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Author SHA1 Message Date
picklesrus
1c486f2acb Bump scratch-svg-renderer 2020-10-16 13:05:11 -04:00
16 changed files with 476 additions and 284 deletions

View File

@@ -25,19 +25,19 @@
},
"devDependencies": {
"babel-core": "^6.23.1",
"babel-eslint": "^10.1.0",
"babel-eslint": "^8.2.1",
"babel-loader": "^7.1.4",
"babel-polyfill": "^6.22.0",
"babel-preset-env": "^1.6.1",
"copy-webpack-plugin": "^4.5.1",
"docdash": "^0.4.0",
"eslint": "^7.13.0",
"eslint-config-scratch": "^6.0.0",
"eslint": "^4.6.1",
"eslint-config-scratch": "^5.0.0",
"gh-pages": "^1.0.0",
"jsdoc": "^3.6.0",
"json": "^9.0.4",
"playwright-chromium": "^1.0.1",
"scratch-vm": "0.2.0-prerelease.20201125065300",
"scratch-vm": "0.2.0-prerelease.20200622143012",
"tap": "^11.0.0",
"travis-after-all": "^1.4.4",
"uglifyjs-webpack-plugin": "^1.2.5",
@@ -53,7 +53,7 @@
"minilog": "3.1.0",
"raw-loader": "^0.5.1",
"scratch-storage": "^1.0.0",
"scratch-svg-renderer": "0.2.0-prerelease.20210317184701",
"scratch-svg-renderer": "0.2.0-prerelease.20201016121710",
"twgl.js": "4.4.0"
}
}

View File

@@ -33,6 +33,13 @@ class BitmapSkin extends Skin {
super.dispose();
}
/**
* @returns {boolean} true for a raster-style skin (like a BitmapSkin), false for vector-style (like SVGSkin).
*/
get isRaster () {
return true;
}
/**
* @return {Array<number>} the "native" size, in texels, of this skin.
*/

View File

@@ -504,6 +504,40 @@ class Drawable {
return this.skin.isTouchingLinear(getLocalPosition(this, vec));
}
/**
* Should the drawable use NEAREST NEIGHBOR or LINEAR INTERPOLATION mode
* @param {?Array<Number>} scale Optionally, the screen-space scale of the drawable.
* @return {boolean} True if the drawable should use nearest-neighbor interpolation.
*/
useNearest (scale = this.scale) {
// Raster skins (bitmaps) should always prefer nearest neighbor
if (this.skin.isRaster) {
return true;
}
// If the effect bits for mosaic, pixelate, whirl, or fisheye are set, use linear
if ((this.enabledEffects & (
ShaderManager.EFFECT_INFO.fisheye.mask |
ShaderManager.EFFECT_INFO.whirl.mask |
ShaderManager.EFFECT_INFO.pixelate.mask |
ShaderManager.EFFECT_INFO.mosaic.mask
)) !== 0) {
return false;
}
// We can't use nearest neighbor unless we are a multiple of 90 rotation
if (this._direction % 90 !== 0) {
return false;
}
// If the scale of the skin is very close to 100 (0.99999 variance is okay I guess)
if (Math.abs(scale[0]) > 99 && Math.abs(scale[0]) < 101 &&
Math.abs(scale[1]) > 99 && Math.abs(scale[1]) < 101) {
return true;
}
return false;
}
/**
* Get the precise bounds for a Drawable.
* This function applies the transform matrix to the known convex hull,
@@ -645,7 +679,7 @@ class Drawable {
if (this.skin) {
this.skin.updateSilhouette(this._scale);
if (this.skin.useNearest(this._scale, this)) {
if (this.useNearest()) {
this.isTouching = this._isTouchingNearest;
} else {
this.isTouching = this._isTouchingLinear;
@@ -719,10 +753,10 @@ class Drawable {
dst[3] = 0;
return dst;
}
const textColor =
// commenting out to only use nearest for now
// drawable.skin.useNearest(drawable._scale, drawable) ?
// drawable.useNearest() ?
drawable.skin._silhouette.colorAtNearest(localPosition, dst);
// : drawable.skin._silhouette.colorAtLinear(localPosition, dst);

