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19 Commits

Author SHA1 Message Date
greenkeeper[bot]
005e789df8 fix(package): update twgl.js to version 4.15.0
Closes #352
2020-04-27 14:10:05 +00:00
DD Liu
4b2e17186b Merge pull request #585 from adroitwhiz/update-silhouette-convex-hull
Update drawables' matrix + silhouette in _getConvexHullPointsForDrawable
2020-04-24 14:59:17 -04:00
DD Liu
6dd833a7f9 Merge pull request #586 from LLK/revert-582-revert-580-revert-559-revert-438-pen-shader
Revert "Revert "Revert "Revert "Draw pen lines via fragment shader""""
2020-04-22 19:45:49 -04:00
DD Liu
5bf185262a Revert "Revert "Revert "Revert "Draw pen lines via fragment shader"""" 2020-04-22 18:16:58 -04:00
adroitwhiz
e9d6c1d13f Update drawables' matrix+silhouette for hull calc. 2020-04-15 04:51:34 -04:00
DD Liu
58bd9cbe19 Merge pull request #582 from LLK/revert-580-revert-559-revert-438-pen-shader
Revert "Revert "Revert "Draw pen lines via fragment shader"""
2020-04-09 12:30:38 -04:00
DD Liu
bf43ef363a Revert "Revert "Revert "Draw pen lines via fragment shader""" 2020-04-09 12:27:19 -04:00
DD Liu
a94f238ea1 Merge pull request #580 from LLK/revert-559-revert-438-pen-shader
Revert "Revert "Draw pen lines via fragment shader""
2020-04-02 15:14:15 -04:00
DD Liu
4a521509da Merge branch 'develop' into revert-559-revert-438-pen-shader 2020-04-02 14:28:08 -04:00
DD Liu
d17066b745 Merge pull request #475 from adroitwhiz/penskin-silhouette-from-data
Set PenSkin silhouette data directly
2020-04-02 14:24:49 -04:00
DD Liu
6cde82d33d Merge pull request #556 from adroitwhiz/unmultiply-extracted-drawables
Un-premultiply extracted drawables
2020-04-02 14:24:34 -04:00
DD Liu
4958bb5c69 Revert "Revert "Draw pen lines via fragment shader"" 2020-04-02 14:14:06 -04:00
adroitwhiz
a427461467 Clarify draw mode comments 2020-03-26 23:01:18 -04:00
DD Liu
d37c847389 Merge pull request #561 from adroitwhiz/setemptyimagedata-rotation-center
Set rotation center to [0, 0] in setEmptyImageData
2020-03-19 14:58:16 -04:00
adroitwhiz
dd93869411 Set rotation center to [0, 0] in setEmptyImageData 2020-03-04 23:49:09 -05:00
DD Liu
a28753fb5a Merge pull request #559 from LLK/revert-438-pen-shader
Revert "Draw pen lines via fragment shader"
2020-02-28 10:19:45 -05:00
DD Liu
adf6fd6dae Revert "Draw pen lines via fragment shader" 2020-02-28 10:00:40 -05:00
adroitwhiz
90b8f15d8c Un-premultiply extracted drawables 2020-02-04 22:32:04 -05:00
adroitwhiz
b194394cfd Set PenSkin silhouette data directly 2020-01-28 21:05:33 -05:00
6 changed files with 37 additions and 17 deletions

View File

@@ -54,6 +54,6 @@
"raw-loader": "^0.5.1",
"scratch-storage": "^1.0.0",
"scratch-svg-renderer": "0.2.0-prerelease.20200205003400",
"twgl.js": "4.4.0"
"twgl.js": "4.15.0"
}
}

