Compare commits
2 Commits
0.1.0-prer
...
hotfix/tot
| Author | SHA1 | Date | |
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08e2abced2 | ||
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88d31483a2 |
@@ -139,6 +139,13 @@ class RenderWebGL extends EventEmitter {
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throw new Error('Could not get WebGL context: this browser or environment may not support WebGL.');
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}
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this._mystery = {
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modeActive: false,
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mouseMoveListener: null,
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bufferInfo: null,
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mouseCoords: [0, 0]
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};
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/** @type {RenderWebGL.UseGpuModes} */
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this._useGpuMode = RenderWebGL.UseGpuModes.Automatic;
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@@ -242,6 +249,7 @@ class RenderWebGL extends EventEmitter {
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resize (pixelsWide, pixelsTall) {
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const {canvas} = this._gl;
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const pixelRatio = window.devicePixelRatio || 1;
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const newWidth = pixelsWide * pixelRatio;
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const newHeight = pixelsTall * pixelRatio;
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@@ -250,10 +258,16 @@ class RenderWebGL extends EventEmitter {
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if (canvas.width !== newWidth || canvas.height !== newHeight) {
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canvas.width = newWidth;
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canvas.height = newHeight;
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if (this._mystery.modeActive && this._mystery.bufferInfo) {
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twgl.resizeFramebufferInfo(this._gl, this._mystery.bufferInfo, [
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{format: this._gl.RGBA}
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], pixelsWide * pixelRatio, pixelsTall * pixelRatio);
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}
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// Resizing the canvas causes it to be cleared, so redraw it.
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this.draw();
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}
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}
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/**
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@@ -653,7 +667,43 @@ class RenderWebGL extends EventEmitter {
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gl.clearColor(...this._backgroundColor4f);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
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let drawList = this._drawList;
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if (this._mystery.modeActive) {
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drawList = drawList.slice(1);
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twgl.bindFramebufferInfo(gl, this._mystery.bufferInfo);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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this._drawThese(drawList, ShaderManager.DRAW_MODE.default, this._projection);
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if (this._mystery.modeActive) {
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// draw all layers except for the bottom layer onto the mystery buffer
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twgl.bindFramebufferInfo(gl, null);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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this._drawThese([this._drawList[0]], ShaderManager.DRAW_MODE.default, this._projection);
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this._doExitDrawRegion();
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const newShader = this._shaderManager.getShader(ShaderManager.DRAW_MODE.mystery, 0);
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this._regionId = newShader;
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// draw mystery buffer to main buffer
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gl.useProgram(newShader.program);
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twgl.setBuffersAndAttributes(gl, newShader, this._bufferInfo);
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const uniforms = {
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u_projectionMatrix: this._projection,
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u_modelMatrix: twgl.m4.identity(),
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u_skin: this._mystery.bufferInfo.attachments[0],
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u_mousePosition: this._mystery.mouseCoords
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};
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twgl.setTextureParameters(
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gl, uniforms.u_skin, {minMag: gl.LINEAR}
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);
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twgl.setUniforms(newShader, uniforms);
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twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
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}
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if (this._snapshotCallbacks.length > 0) {
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const snapshot = gl.canvas.toDataURL();
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this._snapshotCallbacks.forEach(cb => cb(snapshot));
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@@ -2083,6 +2133,32 @@ class RenderWebGL extends EventEmitter {
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return dst;
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}
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setMysteryMode (enableMysteryMode) {
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this._mystery.modeActive = enableMysteryMode;
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if (enableMysteryMode) {
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this._mystery.bufferInfo = twgl.createFramebufferInfo(
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this._gl,
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[{format: this._gl.RGBA}],
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this._gl.drawingBufferWidth,
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this._gl.drawingBufferHeight
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);
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this._mystery.mouseMoveListener = event => {
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const rect = this.canvas.getBoundingClientRect();
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this._mystery.mouseCoords[0] = (event.clientX - rect.left) / rect.width;
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this._mystery.mouseCoords[1] = (event.clientY - rect.top) / rect.height;
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};
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document.addEventListener('mousemove', this._mystery.mouseMoveListener);
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} else {
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if (this._mystery.bufferInfo) {
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this._gl.deleteFramebuffer(this._mystery.bufferInfo.framebuffer);
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}
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document.removeEventListener('mousemove', this._mystery.mouseMoveListener);
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}
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}
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/**
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* @callback RenderWebGL#snapshotCallback
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* @param {string} dataURI Data URI of the snapshot of the renderer
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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 {loadSvgString, serializeSvgToString} = require('scratch-svg-renderer');
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const SvgRenderer = require('scratch-svg-renderer').SVGRenderer;
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const ShaderManager = require('./ShaderManager');
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const MAX_TEXTURE_DIMENSION = 2048;
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@@ -28,20 +28,8 @@ class SVGSkin extends Skin {
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/** @type {RenderWebGL} */
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this._renderer = renderer;
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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 {SvgRenderer} */
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this._svgRenderer = new SvgRenderer();
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/** @type {Array<WebGLTexture>} */
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this._scaledMIPs = [];
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@@ -68,7 +56,7 @@ 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._size[0], this._size[1]];
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return this._svgRenderer.size;
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}
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useNearest (scale, drawable) {
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@@ -106,27 +94,18 @@ 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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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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this._svgRenderer.draw(scale);
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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 textureData = this._context.getImageData(0, 0, this._canvas.width, this._canvas.height);
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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 textureOptions = {
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auto: false,
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@@ -168,7 +147,7 @@ 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._svgImageLoaded && !this._scaledMIPs[mipLevel]) {
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if (this._svgRenderer.loaded && !this._scaledMIPs[mipLevel]) {
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this._scaledMIPs[mipLevel] = this.createMIP(mipScale);
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}
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@@ -177,6 +156,9 @@ 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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@@ -187,27 +169,17 @@ 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. 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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* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG.