View File

@@ -6,7 +6,6 @@
const twgl = require('twgl.js');
const {rgbToHsv, hsvToRgb} = require('./util/color-conversions');
const ShaderManager = require('./ShaderManager');
/**
@@ -27,6 +26,102 @@ const CENTER_Y = 0.5;
*/
const __hsv = [0, 0, 0];
/**
* 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
* returns h, s, and v in the range [0, 1].
*
* @param {Array<number>} rgb The RGB color value
* @param {number} rgb.r The red color value
* @param {number} rgb.g The green color value
* @param {number} rgb.b The blue color value
* @param {Array<number>} dst The array to store the RGB values in
* @return {Array<number>} The `dst` array passed in
*/
const rgbToHsv = ([r, g, b], dst) => {
let K = 0.0;
r /= 255;
g /= 255;
b /= 255;
let tmp = 0;
if (g < b) {
tmp = g;
g = b;
b = tmp;
K = -1;
}
if (r < g) {
tmp = r;
r = g;
g = tmp;
K = (-2 / 6) - K;
}
const chroma = r - Math.min(g, b);
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;
};
class EffectTransform {
/**

View File

@@ -3,6 +3,7 @@ const twgl = require('twgl.js');
const RenderConstants = require('./RenderConstants');
const Skin = require('./Skin');
const Rectangle = require('./Rectangle');
const ShaderManager = require('./ShaderManager');
/**
@@ -30,6 +31,44 @@ const DefaultPenAttributes = {
*/
const __premultipliedColor = [0, 0, 0, 0];
/**
* Reused memory location for projection matrices.
* @type {FloatArray}
*/
const __projectionMatrix = twgl.m4.identity();
/**
* Reused memory location for translation matrix for building a model matrix.
* @type {FloatArray}
*/
const __modelTranslationMatrix = twgl.m4.identity();
/**
* Reused memory location for scaling matrix for building a model matrix.
* @type {FloatArray}
*/
const __modelScalingMatrix = twgl.m4.identity();
/**
* Reused memory location for a model matrix.
* @type {FloatArray}
*/
const __modelMatrix = twgl.m4.identity();
/**
* Reused memory location for a vector to create a translation matrix from.
* @type {FloatArray}
*/
const __modelTranslationVector = twgl.v3.create();
/**
* Reused memory location for a vector to create a scaling matrix from.
* @type {FloatArray}
*/
const __modelScalingVector = twgl.v3.create();
class PenSkin extends Skin {
/**
* Create a Skin which implements a Scratch pen layer.
@@ -47,12 +86,21 @@ class PenSkin extends Skin {
*/
this._renderer = renderer;
/** @type {Array<number>} */
this._size = null;
/** @type {HTMLCanvasElement} */
this._canvas = document.createElement('canvas');
/** @type {WebGLTexture} */
this._exportTexture = null;
/** @type {WebGLFramebuffer} */
this._framebuffer = null;
/** @type {WebGLFramebuffer} */
this._silhouetteBuffer = null;
/** @type {boolean} */
this._canvasDirty = false;
/** @type {boolean} */
this._silhouetteDirty = false;
@@ -69,30 +117,23 @@ class PenSkin extends Skin {
};
/** @type {object} */
this._usePenBufferDrawRegionId = {
enter: () => this._enterUsePenBuffer(),
exit: () => this._exitUsePenBuffer()
this._toBufferDrawRegionId = {
enter: () => this._enterDrawToBuffer(),
exit: () => this._exitDrawToBuffer()
};
/** @type {twgl.BufferInfo} */
this._lineBufferInfo = twgl.createBufferInfoFromArrays(this._renderer.gl, {
a_position: {
numComponents: 2,
data: [
1, 0,
0, 0,
1, 1,
1, 1,
0, 0,
0, 1
]
}
});
this._lineBufferInfo = null;
const NO_EFFECTS = 0;
/** @type {twgl.ProgramInfo} */
this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.default, NO_EFFECTS);
/** @type {twgl.ProgramInfo} */
this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.line, NO_EFFECTS);
this._createLineGeometry();
this.onNativeSizeChanged = this.onNativeSizeChanged.bind(this);
