Draw a squirrel

This change introduces the Drawable class, which corresponds to a
Scratch sprite or clone. It supports setting its "skin" (corresponding
to a Scratch costume) by md5+extension, but currently only supports
bitmap skins. Drawables can be created, destroyed, and otherwise
manipulated by ID through the renderer.
This commit is contained in:
Christopher Willis-Ford
2016-05-17 13:52:37 -07:00
parent 60931611d4
commit dbe3f1370b
5 changed files with 268 additions and 37 deletions

View File

@@ -11,11 +11,23 @@
<script>
var canvas = document.getElementById('scratch-stage');
var renderer = new RenderWebGL(canvas);
var drawableID = renderer.createDrawable();
function step() {
function drawStep() {
renderer.draw();
requestAnimationFrame(step);
requestAnimationFrame(drawStep);
}
step();
var direction = 90;
var posX = 0;
var posY = 0;
var scale = 100;
function thinkStep() {
direction += 0.1;
renderer.setDrawablePosition(drawableID, posX, posY);
renderer.setDrawableDirection(drawableID, direction);
renderer.setDrawableScale(drawableID, scale);
}
drawStep();
setInterval(thinkStep, 1/60);
</script>
</html>

150
src/Drawable.js Normal file
View File

@@ -0,0 +1,150 @@
var twgl = require('twgl.js');
function Drawable(renderer, gl) {
this._id = Drawable._nextDrawable++;
Drawable._allDrawables[this._id] = this;
this._renderer = renderer;
this._gl = gl;
// TODO: double-buffer uniforms
this._uniforms = {
u_texture: null,
u_mvp: twgl.m4.identity(),
u_brightness_shift: 0,
u_hue_shift: 0,
u_whirl_radians: 0
};
this._position = twgl.v3.create(0, 0);
this._scale = 100;
this._direction = 90;
this._dimensions = twgl.v3.create(0, 0);
this._transformDirty = true;
this._costumeResolution = 2; // TODO: only for bitmaps
this.setSkin(this._DEFAULT_SKIN);
}
module.exports = Drawable;
/**
* The ID to be assigned next time the Drawable constructor is called.
* @type {number}
* @private
*/
Drawable._nextDrawable = 0;
/**
* All current Drawables, by ID.
* @type {Object.<int, Drawable>}
* @private
*/
Drawable._allDrawables = {};
/**
* Fetch a Drawable by its ID number.
* @param drawableID {int} The ID of the Drawable to fetch.
* @returns {?Drawable} The specified Drawable if found, otherwise null.
*/
Drawable.getDrawableByID = function (drawableID) {
return Drawable._allDrawables[drawableID];
};
Drawable.dirtyAllTransforms = function () {
for (var drawableID in Drawable._allDrawables) {
if (Drawable._allDrawables.hasOwnProperty(drawableID)) {
var drawable = Drawable._allDrawables[drawableID];
drawable.setTransformDirty();
}
}
};
// TODO: fall back on a built-in skin to protect against network problems
Drawable.prototype._DEFAULT_SKIN = {
squirrel: '7e24c99c1b853e52f8e7f9004416fa34.png',
bus: '66895930177178ea01d9e610917f8acf.png'
}.squirrel;
Drawable.prototype.dispose = function () {
this.setSkin(null);
if (this._id >= 0) {
delete Drawable[this._id];
}
};
Drawable.prototype.setTransformDirty = function () {
this._transformDirty = true;
};
Drawable.prototype.getID = function () {
return this._id;
};
Drawable.prototype.setSkin = function (skin_md5ext) {
// TODO: share Skins across Drawables - see also destroy()
if (this._uniforms.u_texture) {
this._gl.deleteTexture(this._uniforms);
}
if (skin_md5ext) {
var url =
'https://cdn.assets.scratch.mit.edu/internalapi/asset/' +
skin_md5ext +
'/get/';
var instance = this;
this._uniforms.u_texture =
twgl.createTexture(this._gl, {
auto: true,
src: url
}, function (err, texture, source) {
if (!err) {
instance._dimensions[0] = source.width;
instance._dimensions[1] = source.height;
instance.setTransformDirty();
}
});
}
else {
this._uniforms.u_texture = null;
}
};
Drawable.prototype.getUniforms = function () {
if (this._transformDirty) {
this._calculateTransform();
}
return this._uniforms;
};
Drawable.prototype.setPosition = function (x, y) {
if (this._position[0] != x || this._position[1] != y) {
this._position[0] = x;
this._position[1] = y;
this.setTransformDirty();
}
};
Drawable.prototype.setDirection = function (directionDegrees) {
if (this._direction != directionDegrees) {
this._direction = directionDegrees;
this.setTransformDirty();
}
};
Drawable.prototype.setScale = function (scalePercent) {
if(this._scale != scalePercent) {
this._scale = scalePercent;
this.setTransformDirty();
}
};
Drawable.prototype._calculateTransform = function () {
var rotation = (270 - this._direction) * Math.PI / 180;
var scale = this._scale / 100 / this._costumeResolution;
var projection = this._renderer.getProjectionMatrix();
var mvp = this._uniforms.u_mvp;
twgl.m4.translate(projection, this._position, mvp);
twgl.m4.rotateZ(mvp, rotation, mvp);
twgl.m4.scale(mvp, twgl.v3.mulScalar(this._dimensions, scale), mvp);
this._transformDirty = false;
};

