2017-04-30 17:07:19 +02:00

291 lines
10 KiB
JavaScript

"use strict";
import React from "react";
import PropTypes from "prop-types";
import { View, Platform, requireNativeComponent } from "react-native";
// A component that acts as an OpenGL render target.
export default class EXGLView extends React.Component {
static propTypes = {
// Called when the OpenGL context is created, with the context object as a
// parameter. The context object has an API mirroring WebGL"s
// WebGLRenderingContext.
onContextCreate: PropTypes.func,
// [iOS only] Number of samples for Apple"s built-in multisampling.
msaaSamples: PropTypes.number,
...View.propTypes,
};
static defaultProps = {
msaaSamples: 4,
};
render() {
const { onContextCreate, msaaSamples, ...viewProps } = this.props;
// NOTE: Removing `backgroundColor: "transparent"` causes a performance
// regression. Not sure why yet...
return (
<View {...viewProps}>
<EXGLView.NativeView
style={{ flex: 1, backgroundColor: "transparent" }}
onSurfaceCreate={this._onSurfaceCreate}
msaaSamples={Platform.OS === "ios" ? msaaSamples : undefined}
/>
</View>
);
}
_onSurfaceCreate = ({ nativeEvent: { exglCtxId } }) => {
const gl = getGl(exglCtxId);
if (this.props.onContextCreate) {
this.props.onContextCreate(gl);
}
};
static NativeView = requireNativeComponent("EXGLView", EXGLView, {
nativeOnly: { onSurfaceCreate: true },
});
}
// JavaScript WebGL types to wrap around native objects
class WebGLRenderingContext {}
class WebGLObject {
constructor(id) {
this.id = id; // Native GL object id
}
toString() {
return `[WebGLObject ${this.id}]`;
}
}
class WebGLBuffer extends WebGLObject {}
class WebGLFramebuffer extends WebGLObject {}
class WebGLProgram extends WebGLObject {}
class WebGLRenderbuffer extends WebGLObject {}
class WebGLShader extends WebGLObject {}
class WebGLTexture extends WebGLObject {}
global.WebGLRenderingContext = WebGLRenderingContext;
global.WebGLObject = WebGLObject;
global.WebGLBuffer = WebGLBuffer;
global.WebGLFramebuffer = WebGLFramebuffer;
global.WebGLProgram = WebGLProgram;
global.WebGLRenderbuffer = WebGLRenderbuffer;
global.WebGLShader = WebGLShader;
global.WebGLTexture = WebGLTexture;
const idToObject = {};
const wrapObject = (type, id) => {
const found = idToObject[id];
if (found) {
return found;
}
return (idToObject[id] = new type(id));
};
class WebGLUniformLocation {
constructor(id) {
this.id = id; // Native GL object id
}
}
global.WebGLUniformLocation = WebGLUniformLocation;
class WebGLActiveInfo {
constructor(obj) {
Object.assign(this, obj);
}
}
global.WebGLActiveInfo = WebGLActiveInfo;
class WebGLShaderPrecisionFormat {
constructor(obj) {
Object.assign(this, obj);
}
}
global.WebGLShaderPrecisionFormat = WebGLShaderPrecisionFormat;
// Many functions need wrapping/unwrapping of arguments and return value. We
// handle each case specifically so we can write the tightest code for
// better performance.
