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f5cd625be8
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6
Makefile
6
Makefile
@ -1,5 +1,6 @@
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ESLINT=./node_modules/.bin/eslint
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WEBPACK=./node_modules/.bin/webpack --progress --colors
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WEBPACK_DEV_SERVER=./node_modules/.bin/webpack-dev-server
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# ------------------------------------------------------------------------------
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@ -9,6 +10,9 @@ build:
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watch:
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$(WEBPACK) --watch --watch-poll
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serve:
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$(WEBPACK_DEV_SERVER) --host 0.0.0.0 --content-base ./
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# ------------------------------------------------------------------------------
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lint:
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@ -21,4 +25,4 @@ test:
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# ------------------------------------------------------------------------------
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.PHONY: build watch lint test
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.PHONY: build watch serve lint test
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7
index.html
Normal file
7
index.html
Normal file
@ -0,0 +1,7 @@
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<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="refresh" content="0; URL='/playground'" />
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<title>Redirect to playground</title>
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</head>
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</html>
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@ -27,6 +27,8 @@
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"eslint": "2.7.0",
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"json-loader": "0.5.4",
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"raw-loader": "0.5.1",
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"webpack": "1.13.0"
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"tap": "5.7.1",
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"webpack": "1.13.0",
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"webpack-dev-server": "1.14.1"
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}
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}
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@ -1,89 +1,88 @@
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Scratch WebGL rendering demo</title>
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</head>
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<head>
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<meta charset="UTF-8">
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<title>Scratch WebGL rendering demo</title>
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</head>
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<body style="background: lightsteelblue">
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<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
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<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
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<p>
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<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
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</p>
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<p>
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Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
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Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
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</p>
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<script src="../render.js"></script>
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<script>
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var canvas = document.getElementById('scratch-stage');
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var renderer = new RenderWebGLLocal(canvas);
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<body style="background: lightsteelblue">
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<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
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<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
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var fudgeInput = document.getElementById('fudge');
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function onFudgeMinChanged(newValue) {
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fudgeInput.min = newValue;
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}
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function onFudgeMaxChanged(newValue) {
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fudgeInput.max = newValue;
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}
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function onFudgeChanged(newValue) {
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demoWorker.postMessage({fudge: newValue});
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}
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<p>
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<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
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</p>
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<p>
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Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
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Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
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</p>
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// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
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function getMousePos(event, element) {
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var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
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var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
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var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
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var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
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<script src="../render.js"></script>
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<script>
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var canvas = document.getElementById('scratch-stage');
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var renderer = new RenderWebGLLocal(canvas);
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// Some pages have fixed-position bars at the top or left of the page
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// They will mess up mouse coordinates and this fixes that
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var html = document.body.parentNode;
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var htmlTop = html.offsetTop;
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var htmlLeft = html.offsetLeft;
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var fudgeInput = document.getElementById('fudge');
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function onFudgeMinChanged(newValue) {
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fudgeInput.min = newValue;
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}
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function onFudgeMaxChanged(newValue) {
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fudgeInput.max = newValue;
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}
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function onFudgeChanged(newValue) {
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demoWorker.postMessage({fudge: newValue});
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}
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// Compute the total offset. It's possible to cache this if you want
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var offsetX = 0, offsetY = 0;
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if (element.offsetParent !== undefined) {
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do {
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offsetX += element.offsetLeft;
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offsetY += element.offsetTop;
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} while ((element = element.offsetParent));
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}
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// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
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function getMousePos(event, element) {
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var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
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var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
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var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
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var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
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// Add padding and border style widths to offset
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// Also add the <html> offsets in case there's a position:fixed bar
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// This part is not strictly necessary, it depends on your styling
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offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
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offsetY += stylePaddingTop + styleBorderTop + htmlTop;
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// Some pages have fixed-position bars at the top or left of the page
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// They will mess up mouse coordinates and this fixes that
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var html = document.body.parentNode;
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var htmlTop = html.offsetTop;
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var htmlLeft = html.offsetLeft;
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// We return a simple javascript object with x and y defined
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return {
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x: event.pageX - offsetX,
