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55 Commits

Author SHA1 Message Date
adroitwhiz
813792359f Revert "Switch from Chromeless to Playwright for tests" 2020-05-08 16:32:38 -04:00
adroitwhiz
7349c1967c Merge pull request #597 from adroitwhiz/playwright
Switch from Chromeless to Playwright for tests
2020-05-08 15:47:48 -04:00
adroitwhiz
b873b6fec4 Bump Node to 10 2020-05-07 16:37:52 -04:00
adroitwhiz
51c867fa6d Use Playwright instead of Puppeteer 2020-05-07 16:21:37 -04:00
adroitwhiz
ddccd0fa79 reference "wait for SVG skins to load" issue 2020-05-07 16:08:28 -04:00
DD Liu
b35adaef88 Merge pull request #596 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20200507183648
Update scratch-svg-renderer to the latest version 🚀
2020-05-07 15:45:34 -04:00
adroitwhiz
3612461f9c Merge pull request #478 from adroitwhiz/fix-fence-bounds
Always use getAABB for fence bounds
2020-05-07 15:43:28 -04:00
adroitwhiz
7c710c0680 Merge pull request #474 from adroitwhiz/deobfuscate-convex-hull
Ergonomics: Deobfuscate _getConvexHullPointsForDrawable
2020-05-07 15:28:18 -04:00
adroitwhiz
fe91133565 Re-add link to 2.0's convex hull algorithm 2020-05-07 15:21:16 -04:00
greenkeeper[bot]
409df2a74d fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20200507183648 2020-05-07 19:13:23 +00:00
Chris Willis-Ford
4b03eb29fd Merge pull request #590 from adroitwhiz/i-hate-safari
Tweak pen shader to avoid float precision issues
2020-05-06 13:38:32 -07:00
adroitwhiz
51bceb68e5 Address review feedback 2020-05-06 16:21:18 -04:00
adroitwhiz
70c64f035c Deobfuscate _getConvexHullPointsForDrawable 2020-05-05 16:25:38 -04:00
adroitwhiz
4b7558f2d2 Fix another annoying precision bug.
Who knew fragment shaders were so difficult?
2020-05-01 14:04:03 -04:00
DD Liu
84f878e553 Merge pull request #591 from LLK/master
Merge master into develop
2020-04-27 13:47:31 -04:00
DD Liu
b6424a2f80 Merge pull request #588 from adroitwhiz/fix-resize
Call draw() after resizing canvas
2020-04-27 13:38:25 -04:00
adroitwhiz
0b47d87f2f Tweak pen shader to avoid float precision issues 2020-04-25 19:43:20 -04:00
adroitwhiz
41e21ed129 Only resize canvas when necessary 2020-04-24 18:51:48 -04:00
adroitwhiz
6d28f42d57 Call draw() after resizing canvas 2020-04-24 16:20:11 -04:00
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
5081a71fe9 Fix file input in tests 2020-03-08 08:18:46 -04:00
adroitwhiz
0a214a989d download Chromium only when tests are run 2020-03-08 08:18:46 -04:00
adroitwhiz
3d02a6c769 Replace Chromeless with Puppeteer 2020-03-08 08:18:28 -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
DD Liu
8139afdb52 Merge pull request #438 from adroitwhiz/pen-shader
Draw pen lines via fragment shader
2020-02-27 15:55:53 -05:00
adroitwhiz
7d652b44d3 Move pen line bounds calculation to vertex shader 2020-02-11 17:46:12 -05:00
adroitwhiz
6bc1c32cf8 Explain pen line shader better 2020-02-07 07:11:35 -05:00
adroitwhiz
936afeef60 Tighten pen bounds 2020-02-07 07:11:28 -05:00
adroitwhiz
9e12f093f6 Cleanup 2020-02-05 03:18:47 -05:00
adroitwhiz
24851f28f8 Draw pen lines via fragment shader 2020-02-05 03:18:47 -05:00
adroitwhiz
90b8f15d8c Un-premultiply extracted drawables 2020-02-04 22:32:04 -05:00
DD Liu
2a36dadf21 Merge pull request #554 from LLK/greenkeeper/scratch-vm-0.2.0-prerelease.20191227164934
chore(package): update scratch-vm to version 0.2.0-prerelease.2019122…
2020-02-04 20:11:03 -05:00
DD Liu
490f0a4ecb Merge pull request #553 from LLK/greenkeeper/scratch-svg-renderer-0.2.0-prerelease.20200205003400
fix(package): update scratch-svg-renderer to version 0.2.0-prerelease…
2020-02-04 20:00:29 -05:00
greenkeeper[bot]
c55344d55b fix(package): update scratch-svg-renderer to version 0.2.0-prerelease.20200205003400
Closes #552
2020-02-05 00:35:17 +00:00
adroitwhiz
b194394cfd Set PenSkin silhouette data directly 2020-01-28 21:05:33 -05:00
Chris Willis-Ford
d0d98de38f Merge pull request #515 from adroitwhiz/premultiply-the-sequel
Use premultiplied alpha everywhere, take 2
2020-01-28 12:49:27 -08:00
adroitwhiz
0cb97a202a Address review feedback 2020-01-24 05:28:20 -05:00
adroitwhiz
10a6d87eb6 Premultiplied alpha, take 2 2020-01-23 14:41:53 -05:00
greenkeeper[bot]
53374ac77f chore(package): update scratch-vm to version 0.2.0-prerelease.20191227164934
Closes #525
2019-12-27 16:51:50 +00:00
adroitwhiz
60e7e568d5 Add fencing test 2019-07-09 10:38:19 -04:00
adroitwhiz
b448aac1f3 Always use AABB for fence bounds 2019-07-09 10:25:12 -04:00
14 changed files with 391 additions and 326 deletions

