Revert "Put back in "Merge pull request #489 from adroitwhiz/touching-white-fixes""
This commit is contained in:
@@ -34,7 +34,7 @@
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"eslint": "^4.6.1",
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"eslint-config-scratch": "^5.0.0",
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"gh-pages": "^1.0.0",
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"jsdoc": "^3.6.0",
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"jsdoc": "^3.5.5",
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"json": "^9.0.4",
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"playwright-chromium": "^1.0.1",
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"scratch-vm": "0.2.0-prerelease.20200622143012",
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@@ -37,10 +37,6 @@ const getLocalPosition = (drawable, vec) => {
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// localPosition matches that transformation.
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localPosition[0] = 0.5 - (((v0 * m[0]) + (v1 * m[4]) + m[12]) / d);
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localPosition[1] = (((v0 * m[1]) + (v1 * m[5]) + m[13]) / d) + 0.5;
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// Fix floating point issues near 0.
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// TODO: Check if this can be removed after render pull 479 is merged
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if (Math.abs(localPosition[0] < 1e-8)) localPosition[0] = 0;
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if (Math.abs(localPosition[1] < 1e-8)) localPosition[1] = 0;
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// Apply texture effect transform if the localPosition is within the drawable's space,
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// and any effects are currently active.
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if (drawable.enabledEffects !== 0 &&
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@@ -732,7 +728,6 @@ class Drawable {
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dst[3] = 0;
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return dst;
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}
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const textColor =
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// commenting out to only use nearest for now
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// drawable.useNearest() ?
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@@ -188,23 +188,9 @@ class RenderWebGL extends EventEmitter {
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/** @type {function} */
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this._exitRegion = null;
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/** @type {object} */
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this._backgroundDrawRegionId = {
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enter: () => this._enterDrawBackground(),
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exit: () => this._exitDrawBackground()
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};
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/** @type {Array.<snapshotCallback>} */
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this._snapshotCallbacks = [];
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/** @type {Array<number>} */
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// Don't set this directly-- use setBackgroundColor so it stays in sync with _backgroundColor3b
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this._backgroundColor4f = [0, 0, 0, 1];
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/** @type {Uint8ClampedArray} */
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// Don't set this directly-- use setBackgroundColor so it stays in sync with _backgroundColor4f
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this._backgroundColor3b = new Uint8ClampedArray(3);
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this._createGeometry();
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this.on(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
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@@ -264,14 +250,7 @@ class RenderWebGL extends EventEmitter {
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* @param {number} blue The blue component for the background.
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*/
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setBackgroundColor (red, green, blue) {
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this._backgroundColor4f[0] = red;
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this._backgroundColor4f[1] = green;
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this._backgroundColor4f[2] = blue;
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this._backgroundColor3b[0] = red * 255;
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this._backgroundColor3b[1] = green * 255;
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this._backgroundColor3b[2] = blue * 255;
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this._backgroundColor = [red, green, blue, 1];
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}
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/**
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@@ -650,7 +629,7 @@ class RenderWebGL extends EventEmitter {
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twgl.bindFramebufferInfo(gl, null);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor.apply(gl, this._backgroundColor4f);
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gl.clearColor.apply(gl, this._backgroundColor);
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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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@@ -766,22 +745,12 @@ class RenderWebGL extends EventEmitter {
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*/
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isTouchingColor (drawableID, color3b, mask3b) {
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const candidates = this._candidatesTouching(drawableID, this._visibleDrawList);
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let bounds;
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if (colorMatches(color3b, this._backgroundColor3b, 0)) {
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// If the color we're checking for is the background color, don't confine the check to
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// candidate drawables' bounds--since the background spans the entire stage, we must check
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// everything that lies inside the drawable.
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bounds = this._touchingBounds(drawableID);
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// e.g. empty costume, or off the stage
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if (bounds === null) return false;
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} else if (candidates.length === 0) {
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// If not checking for the background color, we can return early if there are no candidate drawables.