this._renderer.on(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
@@ -105,43 +146,53 @@ class PenSkin extends Skin {
dispose () {
this._renderer.removeListener(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
this._renderer.gl.deleteTexture(this._texture);
this._renderer.gl.deleteTexture(this._exportTexture);
this._texture = null;
super.dispose();
}
/**
* @returns {boolean} true for a raster-style skin (like a BitmapSkin), false for vector-style (like SVGSkin).
*/
get isRaster () {
return true;
}
/**
* @return {Array<number>} the "native" size, in texels, of this skin. [width, height]
*/
get size () {
return this._size;
}
useNearest (scale) {
// Use nearest-neighbor interpolation when scaling up the pen skin-- this matches Scratch 2.0.
// When scaling it down, use linear interpolation to avoid giving pen lines a "dashed" appearance.
return Math.max(scale[0], scale[1]) >= 100;
return [this._canvas.width, this._canvas.height];
}
/**
* @param {Array<number>} scale The X and Y scaling factors to be used, as percentages of this skin's "native" size.
* @return {WebGLTexture} The GL texture representation of this skin when drawing at the given size.
* @param {int} pixelsWide - The width that the skin will be rendered at, in GPU pixels.
* @param {int} pixelsTall - The height that the skin will be rendered at, in GPU pixels.
*/
// eslint-disable-next-line no-unused-vars
getTexture (scale) {
return this._texture;
getTexture (pixelsWide, pixelsTall) {
if (this._canvasDirty) {
this._drawToBuffer();
}
return this._exportTexture;
}
/**
* Clear the pen layer.
*/
clear () {
this._renderer.enterDrawRegion(this._usePenBufferDrawRegionId);
const gl = this._renderer.gl;
twgl.bindFramebufferInfo(gl, this._framebuffer);
/* Reset framebuffer to transparent black */
const gl = this._renderer.gl;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
const ctx = this._canvas.getContext('2d');
ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
this._silhouetteDirty = true;
}
@@ -152,6 +203,7 @@ class PenSkin extends Skin {
* @param {number} y - the Y coordinate of the point to draw.
*/
drawPoint (penAttributes, x, y) {
// Canvas renders a zero-length line as two end-caps back-to-back, which is what we want.
this.drawLine(penAttributes, x, y, x, y);
}
@@ -178,23 +230,48 @@ class PenSkin extends Skin {
this._silhouetteDirty = true;
}
/**
* Create 2D geometry for drawing lines to a framebuffer.
*/
_createLineGeometry () {
const quads = {
a_position: {
numComponents: 2,
data: [
1, 0,
0, 0,
1, 1,
1, 1,
0, 0,
0, 1
]
}
};
this._lineBufferInfo = twgl.createBufferInfoFromArrays(this._renderer.gl, quads);
}
/**
* Prepare to draw lines in the _lineOnBufferDrawRegionId region.
*/
_enterDrawLineOnBuffer () {
const gl = this._renderer.gl;
const bounds = this._bounds;
const currentShader = this._lineShader;
const projection = twgl.m4.ortho(0, bounds.width, 0, bounds.height, -1, 1, __projectionMatrix);
twgl.bindFramebufferInfo(gl, this._framebuffer);
gl.viewport(0, 0, this._size[0], this._size[1]);
gl.viewport(0, 0, bounds.width, bounds.height);
const currentShader = this._lineShader;
gl.useProgram(currentShader.program);
twgl.setBuffersAndAttributes(gl, currentShader, this._lineBufferInfo);
const uniforms = {
u_skin: this._texture,
u_stageSize: this._size
u_projectionMatrix: projection
};
twgl.setUniforms(currentShader, uniforms);
@@ -209,20 +286,6 @@ class PenSkin extends Skin {
twgl.bindFramebufferInfo(gl, null);
}
/**
* Prepare to do things with this PenSkin's framebuffer
*/
_enterUsePenBuffer () {
twgl.bindFramebufferInfo(this._renderer.gl, this._framebuffer);
}
/**
* Return to a base state