View File

@@ -104,6 +104,12 @@ class PenSkin extends Skin {
/** @type {boolean} */
this._silhouetteDirty = false;
/** @type {Uint8Array} */
this._silhouettePixels = null;
/** @type {ImageData} */
this._silhouetteImageData = null;
/** @type {object} */
this._lineOnBufferDrawRegionId = {
enter: () => this._enterDrawLineOnBuffer(),
@@ -514,6 +520,9 @@ class PenSkin extends Skin {
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
this._silhouettePixels = new Uint8Array(Math.floor(width * height * 4));
this._silhouetteImageData = this._canvas.getContext('2d').createImageData(width, height);
this._silhouetteDirty = true;
}
@@ -551,24 +560,17 @@ class PenSkin extends Skin {
// Render export texture to another framebuffer
const gl = this._renderer.gl;
const bounds = this._bounds;
this._renderer.enterDrawRegion(this._toBufferDrawRegionId);
// Sample the framebuffer's pixels into the silhouette instance
const skinPixels = new Uint8Array(Math.floor(this._canvas.width * this._canvas.height * 4));
gl.readPixels(0, 0, this._canvas.width, this._canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, skinPixels);
gl.readPixels(
0, 0,
this._canvas.width, this._canvas.height,
gl.RGBA, gl.UNSIGNED_BYTE, this._silhouettePixels
);
const skinCanvas = this._canvas;
skinCanvas.width = bounds.width;
skinCanvas.height = bounds.height;
const skinContext = skinCanvas.getContext('2d');
const skinImageData = skinContext.createImageData(bounds.width, bounds.height);
skinImageData.data.set(skinPixels);
skinContext.putImageData(skinImageData, 0, 0);
this._silhouette.update(this._canvas, true /* isPremultiplied */);
this._silhouetteImageData.data.set(this._silhouettePixels);
this._silhouette.update(this._silhouetteImageData, true /* isPremultiplied */);
this._silhouetteDirty = false;
}

View File

@@ -1124,7 +1124,8 @@ class RenderWebGL extends EventEmitter {
gl.clear(gl.COLOR_BUFFER_BIT);
try {
gl.disable(gl.BLEND);
this._drawThese([drawableID], ShaderManager.DRAW_MODE.default, projection,
// ImageData objects store alpha un-premultiplied, so draw with the `straightAlpha` draw mode.
this._drawThese([drawableID], ShaderManager.DRAW_MODE.straightAlpha, projection,
{effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask});
} finally {
gl.enable(gl.BLEND);
@@ -1761,6 +1762,10 @@ class RenderWebGL extends EventEmitter {
*/
_getConvexHullPointsForDrawable (drawableID) {
const drawable = this._allDrawables[drawableID];
drawable.updateMatrix();
drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
const [width, height] = drawable.skin.size;
// No points in the hull if invisible or size is 0.
if (!drawable.getVisible() || width === 0 || height === 0) {

View File

@@ -154,10 +154,15 @@ ShaderManager.EFFECTS = Object.keys(ShaderManager.EFFECT_INFO);
*/
ShaderManager.DRAW_MODE = {
/**
* Draw normally.
* Draw normally. Its output will use premultiplied alpha.
*/
default: 'default',
/**
* Draw with non-premultiplied alpha. Useful for reading pixels from GL into an ImageData object.
*/
straightAlpha: 'straightAlpha',
/**
* Draw a silhouette using a solid color.
*/

View File

@@ -212,6 +212,9 @@ class Skin extends EventEmitter {
this._emptyImageTexture = twgl.createTexture(gl, textureOptions);
}
this._rotationCenter[0] = 0;
this._rotationCenter[1] = 0;
this._silhouette.update(this._emptyImageData);
this.emit(Skin.Events.WasAltered);
}

View File

@@ -210,6 +210,11 @@ void main()
#endif // DRAW_MODE_colorMask
#endif // DRAW_MODE_silhouette
#ifdef DRAW_MODE_straightAlpha
// Un-premultiply alpha.
gl_FragColor.rgb /= gl_FragColor.a + epsilon;
#endif
#else // DRAW_MODE_line
// Maaaaagic antialiased-line-with-round-caps shader.
// Adapted from Inigo Quilez' 2D distance function cheat sheet