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*/
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setSVG (svgData, rotationCenter) {
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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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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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super.setEmptyImageData();
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return;
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}
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const maxDimension = Math.ceil(Math.max(width, height));
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const maxDimension = Math.ceil(Math.max(this.size[0], this.size[1]));
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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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@@ -216,17 +188,12 @@ 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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// 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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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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this.emit(Skin.Events.WasAltered);
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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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}
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@@ -181,7 +181,9 @@ ShaderManager.DRAW_MODE = {
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/**
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* Draw the background in a certain color. Must sometimes be used instead of gl.clear.
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*/
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background: 'background'
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background: 'background',
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mystery: 'mystery'
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};
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module.exports = ShaderManager;
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@@ -43,6 +43,10 @@ uniform float u_lineLength;
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uniform vec4 u_backgroundColor;
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#endif // DRAW_MODE_background
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#ifdef DRAW_MODE_mystery
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uniform vec2 u_mousePosition;
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#endif
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uniform sampler2D u_skin;
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#ifndef DRAW_MODE_background
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@@ -118,6 +122,15 @@ void main()
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#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
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vec2 texcoord0 = v_texCoord;
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#ifdef DRAW_MODE_mystery
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vec2 mysteryCoord = texcoord0;
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vec2 offset = vec2(u_mousePosition.x, 1.0 - u_mousePosition.y);
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mysteryCoord -= offset;
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const float SCALE_FACTOR = 0.85;
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mysteryCoord *= vec2(SCALE_FACTOR, SCALE_FACTOR);
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mysteryCoord += offset;
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#endif
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#ifdef ENABLE_mosaic
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texcoord0 = fract(u_mosaic * texcoord0);
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#endif // ENABLE_mosaic
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@@ -161,6 +174,21 @@ void main()
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gl_FragColor = texture2D(u_skin, texcoord0);
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#ifdef DRAW_MODE_mystery
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const vec4 SHADOW_COLOR = vec4(0.0, 0.0, 0.0, 0.5);
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const float SHADOW_BLUR = 0.0025;
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float shadowSample1 = texture2D(u_skin, mysteryCoord + vec2(SHADOW_BLUR, SHADOW_BLUR)).a;
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float shadowSample2 = texture2D(u_skin, mysteryCoord + vec2(-SHADOW_BLUR, SHADOW_BLUR)).a;
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float shadowSample3 = texture2D(u_skin, mysteryCoord + vec2(SHADOW_BLUR, -SHADOW_BLUR)).a;
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float shadowSample4 = texture2D(u_skin, mysteryCoord + vec2(-SHADOW_BLUR, -SHADOW_BLUR)).a;
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float shadowAlpha = (shadowSample1 + shadowSample2 + shadowSample3 + shadowSample4) * 0.25;
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vec4 shadow = SHADOW_COLOR * shadowAlpha;
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gl_FragColor = gl_FragColor + (shadow * (1.0 - gl_FragColor.a));
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#endif
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#if defined(ENABLE_color) || defined(ENABLE_brightness)
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// Divide premultiplied alpha values for proper color processing
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// Add epsilon to avoid dividing by 0 for fully transparent pixels
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@@ -68,6 +68,9 @@ void main() {
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gl_Position = vec4(position, 0, 1);
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#elif defined(DRAW_MODE_background)
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gl_Position = vec4(a_position * 2.0, 0, 1);
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#elif defined(DRAW_MODE_mystery)
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gl_Position = vec4(a_position * vec2(-2.0, 2.0), 0.0, 1.0);
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v_texCoord = a_texCoord;
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#else
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gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
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v_texCoord = a_texCoord;
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@@ -14,7 +14,7 @@ window.waitForSVGSkinLoad = renderer => new Promise(resolve => {
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for (const skin of renderer._allSkins) {
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if (skin.constructor.name !== 'SVGSkin') continue;
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numSVGSkins++;
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if (skin._svgImage.complete) numLoadedSVGSkins++;
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if (skin._svgRenderer.loaded) numLoadedSVGSkins++;
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}
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if (numSVGSkins === numLoadedSVGSkins) {
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@@ -47,7 +47,7 @@ window.initVM = render => {
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vm.attachStorage(storage);
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vm.attachRenderer(render);
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vm.attachV2SVGAdapter(ScratchSVGRenderer.V2SVGAdapter);
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vm.attachV2SVGAdapter(new ScratchSVGRenderer.SVGRenderer());
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vm.attachV2BitmapAdapter(new ScratchSVGRenderer.BitmapAdapter());
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return vm;
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Reference in New Issue
Block a user