Merge pull request #621 from adroitwhiz/stamp-pen-layer-scale
Take render target dimensions into account when drawing
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commit
01a4057fe3
@ -653,7 +653,10 @@ class RenderWebGL extends EventEmitter {
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gl.clearColor(...this._backgroundColor4f);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection, {
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framebufferWidth: gl.canvas.width,
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framebufferHeight: gl.canvas.height
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});
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if (this._snapshotCallbacks.length > 0) {
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const snapshot = gl.canvas.toDataURL();
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this._snapshotCallbacks.forEach(cb => cb(snapshot));
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@ -1209,9 +1212,15 @@ class RenderWebGL extends EventEmitter {
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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// Don't apply the ghost effect. TODO: is this an intentional design decision?
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this._drawThese([drawableID], ShaderManager.DRAW_MODE.straightAlpha, projection,
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{effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask});
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{
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// Don't apply the ghost effect. TODO: is this an intentional design decision?
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effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask,
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// We're doing this in screen-space, so the framebuffer dimensions should be those of the canvas in
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// screen-space. This is used to ensure SVG skins are rendered at the proper resolution.
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framebufferWidth: canvas.width,
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framebufferHeight: canvas.height
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});
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const data = new Uint8Array(Math.floor(clampedWidth * clampedHeight * 4));
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gl.readPixels(0, 0, clampedWidth, clampedHeight, gl.RGBA, gl.UNSIGNED_BYTE, data);
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@ -1713,18 +1722,6 @@ class RenderWebGL extends EventEmitter {
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this._regionId = null;
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}
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/**
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* Get the screen-space scale of a drawable, as percentages of the drawable's "normal" size.
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* @param {Drawable} drawable The drawable whose screen-space scale we're fetching.
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* @returns {Array<number>} The screen-space X and Y dimensions of the drawable's scale, as percentages.
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*/
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_getDrawableScreenSpaceScale (drawable) {
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return [
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drawable.scale[0] * this._gl.canvas.width / this._nativeSize[0],
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drawable.scale[1] * this._gl.canvas.height / this._nativeSize[1]
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];
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}
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/**
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* Draw a set of Drawables, by drawable ID
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* @param {Array<int>} drawables The Drawable IDs to draw, possibly this._drawList.
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@ -1735,6 +1732,8 @@ class RenderWebGL extends EventEmitter {
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* @param {object.<string,*>} opts.extraUniforms Extra uniforms for the shaders.
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* @param {int} opts.effectMask Bitmask for effects to allow
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* @param {boolean} opts.ignoreVisibility Draw all, despite visibility (e.g. stamping, touching color)
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* @param {int} opts.framebufferWidth The width of the framebuffer being drawn onto. Defaults to "native" width
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* @param {int} opts.framebufferHeight The height of the framebuffer being drawn onto. Defaults to "native" height
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* @private
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*/
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_drawThese (drawables, drawMode, projection, opts = {}) {
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@ -1742,6 +1741,11 @@ class RenderWebGL extends EventEmitter {
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const gl = this._gl;
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let currentShader = null;
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const framebufferSpaceScaleDiffers = (
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'framebufferWidth' in opts && 'framebufferHeight' in opts &&
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opts.framebufferWidth !== this._nativeSize[0] && opts.framebufferHeight !== this._nativeSize[1]
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);
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const numDrawables = drawables.length;
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for (let drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
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const drawableID = drawables[drawableIndex];
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@ -1756,8 +1760,13 @@ class RenderWebGL extends EventEmitter {
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// the ignoreVisibility flag is used (e.g. for stamping or touchingColor).
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if (!drawable.getVisible() && !opts.ignoreVisibility) continue;
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// Combine drawable scale with the native vs. backing pixel ratio
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const drawableScale = this._getDrawableScreenSpaceScale(drawable);
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// drawableScale is the "framebuffer-pixel-space" scale of the drawable, as percentages of the drawable's
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// "native size" (so 100 = same as skin's "native size", 200 = twice "native size").
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// If the framebuffer dimensions are the same as the stage's "native" size, there's no need to calculate it.
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const drawableScale = framebufferSpaceScaleDiffers ? [
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drawable.scale[0] * opts.framebufferWidth / this._nativeSize[0],
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drawable.scale[1] * opts.framebufferHeight / this._nativeSize[1]
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] : drawable.scale;
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// If the skin or texture isn't ready yet, skip it.
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if (!drawable.skin || !drawable.skin.getTexture(drawableScale)) continue;
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