*/
_exitUsePenBuffer () {
twgl.bindFramebufferInfo(this._renderer.gl, null);
}
/**
* Draw a line on the framebuffer.
* Note that the point coordinates are in the following coordinate space:
@@ -260,7 +323,8 @@ class PenSkin extends Skin {
u_lineColor: __premultipliedColor,
u_lineThickness: penAttributes.diameter || DefaultPenAttributes.diameter,
u_lineLength: lineLength,
u_penPoints: [x0, -y0, lineDiffX, -lineDiffY]
u_penPoints: [x0, -y0, lineDiffX, -lineDiffY],
u_stageSize: this.size
};
twgl.setUniforms(currentShader, uniforms);
@@ -270,6 +334,136 @@ class PenSkin extends Skin {
this._silhouetteDirty = true;
}
/**
* Stamp an image onto the pen layer.
* @param {HTMLCanvasElement|HTMLImageElement|HTMLVideoElement} stampElement - the element to use as the stamp.
* @param {number} x - the X coordinate of the stamp to draw.
* @param {number} y - the Y coordinate of the stamp to draw.
*/
drawStamp (stampElement, x, y) {
const ctx = this._canvas.getContext('2d');
ctx.drawImage(stampElement, this._rotationCenter[0] + x, this._rotationCenter[1] - y);
this._canvasDirty = true;
this._silhouetteDirty = true;
}
/**
* Enter a draw region to draw a rectangle.
*
* Multiple calls with the same regionId skip the callback reducing the
* amount of GL state changes.
* @param {twgl.ProgramInfo} currentShader - program info to draw rectangle
* with
* @param {Rectangle} bounds - viewport bounds to draw in
* region
*/
_drawRectangleRegionEnter (currentShader, bounds) {
const gl = this._renderer.gl;
gl.viewport(0, 0, bounds.width, bounds.height);
gl.useProgram(currentShader.program);
twgl.setBuffersAndAttributes(gl, currentShader, this._renderer._bufferInfo);
}
/**
* Draw a rectangle.
* @param {twgl.ProgramInfo} currentShader - program info to draw rectangle
* with
* @param {WebGLTexture} texture - texture to draw
* @param {Rectangle} bounds - bounded area to draw in
* @param {number} x - centered at x
* @param {number} y - centered at y
*/
_drawRectangle (currentShader, texture, bounds, x = -this._canvas.width / 2, y = this._canvas.height / 2) {
const gl = this._renderer.gl;
const projection = twgl.m4.ortho(
bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1,
__projectionMatrix
);
const uniforms = {
u_skin: texture,
u_projectionMatrix: projection,
u_modelMatrix: twgl.m4.multiply(
twgl.m4.translation(twgl.v3.create(
-x - (bounds.width / 2),
-y + (bounds.height / 2),
0
), __modelTranslationMatrix),
twgl.m4.scaling(twgl.v3.create(
bounds.width,
bounds.height,
0
), __modelScalingMatrix),
__modelMatrix
)
};
twgl.setTextureParameters(gl, texture, {minMag: gl.NEAREST});
twgl.setUniforms(currentShader, uniforms);
twgl.drawBufferInfo(gl, this._renderer._bufferInfo, gl.TRIANGLES);
}
/**
* Prepare to draw a rectangle in the _toBufferDrawRegionId region.
*/
_enterDrawToBuffer () {
const gl = this._renderer.gl;
twgl.bindFramebufferInfo(gl, this._framebuffer);
this._drawRectangleRegionEnter(this._stampShader, this._bounds);
}
/**
* Return to a base state from _toBufferDrawRegionId.
*/
_exitDrawToBuffer () {
const gl = this._renderer.gl;
twgl.bindFramebufferInfo(gl, null);
}
/**
* Draw the input texture to the framebuffer.
* @param {WebGLTexture} texture - input texture to draw
* @param {number} x - texture centered at x
* @param {number} y - texture centered at y
*/
_drawToBuffer (texture = this._texture, x = -this._canvas.width / 2, y = this._canvas.height / 2) {
if (texture !== this._texture && this._canvasDirty) {
this._drawToBuffer();
}
const gl = this._renderer.gl;
// If the input texture is the one that represents the pen's canvas
// layer, update the texture with the canvas data.
