Compare commits
11 Commits
0.1.0-prer
...
0.1.0-prer
| Author | SHA1 | Date | |
|---|---|---|---|
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9d64e582ea | ||
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3b21ee98b6 | ||
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7af5b3e207 | ||
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c92e9f5a4d | ||
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cfaa033568 | ||
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2dd6850c19 | ||
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801b0dab1f | ||
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c6e51c2662 | ||
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9560de4d75 | ||
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a930503793 | ||
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e075e5f5eb |
@@ -53,7 +53,7 @@
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"minilog": "3.1.0",
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"raw-loader": "^0.5.1",
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"scratch-storage": "^1.0.0",
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"scratch-svg-renderer": "0.2.0-prerelease.20210225205629",
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"scratch-svg-renderer": "0.2.0-prerelease.20210317184701",
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"twgl.js": "4.4.0"
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}
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}
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@@ -6,6 +6,7 @@
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const twgl = require('twgl.js');
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const {rgbToHsv, hsvToRgb} = require('./util/color-conversions');
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const ShaderManager = require('./ShaderManager');
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/**
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@@ -26,102 +27,6 @@ const CENTER_Y = 0.5;
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*/
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const __hsv = [0, 0, 0];
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/**
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* Converts an RGB color value to HSV. Conversion formula
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* adapted from http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv.
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* Assumes r, g, and b are in the range [0, 255] and
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* returns h, s, and v in the range [0, 1].
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*
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* @param {Array<number>} rgb The RGB color value
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* @param {number} rgb.r The red color value
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* @param {number} rgb.g The green color value
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* @param {number} rgb.b The blue color value
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* @param {Array<number>} dst The array to store the RGB values in
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* @return {Array<number>} The `dst` array passed in
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*/
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const rgbToHsv = ([r, g, b], dst) => {
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let K = 0.0;
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r /= 255;
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g /= 255;
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b /= 255;
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let tmp = 0;
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if (g < b) {
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tmp = g;
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g = b;
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b = tmp;
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K = -1;
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}
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if (r < g) {
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tmp = r;
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r = g;
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g = tmp;
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K = (-2 / 6) - K;
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}
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const chroma = r - Math.min(g, b);
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const h = Math.abs(K + ((g - b) / ((6 * chroma) + Number.EPSILON)));
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const s = chroma / (r + Number.EPSILON);
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const v = r;
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dst[0] = h;
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dst[1] = s;
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dst[2] = v;
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return dst;
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};
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/**
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* Converts an HSV color value to RGB. Conversion formula
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* adapted from https://gist.github.com/mjackson/5311256.
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* Assumes h, s, and v are contained in the set [0, 1] and
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* returns r, g, and b in the set [0, 255].
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*
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* @param {Array<number>} hsv The HSV color value
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* @param {number} hsv.h The hue
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* @param {number} hsv.s The saturation
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* @param {number} hsv.v The value
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* @param {Uint8Array|Uint8ClampedArray} dst The array to store the RGB values in
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* @return {Uint8Array|Uint8ClampedArray} The `dst` array passed in
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*/
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const hsvToRgb = ([h, s, v], dst) => {
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if (s === 0) {
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dst[0] = dst[1] = dst[2] = (v * 255) + 0.5;
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return dst;
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}
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// keep hue in [0,1) so the `switch(i)` below only needs 6 cases (0-5)
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h %= 1;
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const i = (h * 6) | 0;
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const f = (h * 6) - i;
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const p = v * (1 - s);
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const q = v * (1 - (s * f));
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const t = v * (1 - (s * (1 - f)));
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let r = 0;
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let g = 0;
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let b = 0;
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switch (i) {
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case 0: r = v; g = t; b = p; break;
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case 1: r = q; g = v; b = p; break;
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case 2: r = p; g = v; b = t; break;
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case 3: r = p; g = q; b = v; break;
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case 4: r = t; g = p; b = v; break;
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case 5: r = v; g = p; b = q; break;
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}
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// Add 0.5 in order to round. Setting integer TypedArray elements implicitly floors.
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dst[0] = (r * 255) + 0.5;
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dst[1] = (g * 255) + 0.5;
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dst[2] = (b * 255) + 0.5;
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return dst;
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};
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class EffectTransform {
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/**
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@@ -1,7 +1,7 @@
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const twgl = require('twgl.js');
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const Skin = require('./Skin');
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const SvgRenderer = require('scratch-svg-renderer').SVGRenderer;
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const {loadSvgString, serializeSvgToString} = require('scratch-svg-renderer');
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const ShaderManager = require('./ShaderManager');
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const MAX_TEXTURE_DIMENSION = 2048;
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@@ -28,8 +28,20 @@ class SVGSkin extends Skin {
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/** @type {RenderWebGL} */
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this._renderer = renderer;
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/** @type {SvgRenderer} */
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this._svgRenderer = new SvgRenderer();
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/** @type {HTMLImageElement} */
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this._svgImage = document.createElement('img');
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/** @type {boolean} */
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this._svgImageLoaded = false;
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/** @type {Array<number>} */
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this._size = [0, 0];
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/** @type {HTMLCanvasElement} */
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this._canvas = document.createElement('canvas');
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/** @type {CanvasRenderingContext2D} */
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this._context = this._canvas.getContext('2d');
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/** @type {Array<WebGLTexture>} */
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this._scaledMIPs = [];
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@@ -56,7 +68,7 @@ class SVGSkin extends Skin {
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* @return {Array<number>} the natural size, in Scratch units, of this skin.