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y: event.pageY - offsetY
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};
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}
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// Compute the total offset. It's possible to cache this if you want
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var offsetX = 0, offsetY = 0;
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if (element.offsetParent !== undefined) {
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do {
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offsetX += element.offsetLeft;
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offsetY += element.offsetTop;
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} while ((element = element.offsetParent));
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}
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canvas.onclick = function(event) {
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var mousePos = getMousePos(event, canvas);
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var pickPromise = renderer.pick(mousePos.x, mousePos.y);
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pickPromise.then(function(pickID) {
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console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
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});
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};
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// Add padding and border style widths to offset
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// Also add the <html> offsets in case there's a position:fixed bar
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// This part is not strictly necessary, it depends on your styling
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offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
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offsetY += stylePaddingTop + styleBorderTop + htmlTop;
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function drawStep() {
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renderer.draw();
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requestAnimationFrame(drawStep);
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}
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drawStep();
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// We return a simple javascript object with x and y defined
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return {
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x: event.pageX - offsetX,
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y: event.pageY - offsetY
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};
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}
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renderer.setDebugCanvas(document.getElementById('debug-canvas'));
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canvas.onclick = function(event) {
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var mousePos = getMousePos(event, canvas);
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var pickID = renderer.pick(mousePos.x, mousePos.y);
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console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
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};
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function drawStep() {
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renderer.draw();
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requestAnimationFrame(drawStep);
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}
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drawStep();
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renderer.setDebugCanvas(document.getElementById('debug-canvas'));
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var demoWorker = new Worker('worker.js');
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renderer.connectWorker(demoWorker);
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</script>
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</body>
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var demoWorker = new Worker('worker.js');
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renderer.connectWorker(demoWorker);
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</script>
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</body>
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</html>
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drawableID = id;
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renderer.updateDrawableProperties(drawableID, {
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position: [0, 0],
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scale: 100,
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scale: [100, 100],
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direction: 90
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});
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});
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var props = {};
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//props.position = [posX, posY];
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props.direction = fudge;
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//props.direction = fudge;
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//props.pixelate = fudge;
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//props.scale = 100;
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props.scale = [fudge, 100];
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renderer.updateDrawableProperties(drawableID, props);
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}
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}
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this._position = twgl.v3.create(0, 0);
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this._scale = 100;
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this._scale = twgl.v3.create(100, 100);
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this._direction = 90;
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this._transformDirty = true;
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this._visible = true;
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this._effectBits = 0;
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// Create a transparent 1x1 texture for temporary use
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return this._uniforms;
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};
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/**
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* Retrieve whether this Drawable is visible.
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* @returns {boolean}
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*/
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Drawable.prototype.getVisible = function () {
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return this._visible;
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};
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/**
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* Update the position, direction, scale, or effect properties of this Drawable.
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* @param {Object.<string,*>} properties The new property values to set.
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@ -312,10 +321,16 @@ Drawable.prototype.updateProperties = function (properties) {
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this._direction = properties.direction;
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dirty = true;
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}
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if ('scale' in properties && this._scale != properties.scale) {
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this._scale = properties.scale;
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if ('scale' in properties && (
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this._scale[0] != properties.scale[0] ||
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this._scale[1] != properties.scale[1])) {
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this._scale[0] = properties.scale[0];
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this._scale[1] = properties.scale[1];
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dirty = true;
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}
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if ('visible' in properties) {
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this._visible = properties.visible;
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}
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if (dirty) {
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this.setTransformDirty();
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}
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@ -369,9 +384,9 @@ Drawable.prototype._calculateTransform = function () {
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var rotation = (270 - this._direction) * Math.PI / 180;
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twgl.m4.rotateZ(modelMatrix, rotation, modelMatrix);
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var scaledSize = twgl.v3.mulScalar(
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this._uniforms.u_skinSize, this._scale / 100);
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scaledSize[2] = 0; // was NaN because u_skinSize has only 2 components
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var scaledSize = twgl.v3.divScalar(twgl.v3.multiply(
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this._uniforms.u_skinSize, this._scale), 100);
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scaledSize[3] = 0; // was NaN because the vectors have only 2 components.
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twgl.m4.scale(modelMatrix, scaledSize, modelMatrix);
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this._transformDirty = false;
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var drawable = Drawable.getDrawableByID(drawableID);
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// TODO: check if drawable is inside the viewport before anything else
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// Hidden drawables (e.g., by a "hide" block) are never drawn.
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if (!drawable.getVisible()) continue;
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var effectBits = drawable.getEnabledEffects();
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var newShader = this._shaderManager.getShader(drawMode, effectBits);
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if (currentShader != newShader) {
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