if (texture === this._texture) {
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this._canvas);
const ctx = this._canvas.getContext('2d');
ctx.clearRect(0, 0, this._canvas.width, this._canvas.height);
this._canvasDirty = false;
}
const currentShader = this._stampShader;
const bounds = this._bounds;
this._renderer.enterDrawRegion(this._toBufferDrawRegionId);
this._drawRectangle(currentShader, texture, bounds, x, y);
this._silhouetteDirty = true;
}
/**
* React to a change in the renderer's native size.
* @param {object} event - The change event.
@@ -286,15 +480,31 @@ class PenSkin extends Skin {
_setCanvasSize (canvasSize) {
const [width, height] = canvasSize;
this._size = canvasSize;
const gl = this._renderer.gl;
this._bounds = new Rectangle();
this._bounds.initFromBounds(width / 2, width / -2, height / 2, height / -2);
this._canvas.width = width;
this._canvas.height = height;
this._rotationCenter[0] = width / 2;
this._rotationCenter[1] = height / 2;
const gl = this._renderer.gl;
this._texture = twgl.createTexture(
gl,
{
auto: true,
mag: gl.NEAREST,
min: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
src: this._canvas
}
);
this._exportTexture = twgl.createTexture(
gl,
{
auto: true,
mag: gl.NEAREST,
min: gl.NEAREST,
wrap: gl.CLAMP_TO_EDGE,
@@ -306,36 +516,66 @@ class PenSkin extends Skin {
const attachments = [
{
format: gl.RGBA,
attachment: this._texture
attachment: this._exportTexture
}
];
if (this._framebuffer) {
twgl.resizeFramebufferInfo(gl, this._framebuffer, attachments, width, height);
twgl.resizeFramebufferInfo(gl, this._silhouetteBuffer, [{format: gl.RGBA}], width, height);
} else {
this._framebuffer = twgl.createFramebufferInfo(gl, attachments, width, height);
this._silhouetteBuffer = twgl.createFramebufferInfo(gl, [{format: gl.RGBA}], width, height);
}
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
this._silhouettePixels = new Uint8Array(Math.floor(width * height * 4));
this._silhouetteImageData = new ImageData(width, height);
this._silhouetteImageData = this._canvas.getContext('2d').createImageData(width, height);
this._silhouetteDirty = true;
}
/**
* Set context state to match provided pen attributes.
* @param {CanvasRenderingContext2D} context - the canvas rendering context to be modified.
* @param {PenAttributes} penAttributes - the pen attributes to be used.
* @private
*/
_setAttributes (context, penAttributes) {
penAttributes = penAttributes || DefaultPenAttributes;
const color4f = penAttributes.color4f || DefaultPenAttributes.color4f;
const diameter = penAttributes.diameter || DefaultPenAttributes.diameter;
const r = Math.round(color4f[0] * 255);
const g = Math.round(color4f[1] * 255);
const b = Math.round(color4f[2] * 255);
const a = color4f[3]; // Alpha is 0 to 1 (not 0 to 255 like r,g,b)
context.strokeStyle = `rgba(${r},${g},${b},${a})`;
context.lineCap = 'round';
context.lineWidth = diameter;
}
/**
* If there have been pen operations that have dirtied the canvas, update
* now before someone wants to use our silhouette.
*/
updateSilhouette () {
if (this._silhouetteDirty) {
this._renderer.enterDrawRegion(this._usePenBufferDrawRegionId);
// Sample the framebuffer's pixels into the silhouette instance
if (this._canvasDirty) {
this._drawToBuffer();
}
// Render export texture to another framebuffer
const gl = this._renderer.gl;
this._renderer.enterDrawRegion(this._toBufferDrawRegionId);
// Sample the framebuffer's pixels into the silhouette instance
gl.readPixels(
0, 0,
this._size[0], this._size[1],
this._canvas.width, this._canvas.height,
gl.RGBA, gl.UNSIGNED_BYTE, this._silhouettePixels
);