View File

@@ -37,7 +37,7 @@
"gh-pages": "^1.0.0",
"jsdoc": "^3.5.5",
"json": "^9.0.4",
"scratch-vm": "0.2.0-prerelease.20190213162739",
"scratch-vm": "0.2.0-prerelease.20191227164934",
"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.20200109070519",
"scratch-svg-renderer": "0.2.0-prerelease.20200507183648",
"twgl.js": "4.4.0"
}
}

View File

@@ -18,9 +18,6 @@ class BitmapSkin extends Skin {
/** @type {!RenderWebGL} */
this._renderer = renderer;
/** @type {WebGLTexture} */
this._texture = null;
/** @type {Array<int>} */
this._textureSize = [0, 0];
}
@@ -59,16 +56,6 @@ class BitmapSkin extends Skin {
return this._texture || super.getTexture();
}
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB for bitmaps.
*/
getFenceBounds (drawable, result) {
return drawable.getAABB(result);
}
/**
* Set the contents of this skin to a snapshot of the provided bitmap data.
* @param {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} bitmapData - new contents for this skin.
@@ -95,22 +82,17 @@ class BitmapSkin extends Skin {
textureData = context.getImageData(0, 0, bitmapData.width, bitmapData.height);
}
if (this._texture) {
gl.bindTexture(gl.TEXTURE_2D, this._texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
this._silhouette.update(textureData);
} else {
// TODO: mipmaps?
if (this._texture === null) {
const textureOptions = {
auto: true,
wrap: gl.CLAMP_TO_EDGE,
src: textureData
auto: false,
wrap: gl.CLAMP_TO_EDGE
};
this._texture = twgl.createTexture(gl, textureOptions);
this._silhouette.update(textureData);
}
this._setTexture(textureData);
// Do these last in case any of the above throws an exception
this._costumeResolution = costumeResolution || 2;
this._textureSize = BitmapSkin._getBitmapSize(bitmapData);

View File

@@ -685,6 +685,9 @@ class Drawable {
const localPosition = getLocalPosition(drawable, vec);
if (localPosition[0] < 0 || localPosition[1] < 0 ||
localPosition[0] > 1 || localPosition[1] > 1) {
dst[0] = 0;
dst[1] = 0;
dst[2] = 0;
dst[3] = 0;
return dst;
}

