAE,IAAI,CAAC,KAAM,CAAC,KAAK,CAAC,CAAC;QAC/C,IAAI,CAAC,UAAU,CAAC,UAAU,EAAE,IAAI,CAAC,KAAM,CAAC,UAAU,CAAC,CAAC;IACtD,CAAC;IACD,MAAM,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAqCP;IACD,QAAQ,EAAE;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8CT;CACF,CAAC"}
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=Spinner.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Spinner.js","sourceRoot":"","sources":["../../../../../src/core/shaders/webgl/Spinner.ts"],"names":[],"mappings":""}
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+ import { TextRenderers, type FontFamilyMap, type FontLoadOptions, type NormalizedFontMetrics } from './TextRenderer.js';
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+ import type { Stage } from '../Stage.js';
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+ /**
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+ * Check if a font can be rendered
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+ */
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+ export declare const canRenderFont: () => boolean;
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+ /**
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+ * Load a font by providing fontFamily, fontUrl, and optional metrics
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+ */
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+ export declare const loadFont: (stage: Stage, options: FontLoadOptions) => Promise<void>;
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+ /**
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+ * Get the font families map for resolving fonts
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+ */
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+ export declare const getFontFamilies: () => FontFamilyMap;
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+ /**
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+ * Initialize the global font handler
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+ */
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+ export declare const init: () => void;
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+ export declare const type = TextRenderers.canvas;
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+ /**
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+ * Check if a font is already loaded by font family
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+ */
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+ export declare const isFontLoaded: (fontFamily: string) => boolean;
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+ export declare const getFontMetrics: (fontFamily: string) => NormalizedFontMetrics | null;
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+ export declare const setFontMetrics: (fontFamily: string, metrics: NormalizedFontMetrics) => void;
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+ /*
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+ * If not stated otherwise in this file or this component's LICENSE file the
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+ * following copyright and licenses apply:
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+ *
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+ * Copyright 2025 Comcast Cable Communications Management, LLC.
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+ *
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+ * Licensed under the Apache License, Version 2.0 (the License);
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+ * you may not use this file except in compliance with the License.
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+ * You may obtain a copy of the License at
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+ *
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+ * http://www.apache.org/licenses/LICENSE-2.0
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+ *
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+ * Unless required by applicable law or agreed to in writing, software
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+ * distributed under the License is distributed on an "AS IS" BASIS,
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+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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+ * See the License for the specific language governing permissions and
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+ * limitations under the License.
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+ */
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+ import { TextRenderers, } from './TextRenderer.js';
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+ /**
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+ * Global font set regardless of if run in the main thread or a web worker
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+ */
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+ // const globalFontSet: FontFaceSet = (resolvedGlobal.document?.fonts ||
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+ // (resolvedGlobal as unknown as { fonts: FontFaceSet }).fonts) as FontFaceSet;
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+ // Global state variables for fontHandler
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+ const fontFamilies = {};
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+ const loadedFonts = new Set();
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+ const fontLoadPromises = new Map();
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+ const normalizedMetrics = new Map();
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+ let initialized = false;
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+ /**
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+ * Normalize font metrics to be in the range of 0 to 1
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+ */
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+ function normalizeMetrics(metrics) {
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+ return {
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+ ascender: metrics.ascender / metrics.unitsPerEm,
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+ descender: metrics.descender / metrics.unitsPerEm,
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+ lineGap: metrics.lineGap / metrics.unitsPerEm,
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+ };
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+ }
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+ /**
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+ * Check if a font can be rendered
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+ */
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+ export const canRenderFont = () => {
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+ // Canvas can always render any font family (assuming the browser supports it)
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+ return true;
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+ };
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+ /**
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+ * Load a font by providing fontFamily, fontUrl, and optional metrics
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+ */
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+ export const loadFont = async (stage, options) => {
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+ const { fontFamily, fontUrl, metrics } = options;
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+ // If already loaded, return immediately
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+ if (loadedFonts.has(fontFamily) === true) {
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+ return;
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+ }
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+ const existingPromise = fontLoadPromises.get(fontFamily);
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+ // If already loading, return the existing promise
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+ if (existingPromise !== undefined) {
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+ return existingPromise;
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+ }
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+ // Create and store the loading promise
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+ const loadPromise = new FontFace(fontFamily, `url(${fontUrl})`)
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+ .load()
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+ .then(() => {
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+ loadedFonts.add(fontFamily);
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+ fontLoadPromises.delete(fontFamily);
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+ // Store normalized metrics if provided
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+ if (metrics) {
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+ setFontMetrics(fontFamily, normalizeMetrics(metrics));
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+ }
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+ })
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+ .catch((error) => {
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+ fontLoadPromises.delete(fontFamily);
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+ console.error(`Failed to load font: ${fontFamily}`, error);
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+ throw error;
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+ });
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+ fontLoadPromises.set(fontFamily, loadPromise);
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+ return loadPromise;
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+ };
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+ /**
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+ * Get the font families map for resolving fonts
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+ */
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+ export const getFontFamilies = () => {
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+ return fontFamilies;
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+ };
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+ /**
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+ * Initialize the global font handler
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+ */
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+ export const init = () => {
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+ if (initialized === true) {
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+ return;
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+ }
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+ // Register the default 'sans-serif' font face
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+ const defaultMetrics = {
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+ ascender: 0.8,
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+ descender: -0.2,
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+ lineGap: 0.2,
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+ };
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+ setFontMetrics('sans-serif', defaultMetrics);
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+ loadedFonts.add('sans-serif');
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+ initialized = true;
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+ };
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+ export const type = TextRenderers.canvas;
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+ /**
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+ * Check if a font is already loaded by font family
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+ */
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+ export const isFontLoaded = (fontFamily) => {
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+ return loadedFonts.has(fontFamily) || fontFamily === 'sans-serif';
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+ };
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+ export const getFontMetrics = (fontFamily) => {
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+ return normalizedMetrics.get(fontFamily) || null;
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+ };
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+ export const setFontMetrics = (fontFamily, metrics) => {
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+ normalizedMetrics.set(fontFamily, metrics);
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+ };
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+ //# sourceMappingURL=CanvasFontHandler.js.map