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*/
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get size () {
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return this._svgRenderer.size;
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return [this._size[0], this._size[1]];
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}
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useNearest (scale, drawable) {
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@@ -94,18 +106,27 @@ class SVGSkin extends Skin {
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* @return {SVGMIP} An object that handles creating and updating SVG textures.
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*/
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createMIP (scale) {
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this._svgRenderer.draw(scale);
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const [width, height] = this._size;
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this._canvas.width = width * scale;
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this._canvas.height = height * scale;
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if (
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this._canvas.width <= 0 ||
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this._canvas.height <= 0 ||
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// Even if the canvas at the current scale has a nonzero size, the image's dimensions are floored
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// pre-scaling; e.g. if an image has a width of 0.4 and is being rendered at 3x scale, the canvas will have
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// a width of 1, but the image's width will be rounded down to 0 on some browsers (Firefox) prior to being
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// drawn at that scale, resulting in an IndexSizeError if we attempt to draw it.
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this._svgImage.naturalWidth <= 0 ||
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this._svgImage.naturalHeight <= 0
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) return super.getTexture();
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this._context.clearRect(0, 0, this._canvas.width, this._canvas.height);
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this._context.setTransform(scale, 0, 0, scale, 0, 0);
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this._context.drawImage(this._svgImage, 0, 0);
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// Pull out the ImageData from the canvas. ImageData speeds up
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// updating Silhouette and is better handled by more browsers in
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// regards to memory.
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const canvas = this._svgRenderer.canvas;
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// If one of the canvas dimensions is 0, set this MIP to an empty image texture.
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// This avoids an IndexSizeError from attempting to getImageData when one of the dimensions is 0.
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if (canvas.width === 0 || canvas.height === 0) return super.getTexture();
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const context = canvas.getContext('2d');
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const textureData = context.getImageData(0, 0, canvas.width, canvas.height);
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const textureData = this._context.getImageData(0, 0, this._canvas.width, this._canvas.height);
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const textureOptions = {
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auto: false,
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@@ -147,7 +168,7 @@ class SVGSkin extends Skin {
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// Can't use bitwise stuff here because we need to handle negative exponents
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const mipScale = Math.pow(2, mipLevel - INDEX_OFFSET);
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if (this._svgRenderer.loaded && !this._scaledMIPs[mipLevel]) {
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if (this._svgImageLoaded && !this._scaledMIPs[mipLevel]) {
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this._scaledMIPs[mipLevel] = this.createMIP(mipScale);
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}
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@@ -156,9 +177,6 @@ class SVGSkin extends Skin {
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/**
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* Do a hard reset of the existing MIPs by deleting them.
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* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
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* calculated from the bounding box
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* @fires Skin.event:WasAltered
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*/
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resetMIPs () {
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this._scaledMIPs.forEach(oldMIP => this._renderer.gl.deleteTexture(oldMIP));
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@@ -169,17 +187,27 @@ class SVGSkin extends Skin {
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/**
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* Set the contents of this skin to a snapshot of the provided SVG data.
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* @param {string} svgData - new SVG to use.
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* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG.
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* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
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* calculated from the bounding box
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* @fires Skin.event:WasAltered
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*/
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setSVG (svgData, rotationCenter) {
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this._svgRenderer.loadSVG(svgData, false, () => {
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const svgSize = this._svgRenderer.size;
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if (svgSize[0] === 0 || svgSize[1] === 0) {
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const svgTag = loadSvgString(svgData);
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const svgText = serializeSvgToString(svgTag, true /* shouldInjectFonts */);
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this._svgImageLoaded = false;
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// If there is another load already in progress, replace the old onload to effectively cancel the old load
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this._svgImage.onload = () => {
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const {x, y, width, height} = svgTag.viewBox.baseVal;
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this._size[0] = width;
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this._size[1] = height;
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if (width === 0 || height === 0) {
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super.setEmptyImageData();
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return;
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}
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const maxDimension = Math.ceil(Math.max(this.size[0], this.size[1]));
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const maxDimension = Math.ceil(Math.max(width, height));
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let testScale = 2;
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for (testScale; maxDimension * testScale <= MAX_TEXTURE_DIMENSION; testScale *= 2) {
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this._maxTextureScale = testScale;
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@@ -188,12 +216,17 @@ class SVGSkin extends Skin {
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this.resetMIPs();
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if (typeof rotationCenter === 'undefined') rotationCenter = this.calculateRotationCenter();
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const viewOffset = this._svgRenderer.viewOffset;
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this._rotationCenter[0] = rotationCenter[0] - viewOffset[0];
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this._rotationCenter[1] = rotationCenter[1] - viewOffset[1];
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// Compensate for viewbox offset.