View File

@@ -130,15 +130,21 @@ class EffectTransform {
const effects = drawable.enabledEffects;
const uniforms = drawable.getUniforms();
if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
// gl_FragColor.a *= u_ghost
inOutColor[3] *= uniforms.u_ghost;
}
const enableColor = (effects & ShaderManager.EFFECT_INFO.color.mask) !== 0;
const enableBrightness = (effects & ShaderManager.EFFECT_INFO.brightness.mask) !== 0;
if (enableColor || enableBrightness) {
// gl_FragColor.rgb /= gl_FragColor.a + epsilon;
// Here, we're dividing by the (previously pre-multiplied) alpha to ensure HSV is properly calculated
// for partially transparent pixels.
// epsilon is present in the shader because dividing by 0 (fully transparent pixels) messes up calculations.
// We're doing this with a Uint8ClampedArray here, so dividing by 0 just gives 255. We're later multiplying
// by 0 again, so it won't affect results.
const alpha = inOutColor[3] / 255;
inOutColor[0] /= alpha;
inOutColor[1] /= alpha;
inOutColor[2] /= alpha;
// vec3 hsl = convertRGB2HSL(gl_FragColor.xyz);
const hsl = rgbToHsl(inOutColor);
@@ -171,6 +177,20 @@ class EffectTransform {
}
// gl_FragColor.rgb = convertHSL2RGB(hsl);
inOutColor.set(hslToRgb(hsl));
// gl_FragColor.rgb *= gl_FragColor.a + epsilon;
// Now we're doing the reverse, premultiplying by the alpha once again.
inOutColor[0] *= alpha;
inOutColor[1] *= alpha;
inOutColor[2] *= alpha;
}
if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
// gl_FragColor *= u_ghost
inOutColor[0] *= uniforms.u_ghost;
inOutColor[1] *= uniforms.u_ghost;
inOutColor[2] *= uniforms.u_ghost;
inOutColor[3] *= uniforms.u_ghost;
}
return inOutColor;