View File

@@ -472,7 +472,7 @@ class RenderWebGL extends EventEmitter {
* @returns {int} The ID of the new Drawable.
*/
createDrawable (group) {
if (!group || !Object.prototype.hasOwnProperty.call(this._layerGroups, group)) {
if (!group || !this._layerGroups.hasOwnProperty(group)) {
log.warn('Cannot create a drawable without a known layer group');
return;
}
@@ -542,7 +542,7 @@ class RenderWebGL extends EventEmitter {
* @param {string} group Group name that the drawable belongs to
*/
destroyDrawable (drawableID, group) {
if (!group || !Object.prototype.hasOwnProperty.call(this._layerGroups, group)) {
if (!group || !this._layerGroups.hasOwnProperty(group)) {
log.warn('Cannot destroy drawable without known layer group.');
return;
}
@@ -596,7 +596,7 @@ class RenderWebGL extends EventEmitter {
* @return {?number} New order if changed, or null.
*/
setDrawableOrder (drawableID, order, group, optIsRelative, optMin) {
if (!group || !Object.prototype.hasOwnProperty.call(this._layerGroups, group)) {
if (!group || !this._layerGroups.hasOwnProperty(group)) {
log.warn('Cannot set the order of a drawable without a known layer group.');
return;
}
@@ -650,7 +650,7 @@ class RenderWebGL extends EventEmitter {
twgl.bindFramebufferInfo(gl, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(...this._backgroundColor4f);
gl.clearColor.apply(gl, this._backgroundColor4f);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
@@ -800,8 +800,6 @@ class RenderWebGL extends EventEmitter {
const color = __touchingColor;
const hasMask = Boolean(mask3b);
drawable.updateCPURenderAttributes();
// Masked drawable ignores ghost effect
const effectMask = ~ShaderManager.EFFECT_INFO.ghost.mask;
@@ -971,8 +969,6 @@ class RenderWebGL extends EventEmitter {
const drawable = this._allDrawables[drawableID];
const point = __isTouchingDrawablesPoint;
drawable.updateCPURenderAttributes();
// This is an EXTREMELY brute force collision detector, but it is
// still faster than asking the GPU to give us the pixels.
for (let x = bounds.left; x <= bounds.right; x++) {
@@ -1124,7 +1120,7 @@ class RenderWebGL extends EventEmitter {
let hit = RenderConstants.ID_NONE;
for (const hitID in hits) {
if (Object.prototype.hasOwnProperty.call(hits, hitID) && (hits[hitID] > hits[hit])) {
if (hits.hasOwnProperty(hitID) && (hits[hitID] > hits[hit])) {
hit = hitID;
}
}
@@ -1379,7 +1375,7 @@ class RenderWebGL extends EventEmitter {
gl.viewport(0, 0, bounds.width, bounds.height);
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
gl.clearColor(...this._backgroundColor4f);
gl.clearColor.apply(gl, this._backgroundColor4f);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, projection);
@@ -1427,6 +1423,8 @@ class RenderWebGL extends EventEmitter {
/** @todo remove this once URL-based skin setting is removed. */
if (!drawable.skin || !drawable.skin.getTexture([100, 100])) return null;
drawable.updateCPURenderAttributes();
const bounds = drawable.getFastBounds();
// Limit queries to the stage size.
@@ -1873,7 +1871,7 @@ class RenderWebGL extends EventEmitter {
const uniforms = {};
let effectBits = drawable.enabledEffects;
effectBits &= Object.prototype.hasOwnProperty.call(opts, 'effectMask') ? opts.effectMask : effectBits;
effectBits &= opts.hasOwnProperty('effectMask') ? opts.effectMask : effectBits;
const newShader = this._shaderManager.getShader(drawMode, effectBits);
// Manually perform region check. Do not create functions inside a
@@ -1901,9 +1899,7 @@ class RenderWebGL extends EventEmitter {
if (uniforms.u_skin) {
twgl.setTextureParameters(
gl, uniforms.u_skin, {
minMag: drawable.skin.useNearest(drawableScale, drawable) ? gl.NEAREST : gl.LINEAR
}
gl, uniforms.u_skin, {minMag: drawable.useNearest(drawableScale) ? gl.NEAREST : gl.LINEAR}
);
}
@@ -1923,14 +1919,14 @@ class RenderWebGL extends EventEmitter {
_getConvexHullPointsForDrawable (drawableID) {
const drawable = this._allDrawables[drawableID];
drawable.updateCPURenderAttributes();
const [width, height] = drawable.skin.size;
// No points in the hull if invisible or size is 0.
if (!drawable.getVisible() || width === 0 || height === 0) {
return [];
}
drawable.updateCPURenderAttributes();
/**
* Return the determinant of two vectors, the vector from A to B and the vector from A to C.
*