View File

@@ -2,6 +2,8 @@ var EventEmitter = require('events');
var twgl = require('twgl.js');
var util = require('util');
var Drawable = require('./drawable');
/**
* Create a renderer for drawing Scratch sprites to a canvas using WebGL.
* Optionally, specify the logical and/or physical size of the Scratch stage.
@@ -24,9 +26,12 @@ function RenderWebGL(
// Bind event emitter and runtime to VM instance
EventEmitter.call(this);
// TODO: remove?
twgl.setDefaults({crossOrigin: true});
this._gl = twgl.getWebGLContext(canvas);
this._drawables = {};
this._uniforms = {};
this._drawables = [];
this._projection = twgl.m4.identity();
this._createPrograms();
this._createGeometry();
@@ -61,8 +66,8 @@ RenderWebGL.prototype.setStageSize = function (xLeft, xRight, yBottom, yTop) {
this._xRight = xRight;
this._yBottom = yBottom;
this._yTop = yTop;
this._uniforms.u_projection =
twgl.m4.ortho(xLeft, xRight, yBottom, yTop, -1, 1);
this._projection = twgl.m4.ortho(xLeft, xRight, yBottom, yTop, -1, 1);
Drawable.dirtyAllTransforms();
};
/**
@@ -87,18 +92,70 @@ RenderWebGL.prototype.draw = function () {
gl.clearColor(1, 0, 1, 1);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.useProgram(this._programInfo.program);
twgl.setBuffersAndAttributes(gl, this._programInfo, this._bufferInfo);
twgl.setUniforms(this._programInfo, this._uniforms);
for (var id in this._drawables) {
if (this._drawables.hasOwnProperty(id)) {
var drawable = this._drawables[id];
twgl.setUniforms(this._programInfo, drawable);
var numDrawables = this._drawables.length;
for (var drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
var drawableID = this._drawables[drawableIndex];
var drawable = Drawable.getDrawableByID(drawableID);
twgl.setUniforms(this._programInfo, drawable.getUniforms());
twgl.drawBufferInfo(gl, gl.TRIANGLES, this._bufferInfo);
}
};
/**
* Create a new Drawable and add it to the scene.
* @returns {int} The ID of the new Drawable.
*/
RenderWebGL.prototype.createDrawable = function () {
var drawable = new Drawable(this, this._gl);
var drawableID = drawable.getID();
this._drawables.push(drawableID);
return drawableID;
};
/**
* Destroy a Drawable, removing it from the scene.
* @param {int} drawableID The ID of the Drawable to remove.
* @returns {boolean} True iff the drawable was found and removed.
*/
RenderWebGL.prototype.destroyDrawable = function (drawableID) {
var index = this._drawables.indexOf(drawableID);
if (index >= 0) {
Drawable.getDrawableByID(drawableID).dispose();
this._drawables.splice(index, 1);
return true;
}
return false;
};
RenderWebGL.prototype.setDrawablePosition = function (drawableID, x, y) {
var drawable = Drawable.getDrawableByID(drawableID);
if (drawable) {
drawable.setPosition(x, y);
}
};
RenderWebGL.prototype.setDrawableDirection = function (drawableID, directionDegrees) {
var drawable = Drawable.getDrawableByID(drawableID);
if (drawable) {
drawable.setDirection(directionDegrees);
}
};
RenderWebGL.prototype.setDrawableScale = function (drawableID, scalePercent) {
var drawable = Drawable.getDrawableByID(drawableID);
if (drawable) {
drawable.setScale(scalePercent);
}
};
RenderWebGL.prototype.getProjectionMatrix = function () {
return this._projection;
};
/**
@@ -118,14 +175,28 @@ RenderWebGL.prototype._createPrograms = function () {
*/
RenderWebGL.prototype._createGeometry = function () {
var quad = {
position: [
-0.5, -0.5, 0,
0.5, -0.5, 0,
-0.5, 0.5, 0,
-0.5, 0.5, 0,
0.5, -0.5, 0,
0.5, 0.5, 0
a_position: {
numComponents: 2,
data: [
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5,
-0.5, 0.5,
0.5, -0.5,
0.5, 0.5
]
},
a_texCoord: {
numComponents: 2,
data: [
1, 0,
0, 0,
1, 1,
1, 1,
0, 0,
0, 1
]
}
};
this._bufferInfo = twgl.createBufferInfoFromArrays(this._gl, quad);
};

View File

@@ -1,13 +1,12 @@
precision mediump float;
uniform sampler2D u_image;
varying vec2 v_texCoord;
uniform float u_hue_shift;
uniform sampler2D u_skin;
uniform float u_brightness_shift;
uniform float u_hue_shift;
uniform float u_whirl_radians;
varying vec2 v_texCoord;
vec3 convertRGB2HSV(vec3 rgb)
{
float maxRGB = max(max(rgb.r, rgb.g), rgb.b);
@@ -98,7 +97,7 @@ void main()
}
}
gl_FragColor = texture2D(u_image, texcoord0);
gl_FragColor = texture2D(u_skin, texcoord0);
// TODO: See if we can/should use actual alpha test.
// Does bgfx offer a way to set u_alphaRef? Would that help?

View File

@@ -1,12 +1,11 @@
attribute vec4 position;
uniform mat4 u_mvp;
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
uniform mat4 u_transform;
uniform mat4 u_projection;
void main() {
gl_Position = u_projection * u_transform * position;
// Map clipspace coordinates to texture coordinates
v_texCoord = (position.xy * vec2(1.0, -1.0)) + vec2(0.5);
gl_Position = u_mvp * vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
}