View File

@@ -25,6 +25,12 @@ const DefaultPenAttributes = {
diameter: 1
};
/**
* Reused memory location for storing a premultiplied pen color.
* @type {FloatArray}
*/
const __premultipliedColor = [0, 0, 0, 0];
/**
* Reused memory location for projection matrices.
@@ -38,11 +44,6 @@ const __projectionMatrix = twgl.m4.identity();
*/
const __modelTranslationMatrix = twgl.m4.identity();
/**
* Reused memory location for rotation matrix for building a model matrix.
* @type {FloatArray}
*/
const __modelRotationMatrix = twgl.m4.identity();
/**
* Reused memory location for scaling matrix for building a model matrix.
@@ -88,9 +89,6 @@ class PenSkin extends Skin {
/** @type {HTMLCanvasElement} */
this._canvas = document.createElement('canvas');
/** @type {WebGLTexture} */
this._texture = null;
/** @type {WebGLTexture} */
this._exportTexture = null;
@@ -106,6 +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(),
@@ -123,10 +127,10 @@ class PenSkin extends Skin {
const NO_EFFECTS = 0;
/** @type {twgl.ProgramInfo} */
this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.stamp, NO_EFFECTS);
this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.default, NO_EFFECTS);
/** @type {twgl.ProgramInfo} */
this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.lineSample, NO_EFFECTS);
this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.line, NO_EFFECTS);
this._createLineGeometry();
@@ -154,13 +158,6 @@ class PenSkin extends Skin {
return true;
}
/**
* @returns {boolean} true if alpha is premultiplied, false otherwise
*/
get hasPremultipliedAlpha () {
return true;
}
/**
* @return {Array<number>} the "native" size, in texels, of this skin. [width, height]
*/
@@ -188,7 +185,7 @@ class PenSkin extends Skin {
clear () {
const gl = this._renderer.gl;
twgl.bindFramebufferInfo(gl, this._framebuffer);
/* Reset framebuffer to transparent black */
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
@@ -219,10 +216,15 @@ class PenSkin extends Skin {
* @param {number} y1 - the Y coordinate of the end of the line.
*/
drawLine (penAttributes, x0, y0, x1, y1) {
// For compatibility with Scratch 2.0, offset pen lines of width 1 and 3 so they're pixel-aligned.
// See https://github.com/LLK/scratch-render/pull/314
const diameter = penAttributes.diameter || DefaultPenAttributes.diameter;
const offset = (diameter === 1 || diameter === 3) ? 0.5 : 0;
this._drawLineOnBuffer(
penAttributes,
this._rotationCenter[0] + x0, this._rotationCenter[1] - y0,
this._rotationCenter[0] + x1, this._rotationCenter[1] - y1
x0 + offset, y0 + offset,
x1 + offset, y1 + offset
);
this._silhouetteDirty = true;
@@ -232,72 +234,16 @@ class PenSkin extends Skin {
* Create 2D geometry for drawing lines to a framebuffer.
*/
_createLineGeometry () {
// Create a set of triangulated quads that break up a line into 3 parts:
// 2 caps and a body. The y component of these position vertices are
// divided to bring a value of 1 down to 0.5 to 0. The large y values
// are set so they will still be at least 0.5 after division. The
// divisor is scaled based on the length of the line and the lines
// width.
//
// Texture coordinates are based on a "generated" texture whose general
// shape is a circle. The line caps set their texture values to define
// there roundedness with the texture. The body has all of its texture
// values set to the center of the texture so it's a solid block.
const quads = {
a_position: {
numComponents: 2,
data: [
-0.5, 1,
0.5, 1,
-0.5, 100000,
-0.5, 100000,
0.5, 1,
0.5, 100000,
-0.5, 1,
0.5, 1,
-0.5, -1,
-0.5, -1,
0.5, 1,
0.5, -1,
-0.5, -100000,
0.5, -100000,
-0.5, -1,
-0.5, -1,
0.5, -100000,
0.5, -1
]
},
a_texCoord: {
numComponents: 2,
data: [
1, 0.5,
0, 0.5,
1, 0,
1, 0,