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// See https://github.com/LLK/scratch-render/pull/90.
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this._rotationCenter[0] = rotationCenter[0] - x;
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this._rotationCenter[1] = rotationCenter[1] - y;
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this._svgImageLoaded = true;
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this.emit(Skin.Events.WasAltered);
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});
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};
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this._svgImage.src = `data:image/svg+xml;utf8,${encodeURIComponent(svgText)}`;
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}
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||||
|
||||
}
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||||
|
||||
97
src/util/color-conversions.js
Normal file
97
src/util/color-conversions.js
Normal file
@@ -0,0 +1,97 @@
|
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/**
|
||||
* Converts an RGB color value to HSV. Conversion formula
|
||||
* adapted from http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv.
|
||||
* Assumes r, g, and b are in the range [0, 255] and
|
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* returns h, s, and v in the range [0, 1].
|
||||
*
|
||||
* @param {Array<number>} rgb The RGB color value
|
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* @param {number} rgb.r The red color value
|
||||
* @param {number} rgb.g The green color value
|
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* @param {number} rgb.b The blue color value
|
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* @param {Array<number>} dst The array to store the HSV values in
|
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* @return {Array<number>} The `dst` array passed in
|
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*/
|
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const rgbToHsv = ([r, g, b], dst) => {
|
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let K = 0.0;
|
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|
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r /= 255;
|
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g /= 255;
|
||||
b /= 255;
|
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let tmp = 0;
|
||||
|
||||
if (g < b) {
|
||||
tmp = g;
|
||||
g = b;
|
||||
b = tmp;
|
||||
|
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K = -1;
|
||||
}
|
||||
|
||||
if (r < g) {
|
||||
tmp = r;
|
||||
r = g;
|
||||
g = tmp;
|
||||
|
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K = (-2 / 6) - K;
|
||||
}
|
||||
|
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const chroma = r - Math.min(g, b);
|
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const h = Math.abs(K + ((g - b) / ((6 * chroma) + Number.EPSILON)));
|
||||
const s = chroma / (r + Number.EPSILON);
|
||||
const v = r;
|
||||
|
||||
dst[0] = h;
|
||||
dst[1] = s;
|
||||
dst[2] = v;
|
||||
|
||||
return dst;
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts an HSV color value to RGB. Conversion formula
|
||||
* adapted from https://gist.github.com/mjackson/5311256.
|
||||
* Assumes h, s, and v are contained in the set [0, 1] and
|
||||
* returns r, g, and b in the set [0, 255].
|
||||
*
|
||||
* @param {Array<number>} hsv The HSV color value
|
||||
* @param {number} hsv.h The hue
|
||||
* @param {number} hsv.s The saturation
|
||||
* @param {number} hsv.v The value
|
||||
* @param {Uint8Array|Uint8ClampedArray} dst The array to store the RGB values in
|
||||
* @return {Uint8Array|Uint8ClampedArray} The `dst` array passed in
|
||||
*/
|
||||
const hsvToRgb = ([h, s, v], dst) => {
|
||||
if (s === 0) {
|
||||
dst[0] = dst[1] = dst[2] = (v * 255) + 0.5;
|
||||
return dst;
|
||||
}
|
||||
|
||||
// keep hue in [0,1) so the `switch(i)` below only needs 6 cases (0-5)
|
||||
h %= 1;
|
||||
const i = (h * 6) | 0;
|
||||
const f = (h * 6) - i;
|
||||
const p = v * (1 - s);
|
||||
const q = v * (1 - (s * f));
|
||||
const t = v * (1 - (s * (1 - f)));
|
||||
|
||||
let r = 0;
|
||||
let g = 0;
|
||||
let b = 0;
|
||||
|
||||
switch (i) {
|
||||
case 0: r = v; g = t; b = p; break;
|
||||
case 1: r = q; g = v; b = p; break;
|
||||
case 2: r = p; g = v; b = t; break;
|
||||
case 3: r = p; g = q; b = v; break;
|
||||
case 4: r = t; g = p; b = v; break;
|
||||
case 5: r = v; g = p; b = q; break;
|
||||
}
|
||||
|
||||
// Add 0.5 in order to round. Setting integer TypedArray elements implicitly floors.