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if (candidates.length === 0) {
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return false;
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} else {
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bounds = this._candidatesBounds(candidates);
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}
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const bounds = this._candidatesBounds(candidates);
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const maxPixelsForCPU = this._getMaxPixelsForCPU();
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const debugCanvasContext = this._debugCanvas && this._debugCanvas.getContext('2d');
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@@ -842,19 +811,6 @@ class RenderWebGL extends EventEmitter {
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}
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}
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_enterDrawBackground () {
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const gl = this.gl;
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const currentShader = this._shaderManager.getShader(ShaderManager.DRAW_MODE.background, 0);
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gl.disable(gl.BLEND);
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gl.useProgram(currentShader.program);
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twgl.setBuffersAndAttributes(gl, currentShader, this._bufferInfo);
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}
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_exitDrawBackground () {
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const gl = this.gl;
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gl.enable(gl.BLEND);
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}
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_isTouchingColorGpuStart (drawableID, candidateIDs, bounds, color3b, mask3b) {
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this._doExitDrawRegion();
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@@ -866,8 +822,15 @@ class RenderWebGL extends EventEmitter {
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gl.viewport(0, 0, bounds.width, bounds.height);
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const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
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// Clear the query buffer to fully transparent. This will be the color of pixels that fail the stencil test.
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gl.clearColor(0, 0, 0, 0);
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let fillBackgroundColor = this._backgroundColor;
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// When using masking such that the background fill color will showing through, ensure we don't
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// fill using the same color that we are trying to detect!
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if (color3b[0] > 196 && color3b[1] > 196 && color3b[2] > 196) {
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fillBackgroundColor = [0, 0, 0, 255];
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}
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gl.clearColor.apply(gl, fillBackgroundColor);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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let extraUniforms;
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@@ -879,9 +842,6 @@ class RenderWebGL extends EventEmitter {
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}
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try {
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// Using the stencil buffer, mask out the drawing to either the drawable's alpha channel
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// or pixels of the drawable which match the mask color, depending on whether a mask color is given.
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// Masked-out pixels will not be checked.
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gl.enable(gl.STENCIL_TEST);
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gl.stencilFunc(gl.ALWAYS, 1, 1);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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@@ -902,25 +862,12 @@ class RenderWebGL extends EventEmitter {
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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gl.colorMask(true, true, true, true);
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// Draw the background as a quad. Drawing a background with gl.clear will not mask to the stenciled area.
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this.enterDrawRegion(this._backgroundDrawRegionId);
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const uniforms = {
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u_backgroundColor: this._backgroundColor4f
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};
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const currentShader = this._shaderManager.getShader(ShaderManager.DRAW_MODE.background, 0);
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twgl.setUniforms(currentShader, uniforms);
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twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
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// Draw the candidate drawables on top of the background.
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this._drawThese(candidateIDs, ShaderManager.DRAW_MODE.default, projection,
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{idFilterFunc: testID => testID !== drawableID}
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);
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} finally {
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gl.colorMask(true, true, true, true);
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gl.disable(gl.STENCIL_TEST);
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this._doExitDrawRegion();
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}
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}
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@@ -939,8 +886,7 @@ class RenderWebGL extends EventEmitter {
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}
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for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
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// Transparent pixels are masked (either by the drawable's alpha channel or color mask).
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if (pixels[pixelBase + 3] !== 0 && colorMatches(color3b, pixels, pixelBase)) {
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if (colorMatches(color3b, pixels, pixelBase)) {
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return true;
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}
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}
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@@ -1375,7 +1321,7 @@ class RenderWebGL extends EventEmitter {
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gl.viewport(0, 0, bounds.width, bounds.height);
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const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
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gl.clearColor.apply(gl, this._backgroundColor4f);
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gl.clearColor.apply(gl, this._backgroundColor);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, projection);
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@@ -1465,13 +1411,6 @@ class RenderWebGL extends EventEmitter {
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// Update the CPU position data
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drawable.updateCPURenderAttributes();
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const candidateBounds = drawable.getFastBounds();
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// Push bounds out to integers. If a drawable extends out into half a pixel, that half-pixel still
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// needs to be tested. Plus, in some areas we construct another rectangle from the union of these,
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// and iterate over its pixels (width * height). Turns out that doesn't work so well when the
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// width/height aren't integers.
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candidateBounds.snapToInt();
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if (bounds.intersects(candidateBounds)) {
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result.push({
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id,
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@@ -176,12 +176,7 @@ ShaderManager.DRAW_MODE = {
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/**
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* Draw a line with caps.
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*/
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line: 'line',
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/**
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* Draw the background in a certain color. Must sometimes be used instead of gl.clear.
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*/
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background: 'background'
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line: 'line'
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};
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module.exports = ShaderManager;
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@@ -10,11 +10,6 @@
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*/
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let __SilhouetteUpdateCanvas;
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// Optimized Math.min and Math.max for integers;
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// taken from https://web.archive.org/web/20190716181049/http://guihaire.com/code/?p=549
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const intMin = (i, j) => j ^ ((i ^ j) & ((i - j) >> 31));
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const intMax = (i, j) => i ^ ((i ^ j) & ((i - j) >> 31));
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/**
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* Internal helper function (in hopes that compiler can inline). Get a pixel
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* from silhouette data, or 0 if outside it's bounds.