0, 0.5,
0, 0,
0.5, 0,
0.5, 1,
0.5, 0,
0.5, 0,
0.5, 1,
0.5, 1,
1, 0,
0, 0,
1, 0.5,
1, 0.5,
1, 1,
1, 1,
0, 0,
0, 0.5
0, 1
]
}
};
@@ -317,13 +263,6 @@ class PenSkin extends Skin {
twgl.bindFramebufferInfo(gl, this._framebuffer);
// Needs a blend function that blends a destination that starts with
// no alpha.
gl.blendFuncSeparate(
gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA,
gl.ONE, gl.ONE_MINUS_SRC_ALPHA
);
gl.viewport(0, 0, bounds.width, bounds.height);
gl.useProgram(currentShader.program);
@@ -344,13 +283,13 @@ class PenSkin extends Skin {
_exitDrawLineOnBuffer () {
const gl = this._renderer.gl;
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
twgl.bindFramebufferInfo(gl, null);
}
/**
* Draw a line on the framebuffer.
* Note that the point coordinates are in the following coordinate space:
* +y is down, (0, 0) is the center, and the coords range from (-width / 2, -height / 2) to (height / 2, width / 2).
* @param {PenAttributes} penAttributes - how the line should be drawn.
* @param {number} x0 - the X coordinate of the beginning of the line.
* @param {number} y0 - the Y coordinate of the beginning of the line.
@@ -364,40 +303,18 @@ class PenSkin extends Skin {
this._renderer.enterDrawRegion(this._lineOnBufferDrawRegionId);
const diameter = penAttributes.diameter || DefaultPenAttributes.diameter;
const length = Math.hypot(Math.abs(x1 - x0) - 0.001, Math.abs(y1 - y0) - 0.001);
const avgX = (x0 + x1) / 2;
const avgY = (y0 + y1) / 2;
const theta = Math.atan2(y0 - y1, x0 - x1);
const alias = 1;
// The line needs a bit of aliasing to look smooth. Add a small offset
// and a small size boost to scaling to give a section to alias.
const translationVector = __modelTranslationVector;
translationVector[0] = avgX - (alias / 2);
translationVector[1] = avgY + (alias / 4);
const scalingVector = __modelScalingVector;
scalingVector[0] = diameter + alias;
scalingVector[1] = length + diameter - (alias / 2);
const radius = diameter / 2;
const yScalar = (0.50001 - (radius / (length + diameter)));
// Premultiply pen color by pen transparency
const penColor = penAttributes.color4f || DefaultPenAttributes.color4f;
__premultipliedColor[0] = penColor[0] * penColor[3];
__premultipliedColor[1] = penColor[1] * penColor[3];
__premultipliedColor[2] = penColor[2] * penColor[3];
__premultipliedColor[3] = penColor[3];
const uniforms = {
u_positionScalar: yScalar,
u_capScale: diameter,
u_aliasAmount: alias,
u_modelMatrix: twgl.m4.multiply(
twgl.m4.multiply(
twgl.m4.translation(translationVector, __modelTranslationMatrix),
twgl.m4.rotationZ(theta - (Math.PI / 2), __modelRotationMatrix),
__modelMatrix
),
twgl.m4.scaling(scalingVector, __modelScalingMatrix),
__modelMatrix
),
u_lineColor: penAttributes.color4f || DefaultPenAttributes.color4f
u_lineColor: __premultipliedColor,
u_lineThickness: penAttributes.diameter || DefaultPenAttributes.diameter,
u_penPoints: [x0, -y0, x1, -y1],
u_stageSize: this.size
};
twgl.setUniforms(currentShader, uniforms);
@@ -490,8 +407,6 @@ class PenSkin extends Skin {
twgl.bindFramebufferInfo(gl, this._framebuffer);
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
this._drawRectangleRegionEnter(this._stampShader, this._bounds);
}
@@ -501,8 +416,6 @@ class PenSkin extends Skin {
_exitDrawToBuffer () {
const gl = this._renderer.gl;
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
twgl.bindFramebufferInfo(gl, null);
}
@@ -607,6 +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;
}
@@ -644,24 +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);
this._silhouetteImageData.data.set(this._silhouettePixels);
this._silhouette.update(this._silhouetteImageData, true /* isPremultiplied */);
this._silhouetteDirty = false;
}