|
||||
dst[0] = (r * 255) + 0.5;
|
||||
dst[1] = (g * 255) + 0.5;
|
||||
dst[2] = (b * 255) + 0.5;
|
||||
return dst;
|
||||
};
|
||||
|
||||
module.exports = {rgbToHsv, hsvToRgb};
|
||||
@@ -14,7 +14,7 @@ window.waitForSVGSkinLoad = renderer => new Promise(resolve => {
|
||||
for (const skin of renderer._allSkins) {
|
||||
if (skin.constructor.name !== 'SVGSkin') continue;
|
||||
numSVGSkins++;
|
||||
if (skin._svgRenderer.loaded) numLoadedSVGSkins++;
|
||||
if (skin._svgImage.complete) numLoadedSVGSkins++;
|
||||
}
|
||||
|
||||
if (numSVGSkins === numLoadedSVGSkins) {
|
||||
@@ -47,7 +47,7 @@ window.initVM = render => {
|
||||
|
||||
vm.attachStorage(storage);
|
||||
vm.attachRenderer(render);
|
||||
vm.attachV2SVGAdapter(new ScratchSVGRenderer.SVGRenderer());
|
||||
vm.attachV2SVGAdapter(ScratchSVGRenderer.V2SVGAdapter);
|
||||
vm.attachV2BitmapAdapter(new ScratchSVGRenderer.BitmapAdapter());
|
||||
|
||||
return vm;
|
||||
|
||||
48
test/unit/ColorConversionTests.js
Normal file
48
test/unit/ColorConversionTests.js
Normal file
@@ -0,0 +1,48 @@
|
||||
const {test, Test} = require('tap');
|
||||
|
||||
const {rgbToHsv, hsvToRgb} = require('../../src/util/color-conversions');
|
||||
|
||||
Test.prototype.addAssert('colorsAlmostEqual', 2, function (found, wanted, message, extra) {
|
||||
/* eslint-disable no-invalid-this */
|
||||
message += `: found ${JSON.stringify(Array.from(found))}, wanted ${JSON.stringify(Array.from(wanted))}`;
|
||||
|
||||
// should always return another assert call, or
|
||||
// this.pass(message) or this.fail(message, extra)
|
||||
if (found.length !== wanted.length) {
|
||||
return this.fail(message, extra);
|
||||
}
|
||||
|
||||
for (let i = 0; i < found.length; i++) {
|
||||
// smallest meaningful difference--detects changes in hue value after rounding
|
||||
if (Math.abs(found[i] - wanted[i]) >= 0.5 / 360) {
|
||||
return this.fail(message, extra);
|
||||
}
|
||||
}
|
||||
|
||||
return this.pass(message);
|
||||
/* eslint-enable no-invalid-this */
|
||||
});
|
||||
|
||||
test('RGB to HSV', t => {
|
||||
const dst = [0, 0, 0];
|
||||
t.colorsAlmostEqual(rgbToHsv([255, 255, 255], dst), [0, 0, 1], 'white');
|
||||
t.colorsAlmostEqual(rgbToHsv([0, 0, 0], dst), [0, 0, 0], 'black');
|
||||
t.colorsAlmostEqual(rgbToHsv([127, 127, 127], dst), [0, 0, 0.498], 'grey');
|
||||
t.colorsAlmostEqual(rgbToHsv([255, 255, 0], dst), [0.167, 1, 1], 'yellow');
|
||||
t.colorsAlmostEqual(rgbToHsv([1, 0, 0], dst), [0, 1, 0.00392], 'dark red');
|
||||
|
||||
t.end();
|
||||
});
|
||||
|
||||
test('HSV to RGB', t => {
|
||||
const dst = new Uint8ClampedArray(3);
|
||||
t.colorsAlmostEqual(hsvToRgb([0, 1, 1], dst), [255, 0, 0], 'red');
|
||||
t.colorsAlmostEqual(hsvToRgb([1, 1, 1], dst), [255, 0, 0], 'red (hue of 1)');
|
||||
t.colorsAlmostEqual(hsvToRgb([0.5, 1, 1], dst), [0, 255, 255], 'cyan');
|
||||
t.colorsAlmostEqual(hsvToRgb([1.5, 1, 1], dst), [0, 255, 255], 'cyan (hue of 1.5)');
|
||||
t.colorsAlmostEqual(hsvToRgb([0, 0, 0], dst), [0, 0, 0], 'black');
|
||||
t.colorsAlmostEqual(hsvToRgb([0.5, 1, 0], dst), [0, 0, 0], 'black (with hue and saturation)');
|
||||
t.colorsAlmostEqual(hsvToRgb([0, 1, 0.00392], dst), [1, 0, 0], 'dark red');
|
||||
|
||||
t.end();
|
||||
});
|
||||
Reference in New Issue
Block a user