const wrapMethods = gl => {
const wrap = (methodNames, wrapper) =>
(Array.isArray(methodNames) ? methodNames : [methodNames]).forEach(
methodName => (gl[methodName] = wrapper(gl[methodName]))
);
// We can be slow in `gl.getParameter(...)` since it"s a blocking call anyways
const getParameterTypes = {
[gl.ARRAY_BUFFER_BINDING]: WebGLBuffer,
[gl.ELEMENT_ARRAY_BUFFER_BINDING]: WebGLBuffer,
[gl.CURRENT_PROGRAM]: WebGLProgram,
[gl.FRAMEBUFFER_BINDING]: WebGLFramebuffer,
[gl.RENDERBUFFER_BINDING]: WebGLRenderbuffer,
[gl.TEXTURE_BINDING_2D]: WebGLTexture,
[gl.TEXTURE_BINDING_CUBE_MAP]: WebGLTexture,
};
wrap("getParameter", orig => pname => {
let ret = orig.call(gl, pname);
if (pname === gl.VERSION) {
// Wrap native version name
ret = `WebGL 1.0 (gl-react-native,${Platform.OS}) (${ret})`;
}
const type = getParameterTypes[pname];
return type ? wrapObject(type, ret) : ret;
});
// Buffers
wrap("bindBuffer", orig => (target, buffer) =>
orig.call(gl, target, buffer && buffer.id));
wrap("createBuffer", orig => () => wrapObject(WebGLBuffer, orig.call(gl)));
wrap("deleteBuffer", orig => buffer => orig.call(gl, buffer && buffer.id));
wrap("isBuffer", orig => buffer =>
buffer instanceof WebGLBuffer && orig.call(gl, buffer.id));
// Framebuffers
wrap("bindFramebuffer", orig => (target, framebuffer) =>
orig.call(gl, target, framebuffer && framebuffer.id));
wrap("createFramebuffer", orig => () =>
wrapObject(WebGLFramebuffer, orig.call(gl)));
wrap("deleteFramebuffer", orig => framebuffer =>
orig.call(gl, framebuffer && framebuffer.id));
wrap("framebufferRenderbuffer", orig => (target, attachment, rbtarget, rb) =>
orig.call(gl, target, attachment, rbtarget, rb && rb.id));
wrap("framebufferTexture2D", orig => (
target,
attachment,
textarget,
tex,
level
) => orig.call(gl, target, attachment, textarget, tex && tex.id, level));
wrap("isFramebuffer", orig => framebuffer =>
framebuffer instanceof WebGLFramebuffer && orig.call(gl, framebuffer.id));
// Renderbuffers
wrap("bindRenderbuffer", orig => (target, renderbuffer) =>
orig.call(gl, target, renderbuffer && renderbuffer.id));
wrap("createRenderbuffer", orig => () =>
wrapObject(WebGLRenderbuffer, orig.call(gl)));
wrap("deleteRenderbuffer", orig => renderbuffer =>
orig.call(gl, renderbuffer && renderbuffer.id));
wrap("isRenderbuffer", orig => renderbuffer =>
renderbuffer instanceof WebGLRenderbuffer &&
orig.call(gl, renderbuffer.id));
// Textures
wrap("bindTexture", orig => (target, texture) =>
orig.call(gl, target, texture && texture.id));
wrap("createTexture", orig => () => wrapObject(WebGLTexture, orig.call(gl)));
wrap("deleteTexture", orig => texture =>
orig.call(gl, texture && texture.id));
wrap("isTexture", orig => texture =>
texture instanceof WebGLTexture && orig.call(gl, texture.id));
// Programs and shaders
wrap("attachShader", orig => (program, shader) =>
orig.call(gl, program && program.id, shader && shader.id));
wrap("bindAttribLocation", orig => (program, index, name) =>
orig.call(gl, program && program.id, index, name));
wrap("compileShader", orig => shader => orig.call(gl, shader && shader.id));
wrap("createProgram", orig => () => wrapObject(WebGLProgram, orig.call(gl)));
wrap("createShader", orig => type =>
wrapObject(WebGLShader, orig.call(gl, type)));
wrap("deleteProgram", orig => program =>
orig.call(gl, program && program.id));
wrap("deleteShader", orig => shader => orig.call(gl, shader && shader.id));
wrap("detachShader", orig => (program, shader) =>
orig.call(gl, program && program.id, shader && shader.id));