View File

@@ -196,7 +196,7 @@ class RenderWebGL extends EventEmitter {
gl.disable(gl.DEPTH_TEST);
/** @todo disable when no partial transparency? */
gl.enable(gl.BLEND);
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
/**
@@ -220,9 +220,20 @@ class RenderWebGL extends EventEmitter {
* @param {int} pixelsTall The desired height in device-independent pixels.
*/
resize (pixelsWide, pixelsTall) {
const {canvas} = this._gl;
const pixelRatio = window.devicePixelRatio || 1;
this._gl.canvas.width = pixelsWide * pixelRatio;
this._gl.canvas.height = pixelsTall * pixelRatio;
const newWidth = pixelsWide * pixelRatio;
const newHeight = pixelsTall * pixelRatio;
// Certain operations, such as moving the color picker, call `resize` once per frame, even though the canvas
// size doesn't change. To avoid unnecessary canvas updates, check that we *really* need to resize the canvas.
if (canvas.width !== newWidth || canvas.height !== newHeight) {
canvas.width = newWidth;
canvas.height = newHeight;
// Resizing the canvas causes it to be cleared, so redraw it.
this.draw();
}
}
/**
@@ -834,7 +845,8 @@ class RenderWebGL extends EventEmitter {
projection,
{
extraUniforms,
ignoreVisibility: true // Touching color ignores sprite visibility
ignoreVisibility: true, // Touching color ignores sprite visibility,
effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask
});
gl.stencilFunc(gl.EQUAL, 1, 1);
@@ -1123,7 +1135,8 @@ 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);
@@ -1554,7 +1567,7 @@ class RenderWebGL extends EventEmitter {
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
// Draw the stamped sprite onto the PenSkin's framebuffer.
this._drawThese([stampID], ShaderManager.DRAW_MODE.stamp, projection, {ignoreVisibility: true});
this._drawThese([stampID], ShaderManager.DRAW_MODE.default, projection, {ignoreVisibility: true});
skin._silhouetteDirty = true;
}
@@ -1744,14 +1757,6 @@ class RenderWebGL extends EventEmitter {
}
twgl.setUniforms(currentShader, uniforms);
/* adjust blend function for this skin */
if (drawable.skin.hasPremultipliedAlpha){
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
} else {
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
}
@@ -1760,14 +1765,16 @@ class RenderWebGL extends EventEmitter {
/**
* Get the convex hull points for a particular Drawable.
* To do this, draw the Drawable unrotated, unscaled, and untranslated.
* Read back the pixels and find all boundary points.
* Finally, apply a convex hull algorithm to simplify the set.
* To do this, calculate it based on the drawable's Silhouette.
* @param {int} drawableID The Drawable IDs calculate convex hull for.
* @return {Array<Array<number>>} points Convex hull points, as [[x, y], ...]
*/
_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) {
@@ -1775,110 +1782,120 @@ class RenderWebGL extends EventEmitter {
}
/**
* Return the determinant of two vectors, the vector from A to B and
* the vector from A to C.
* Return the determinant of two vectors, the vector from A to B and the vector from A to C.
*
* The determinant is useful in this case to know if AC is counter
* clockwise from AB. A positive value means the AC is counter
* clockwise from AC. A negative value menas AC is clockwise from AB.
* The determinant is useful in this case to know if AC is counter-clockwise from AB.
* A positive value means that AC is counter-clockwise from AB. A negative value means AC is clockwise from AB.
*
* @param {Float32Array} A A 2d vector in space.
* @param {Float32Array} B A 2d vector in space.
* @param {Float32Array} C A 2d vector in space.
* @return {number} Greater than 0 if counter clockwise, less than if
* clockwise, 0 if all points are on a line.
* @return {number} Greater than 0 if counter clockwise, less than if clockwise, 0 if all points are on a line.
*/
const CCW = function (A, B, C) {
const determinant = function (A, B, C) {
// AB = B - A
// AC = C - A
// det (AB BC) = AB0 * AC1 - AB1 * AC0
return (((B[0] - A[0]) * (C[1] - A[1])) - ((B[1] - A[1]) * (C[0] - A[0])));
};
// https://github.com/LLK/scratch-flash/blob/dcbeeb59d44c3be911545dfe54d
// 46a32404f8e69/src/scratch/ScratchCostume.as#L369-L413 Following
// RasterHull creation, compare and store left and right values that
// maintain a convex shape until that data can be passed to `hull` for
// further work.
const L = [];
const R = [];
// This algorithm for calculating the convex hull somewhat resembles the monotone chain algorithm.
// The main difference is that instead of sorting the points by x-coordinate, and y-coordinate in case of ties,
// it goes through them by y-coordinate in the outer loop and x-coordinate in the inner loop.
// This gives us "left" and "right" hulls, whereas the monotone chain algorithm gives "top" and "bottom" hulls.
// Adapted from https://github.com/LLK/scratch-flash/blob/dcbeeb59d44c3be911545dfe54d46a32404f8e69/src/scratch/ScratchCostume.as#L369-L413
const leftHull = [];
const rightHull = [];
// While convex hull algorithms usually push and pop values from the list of hull points,
// here, we keep indices for the "last" point in each array. Any points past these indices are ignored.
// This is functionally equivalent to pushing and popping from a "stack" of hull points.
let leftEndPointIndex = -1;
let rightEndPointIndex = -1;