View File

@@ -2,7 +2,6 @@ const twgl = require('twgl.js');
const Skin = require('./Skin');
const SvgRenderer = require('scratch-svg-renderer').SVGRenderer;
const ShaderManager = require('./ShaderManager');
const MAX_TEXTURE_DIMENSION = 2048;
@@ -59,35 +58,6 @@ class SVGSkin extends Skin {
return this._svgRenderer.size;
}
useNearest (scale, drawable) {
// If the effect bits for mosaic, pixelate, whirl, or fisheye are set, use linear
if ((drawable.enabledEffects & (
ShaderManager.EFFECT_INFO.fisheye.mask |
ShaderManager.EFFECT_INFO.whirl.mask |
ShaderManager.EFFECT_INFO.pixelate.mask |
ShaderManager.EFFECT_INFO.mosaic.mask
)) !== 0) {
return false;
}
// We can't use nearest neighbor unless we are a multiple of 90 rotation
if (drawable._direction % 90 !== 0) {
return false;
}
// Because SVG skins' bounding boxes are currently not pixel-aligned, the idea here is to hide blurriness
// by using nearest-neighbor scaling if one screen-space pixel is "close enough" to one texture pixel.
// If the scale of the skin is very close to 100 (0.99999 variance is okay I guess)
// TODO: Make this check more precise. We should use nearest if there's less than one pixel's difference
// between the screen-space and texture-space sizes of the skin. Mipmaps make this harder because there are
// multiple textures (and hence multiple texture spaces) and we need to know which one to choose.
if (Math.abs(scale[0]) > 99 && Math.abs(scale[0]) < 101 &&
Math.abs(scale[1]) > 99 && Math.abs(scale[1]) < 101) {
return true;
}
return false;
}
/**
* Create a MIP for a given scale.
* @param {number} scale - The relative size of the MIP
@@ -156,6 +126,9 @@ class SVGSkin extends Skin {
/**
* Do a hard reset of the existing MIPs by deleting them.
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
* calculated from the bounding box
* @fires Skin.event:WasAltered
*/
resetMIPs () {
this._scaledMIPs.forEach(oldMIP => this._renderer.gl.deleteTexture(oldMIP));
@@ -166,9 +139,7 @@ class SVGSkin extends Skin {
/**
* Set the contents of this skin to a snapshot of the provided SVG data.
* @param {string} svgData - new SVG to use.
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
* calculated from the bounding box
* @fires Skin.event:WasAltered
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG.
*/
setSVG (svgData, rotationCenter) {
this._svgRenderer.loadSVG(svgData, false, () => {

View File

@@ -16,7 +16,7 @@ class ShaderManager {
*/
this._shaderCache = {};
for (const modeName in ShaderManager.DRAW_MODE) {
if (Object.prototype.hasOwnProperty.call(ShaderManager.DRAW_MODE, modeName)) {
if (ShaderManager.DRAW_MODE.hasOwnProperty(modeName)) {
this._shaderCache[modeName] = [];
}
}