wrap("getAttachedShaders", orig => program =>
orig
.call(gl, program && program.id)
.map(id => wrapObject(WebGLShader, id)));
wrap("getProgramParameter", orig => (program, pname) =>
orig.call(gl, program && program.id, pname));
wrap("getProgramInfoLog", orig => program =>
orig.call(gl, program && program.id));
wrap("getShaderParameter", orig => (shader, pname) =>
orig.call(gl, shader && shader.id, pname));
wrap("getShaderPrecisionFormat", orig => (shadertype, precisiontype) =>
new WebGLShaderPrecisionFormat(orig.call(gl, shadertype, precisiontype)));
wrap("getShaderInfoLog", orig => shader =>
orig.call(gl, shader && shader.id));
wrap("getShaderSource", orig => shader => orig.call(gl, shader && shader.id));
wrap("linkProgram", orig => program => orig.call(gl, program && program.id));
wrap("shaderSource", orig => (shader, source) =>
orig.call(gl, shader && shader.id, source));
wrap("useProgram", orig => program => orig.call(gl, program && program.id));
wrap("validateProgram", orig => program =>
orig.call(gl, program && program.id));
wrap("isShader", orig => shader =>
shader instanceof WebGLShader && orig.call(gl, shader.id));
wrap("isProgram", orig => program =>
program instanceof WebGLProgram && orig.call(gl, program.id));
// Uniforms and attributes
wrap("getActiveAttrib", orig => (program, index) =>
new WebGLActiveInfo(orig.call(gl, program && program.id, index)));
wrap("getActiveUniform", orig => (program, index) =>
new WebGLActiveInfo(orig.call(gl, program && program.id, index)));
wrap("getAttribLocation", orig => (program, name) =>
orig.call(gl, program && program.id, name));
wrap("getUniform", orig => (program, location) =>
orig.call(gl, program && program.id, location && location.id));
wrap("getUniformLocation", orig => (program, name) =>
new WebGLUniformLocation(orig.call(gl, program && program.id, name)));
wrap(["uniform1f", "uniform1i"], orig => (loc, x) =>
orig.call(gl, loc && loc.id, x));
wrap(["uniform2f", "uniform2i"], orig => (loc, x, y) =>
orig.call(gl, loc && loc.id, x, y));
wrap(["uniform3f", "uniform3i"], orig => (loc, x, y, z) =>
orig.call(gl, loc && loc.id, x, y, z));
wrap(["uniform4f", "uniform4i"], orig => (loc, x, y, z, w) =>
orig.call(gl, loc && loc.id, x, y, z, w));
wrap(["uniform1fv", "uniform2fv", "uniform3fv", "uniform4fv"], orig => (
loc,
val
) => orig.call(gl, loc && loc.id, new Float32Array(val)));
wrap(["uniform1iv", "uniform2iv", "uniform3iv", "uniform4iv"], orig => (
loc,
val
) => orig.call(gl, loc && loc.id, new Int32Array(val)));
wrap(["uniformMatrix2fv", "uniformMatrix3fv", "uniformMatrix4fv"], orig => (
loc,
transpose,
val
) => orig.call(gl, loc && loc.id, transpose, new Float32Array(val)));
wrap(
[
"vertexAttrib1fv",
"vertexAttrib2fv",
"vertexAttrib3fv",
"vertexAttrib4fv",
],
orig => (index, val) => orig.call(gl, index, new Float32Array(val))
);
};
// Get the GL interface from an EXGLContextID and do JS-side setup
const getGl = exglCtxId => {
if (!global.__EXGLContexts) {
console.warn(
"gl-react-native will renders black if it runs outside JavaScriptCore. " +
"For instance, it won't work with Chrome JS Debugging."
);
return null;
}
const gl = global.__EXGLContexts[exglCtxId];
delete global.__EXGLContexts[exglCtxId];
if (Object.setPrototypeOf) {
Object.setPrototypeOf(gl, global.WebGLRenderingContext.prototype);
} else {
gl.__proto__ = global.WebGLRenderingContext.prototype;
}
wrapMethods(gl);
gl.canvas = null;
const viewport = gl.getParameter(gl.VIEWPORT);
gl.drawingBufferWidth = viewport[2];
gl.drawingBufferHeight = viewport[3];
return gl;
};