const _pixelPos = twgl.v3.create();
const _effectPos = twgl.v3.create();
let ll = -1;
let rr = -1;
let Q;
let currentPoint;
// *Not* Scratch Space-- +y is bottom
// Loop over all rows of pixels, starting at the top
for (let y = 0; y < height; y++) {
_pixelPos[1] = y / height;
// Scan from left to right, looking for a touchable spot in the
// skin.
// We start at the leftmost point, then go rightwards until we hit an opaque pixel
let x = 0;
for (; x < width; x++) {
_pixelPos[0] = x / width;
EffectTransform.transformPoint(drawable, _pixelPos, _effectPos);
if (drawable.skin.isTouchingLinear(_effectPos)) {
Q = [x, y];
currentPoint = [x, y];
break;
}
}
// If x is equal to the width there are no touchable points in the
// skin. Nothing we can add to L. And looping for R would find the
// same thing.
// If we managed to loop all the way through, there are no opaque pixels on this row. Go to the next one
if (x >= width) {
continue;
}
// Decrement ll until Q is clockwise (CCW returns negative) from the
// last two points in L.
while (ll > 0) {
if (CCW(L[ll - 1], L[ll], Q) < 0) {
// Because leftEndPointIndex is initialized to -1, this is skipped for the first two rows.
// It runs only when there are enough points in the left hull to make at least one line.
// If appending the current point to the left hull makes a counter-clockwise turn,
// we want to append the current point. Otherwise, we decrement the index of the "last" hull point until the
// current point makes a counter-clockwise turn.
// This decrementing has the same effect as popping from the point list, but is hopefully faster.
while (leftEndPointIndex > 0) {
if (determinant(leftHull[leftEndPointIndex], leftHull[leftEndPointIndex - 1], currentPoint) > 0) {
break;
} else {
--ll;
// leftHull.pop();
--leftEndPointIndex;
}
}
// Increment ll and then set L[ll] to Q. If ll was -1 before this
// line, this will set L[0] to Q. If ll was 0 before this line, this
// will set L[1] to Q.
L[++ll] = Q;
// Scan from right to left, looking for a touchable spot in the
// skin.
// This has the same effect as pushing to the point list.
// This "list head pointer" coding style leaves excess points dangling at the end of the list,
// but that doesn't matter; we simply won't copy them over to the final hull.
// leftHull.push(currentPoint);
leftHull[++leftEndPointIndex] = currentPoint;
// Now we repeat the process for the right side, looking leftwards for a pixel.
for (x = width - 1; x >= 0; x--) {
_pixelPos[0] = x / width;
EffectTransform.transformPoint(drawable, _pixelPos, _effectPos);
if (drawable.skin.isTouchingLinear(_effectPos)) {
Q = [x, y];
currentPoint = [x, y];
break;
}
}
// Decrement rr until Q is counter clockwise (CCW returns positive)
// from the last two points in L. L takes clockwise points and R
// takes counter clockwise points. if y was decremented instead of
// incremented R would take clockwise points. We are going in the
// right direction for L and the wrong direction for R, so we
// compare the opposite value for R from L.
while (rr > 0) {
if (CCW(R[rr - 1], R[rr], Q) > 0) {
// Because we're coming at this from the right, it goes clockwise this time.
while (rightEndPointIndex > 0) {
if (determinant(rightHull[rightEndPointIndex], rightHull[rightEndPointIndex - 1], currentPoint) < 0) {
break;
} else {
--rr;
--rightEndPointIndex;
}
}
// Increment rr and then set R[rr] to Q.
R[++rr] = Q;
rightHull[++rightEndPointIndex] = currentPoint;
}
// Known boundary points on left/right edges of pixels.
const boundaryPoints = L;
// Truncate boundaryPoints to the index of the last added Q to L. L may
// have more entries than the index for the last Q.
boundaryPoints.length = ll + 1;
// Add points in R to boundaryPoints in reverse so all points in
// boundaryPoints are clockwise from each other.
for (let j = rr; j >= 0; --j) {
boundaryPoints.push(R[j]);
// Start off "hullPoints" with the left hull points.
const hullPoints = leftHull;
// This is where we get rid of those dangling extra points.
hullPoints.length = leftEndPointIndex + 1;
// Add points from the right side in reverse order so all points are ordered clockwise.
for (let j = rightEndPointIndex; j >= 0; --j) {
hullPoints.push(rightHull[j]);
}
// Simplify boundary points using convex hull.
return hull(boundaryPoints, Infinity);
// Simplify boundary points using hull.js.
// TODO: Remove this; this algorithm already generates convex hulls.
return hull(hullPoints, Infinity);
}
/**
@@ -1902,13 +1919,11 @@ class RenderWebGL extends EventEmitter {
}
*/
Drawable.sampleColor4b(vec, drawables[index].drawable, __blendColor);
// if we are fully transparent, go to the next one "down"
const sampleAlpha = __blendColor[3] / 255;
// premultiply alpha
dst[0] += __blendColor[0] * blendAlpha * sampleAlpha;
dst[1] += __blendColor[1] * blendAlpha * sampleAlpha;
dst[2] += __blendColor[2] * blendAlpha * sampleAlpha;
blendAlpha *= (1 - sampleAlpha);
// Equivalent to gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)
dst[0] += __blendColor[0] * blendAlpha;
dst[1] += __blendColor[1] * blendAlpha;
dst[2] += __blendColor[2] * blendAlpha;
blendAlpha *= (1 - (__blendColor[3] / 255));
}
// Backdrop could be transparent, so we need to go to the "clear color" of the
// draw scene (white) as a fallback if everything was alpha