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@@ -45,18 +40,13 @@ const __cornerWork = [
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/**
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* Get the color from a given silhouette at an x/y local texture position.
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* Multiply color values by alpha for proper blending.
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* @param {Silhouette} $0 The silhouette to sample.
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* @param {number} x X position of texture [0, width).
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* @param {number} y Y position of texture [0, height).
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* @param {Silhouette} The silhouette to sample.
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* @param {number} x X position of texture (0-1).
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* @param {number} y Y position of texture (0-1).
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* @param {Uint8ClampedArray} dst A color 4b space.
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* @return {Uint8ClampedArray} The dst vector.
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*/
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const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
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// Clamp coords to edge, matching GL_CLAMP_TO_EDGE.
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// (See github.com/LLK/scratch-render/blob/954cfff02b08069a082cbedd415c1fecd9b1e4fb/src/BitmapSkin.js#L88)
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x = intMax(0, intMin(x, width - 1));
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y = intMax(0, intMin(y, height - 1));
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// 0 if outside bounds, otherwise read from data.
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if (x >= width || y >= height || x < 0 || y < 0) {
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return dst.fill(0);
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@@ -74,17 +64,17 @@ const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, ds
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/**
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* Get the color from a given silhouette at an x/y local texture position.
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* Do not multiply color values by alpha, as it has already been done.
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* @param {Silhouette} $0 The silhouette to sample.
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* @param {number} x X position of texture [0, width).
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* @param {number} y Y position of texture [0, height).
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* @param {Silhouette} The silhouette to sample.
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* @param {number} x X position of texture (0-1).
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* @param {number} y Y position of texture (0-1).
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* @param {Uint8ClampedArray} dst A color 4b space.
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* @return {Uint8ClampedArray} The dst vector.
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*/
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const getPremultipliedColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
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// Clamp coords to edge, matching GL_CLAMP_TO_EDGE.
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x = intMax(0, intMin(x, width - 1));
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y = intMax(0, intMin(y, height - 1));
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// 0 if outside bounds, otherwise read from data.
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if (x >= width || y >= height || x < 0 || y < 0) {
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return dst.fill(0);
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}
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const offset = ((y * width) + x) * 4;
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dst[0] = data[offset];
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dst[1] = data[offset + 1];
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@@ -39,15 +39,9 @@ uniform float u_lineThickness;
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uniform float u_lineLength;
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#endif // DRAW_MODE_line
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#ifdef DRAW_MODE_background
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uniform vec4 u_backgroundColor;
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#endif // DRAW_MODE_background
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uniform sampler2D u_skin;
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#ifndef DRAW_MODE_background
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varying vec2 v_texCoord;
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#endif
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// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
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// Smaller values can cause problems on some mobile devices.
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@@ -115,7 +109,7 @@ const vec2 kCenter = vec2(0.5, 0.5);
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void main()
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{
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#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
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#ifndef DRAW_MODE_line
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vec2 texcoord0 = v_texCoord;
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#ifdef ENABLE_mosaic
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@@ -221,9 +215,7 @@ void main()
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gl_FragColor.rgb /= gl_FragColor.a + epsilon;
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#endif
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#endif // !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
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#ifdef DRAW_MODE_line
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#else // DRAW_MODE_line
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// Maaaaagic antialiased-line-with-round-caps shader.
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// "along-the-lineness". This increases parallel to the line.
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@@ -242,8 +234,4 @@ void main()
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// the closer we are to the line, invert it.
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gl_FragColor = u_lineColor * clamp(1.0 - line, 0.0, 1.0);
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#endif // DRAW_MODE_line
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#ifdef DRAW_MODE_background
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gl_FragColor = u_backgroundColor;
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#endif
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}
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@@ -14,7 +14,7 @@ uniform vec4 u_penPoints;
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const float epsilon = 1e-3;
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#endif
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#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
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#ifndef DRAW_MODE_line
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uniform mat4 u_projectionMatrix;
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uniform mat4 u_modelMatrix;
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attribute vec2 a_texCoord;
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@@ -66,8 +66,6 @@ void main() {
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// 4. Apply view transform
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position *= 2.0 / u_stageSize;
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gl_Position = vec4(position, 0, 1);
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#elif defined(DRAW_MODE_background)
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gl_Position = vec4(a_position * 2.0, 0, 1);
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#else
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gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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Block a user