View File

@@ -59,6 +59,13 @@ class Skin extends EventEmitter {
this._id = RenderConstants.ID_NONE;
}
/**
* @returns {boolean} true for a raster-style skin (like a BitmapSkin), false for vector-style (like SVGSkin).
*/
get isRaster () {
return false;
}
/**
* @return {int} the unique ID for this Skin.
*/
@@ -81,19 +88,6 @@ class Skin extends EventEmitter {
return [0, 0];
}
/**
* Should this skin's texture be filtered with nearest-neighbor or linear interpolation at the given scale?
* @param {?Array<Number>} scale The screen-space X and Y scaling factors at which this skin's texture will be
* displayed, as percentages (100 means 1 "native size" unit is 1 screen pixel; 200 means 2 screen pixels, etc).
* @param {Drawable} drawable The drawable that this skin's texture will be applied to.
* @return {boolean} True if this skin's texture, as returned by {@link getTexture}, should be filtered with
* nearest-neighbor interpolation.
*/
// eslint-disable-next-line no-unused-vars
useNearest (scale, drawable) {
return true;
}
/**
* Get the center of the current bounding box
* @return {Array<number>} the center of the current bounding box

View File

@@ -37,7 +37,7 @@ image.src = 'https://cdn.assets.scratch.mit.edu/internalapi/asset/7e24c99c1b853e
// SVG (cat 1-a)
const xhr = new XMLHttpRequest();
xhr.addEventListener('load', () => {
xhr.addEventListener('load', function () {
const skinId = renderer.createSVGSkin(xhr.responseText);
if (wantedSkin === WantedSkinType.vector) {
renderer.updateDrawableProperties(drawableID2, {
@@ -56,10 +56,10 @@ if (wantedSkin === WantedSkinType.pen) {
});
canvas.addEventListener('click', event => {
const rect = canvas.getBoundingClientRect();
let rect = canvas.getBoundingClientRect();
const x = event.clientX - rect.left;
const y = event.clientY - rect.top;
let x = event.clientX - rect.left;
let y = event.clientY - rect.top;
renderer.penLine(penSkinID, {
color4f: [Math.random(), Math.random(), Math.random(), 1],
@@ -184,7 +184,7 @@ canvas.addEventListener('mousemove', event => {
canvas.addEventListener('click', event => {
const mousePos = getMousePosition(event, canvas);
const pickID = renderer.pick(mousePos.x, mousePos.y);
console.log(`You clicked on ${(pickID < 0 ? 'nothing' : `ID# ${pickID}`)}`);
console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
if (pickID >= 0) {
console.dir(renderer.extractDrawable(pickID, mousePos.x, mousePos.y));
}

View File

@@ -92,9 +92,9 @@ renderCanvas.addEventListener('click', event => {
}
});
const rgb2fillStyle = rgb => (
`rgb(${rgb[0]},${rgb[1]},${rgb[2]})`
);
const rgb2fillStyle = (rgb) => {
return `rgb(${rgb[0]},${rgb[1]},${rgb[2]})`;
};
const makeCursorImage = () => {
const canvas = document.createElement('canvas');

View File

@@ -1,97 +0,0 @@
/**
* 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
* returns h, s, and v in the range [0, 1].
*
* @param {Array<number>} rgb The RGB color value
* @param {number} rgb.r The red color value
* @param {number} rgb.g The green color value
* @param {number} rgb.b The blue color value
* @param {Array<number>} dst The array to store the HSV values in
* @return {Array<number>} The `dst` array passed in
*/
const rgbToHsv = ([r, g, b], dst) => {
let K = 0.0;
r /= 255;
g /= 255;
b /= 255;
let tmp = 0;
if (g < b) {
tmp = g;
g = b;
b = tmp;
K = -1;
}
if (r < g) {
tmp = r;
r = g;
g = tmp;
K = (-2 / 6) - K;
}
const chroma = r - Math.min(g, b);
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};

View File

@@ -1,4 +1,4 @@
/* global VirtualMachine, ScratchStorage, ScratchSVGRenderer */
/* global window, VirtualMachine, ScratchStorage, ScratchSVGRenderer */
/* eslint-env browser */
// Wait for all SVG skins to be loaded.

View File

@@ -1,4 +1,4 @@
/* global vm, render */
/* global vm, render, Promise */
const {chromium} = require('playwright-chromium');
const test = require('tap').test;
const path = require('path');

View File

@@ -1,4 +1,4 @@
/* global vm */
/* global vm, Promise */
const {chromium} = require('playwright-chromium');
const test = require('tap').test;
const path = require('path');

View File

@@ -1,48 +0,0 @@
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();
});