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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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@@ -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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