View File

@@ -90,7 +90,8 @@ class SVGSkin extends Skin {
const textureOptions = {
auto: false,
wrap: this._renderer.gl.CLAMP_TO_EDGE,
src: textureData
src: textureData,
premultiplyAlpha: true
};
const mip = twgl.createTexture(this._renderer.gl, textureOptions);

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.
*/
@@ -169,14 +174,9 @@ ShaderManager.DRAW_MODE = {
colorMask: 'colorMask',
/**
* Sample a "texture" to draw a line with caps.
* Draw a line with caps.
*/
lineSample: 'lineSample',
/**
* Draw normally except for pre-multiplied alpha
*/
stamp: 'stamp'
line: 'line'
};
module.exports = ShaderManager;

View File

@@ -20,7 +20,7 @@ let __SilhouetteUpdateCanvas;
* @return {number} Alpha value for x/y position
*/
const getPoint = ({_width: width, _height: height, _colorData: data}, x, y) => {
// 0 if outside bouds, otherwise read from data.
// 0 if outside bounds, otherwise read from data.
if (x >= width || y >= height || x < 0 || y < 0) {
return 0;
}
@@ -39,6 +39,7 @@ const __cornerWork = [
/**
* Get the color from a given silhouette at an x/y local texture position.
* Multiply color values by alpha for proper blending.
* @param {Silhouette} The silhouette to sample.
* @param {number} x X position of texture (0-1).
* @param {number} y Y position of texture (0-1).
@@ -46,7 +47,31 @@ const __cornerWork = [
* @return {Uint8ClampedArray} The dst vector.
*/
const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
// 0 if outside bouds, otherwise read from data.
// 0 if outside bounds, otherwise read from data.
if (x >= width || y >= height || x < 0 || y < 0) {
return dst.fill(0);
}
const offset = ((y * width) + x) * 4;
// premultiply alpha
const alpha = data[offset + 3] / 255;
dst[0] = data[offset] * alpha;
dst[1] = data[offset + 1] * alpha;
dst[2] = data[offset + 2] * alpha;
dst[3] = data[offset + 3];
return dst;
};
/**
* Get the color from a given silhouette at an x/y local texture position.
* Do not multiply color values by alpha, as it has already been done.
* @param {Silhouette} The silhouette to sample.
* @param {number} x X position of texture (0-1).
* @param {number} y Y position of texture (0-1).
* @param {Uint8ClampedArray} dst A color 4b space.
* @return {Uint8ClampedArray} The dst vector.
*/
const getPremultipliedColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
// 0 if outside bounds, otherwise read from data.
if (x >= width || y >= height || x < 0 || y < 0) {
return dst.fill(0);
}
@@ -78,15 +103,21 @@ class Silhouette {
*/
this._colorData = null;
// By default, silhouettes are assumed not to contain premultiplied image data,
// so when we get a color, we want to multiply it by its alpha channel.
// Point `_getColor` to the version of the function that multiplies.
this._getColor = getColor4b;
this.colorAtNearest = this.colorAtLinear = (_, dst) => dst.fill(0);
}
/**
* Update this silhouette with the bitmapData for a skin.
* @param {*} bitmapData An image, canvas or other element that the skin
* @param {ImageData|HTMLCanvasElement|HTMLImageElement} bitmapData An image, canvas or other element that the skin
* @param {boolean} isPremultiplied True if the source bitmap data comes premultiplied (e.g. from readPixels).
* rendering can be queried from.
*/
update (bitmapData) {
update (bitmapData, isPremultiplied = false) {
let imageData;
if (bitmapData instanceof ImageData) {
// If handed ImageData directly, use it directly.
@@ -109,6 +140,12 @@ class Silhouette {
imageData = ctx.getImageData(0, 0, width, height);
}
if (isPremultiplied) {
this._getColor = getPremultipliedColor4b;
} else {
this._getColor = getColor4b;
}
this._colorData = imageData.data;
// delete our custom overriden "uninitalized" color functions
// let the prototype work for itself
@@ -124,7 +161,7 @@ class Silhouette {
* @returns {Uint8ClampedArray} dst
*/
colorAtNearest (vec, dst) {
return getColor4b(
return this._getColor(
this,
Math.floor(vec[0] * (this._width - 1)),
Math.floor(vec[1] * (this._height - 1)),
@@ -151,10 +188,10 @@ class Silhouette {
const xFloor = Math.floor(x);
const yFloor = Math.floor(y);
const x0y0 = getColor4b(this, xFloor, yFloor, __cornerWork[0]);
const x1y0 = getColor4b(this, xFloor + 1, yFloor, __cornerWork[1]);
const x0y1 = getColor4b(this, xFloor, yFloor + 1, __cornerWork[2]);
const x1y1 = getColor4b(this, xFloor + 1, yFloor + 1, __cornerWork[3]);
const x0y0 = this._getColor(this, xFloor, yFloor, __cornerWork[0]);
const x1y0 = this._getColor(this, xFloor + 1, yFloor, __cornerWork[1]);
const x0y1 = this._getColor(this, xFloor, yFloor + 1, __cornerWork[2]);
const x1y1 = this._getColor(this, xFloor + 1, yFloor + 1, __cornerWork[3]);
dst[0] = (x0y0[0] * x0D * y0D) + (x0y1[0] * x0D * y1D) + (x1y0[0] * x1D * y0D) + (x1y1[0] * x1D * y1D);
dst[1] = (x0y0[1] * x0D * y0D) + (x0y1[1] * x0D * y1D) + (x1y0[1] * x1D * y0D) + (x1y1[1] * x1D * y1D);

View File

@@ -33,6 +33,9 @@ class Skin extends EventEmitter {
/** @type {Vec3} */
this._rotationCenter = twgl.v3.create(0, 0);
/** @type {WebGLTexture} */
this._texture = null;
/**
* The uniforms to be used by the vertex and pixel shaders.
* Some of these are used by other parts of the renderer as well.
@@ -76,13 +79,6 @@ class Skin extends EventEmitter {
return false;
}
/**
* @returns {boolean} true if alpha is premultiplied, false otherwise
*/
get hasPremultipliedAlpha () {
return false;
}
/**
* @return {int} the unique ID for this Skin.
*/
@@ -147,10 +143,10 @@ class Skin extends EventEmitter {
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds.
* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB.
*/
getFenceBounds (drawable, result) {
return drawable.getFastBounds(result);
return drawable.getAABB(result);
}
/**
@@ -171,6 +167,23 @@ class Skin extends EventEmitter {
*/
updateSilhouette () {}
/**
* Set this skin's texture to the given image.
* @param {ImageData|HTMLCanvasElement} textureData - The canvas or image data to set the texture to.
*/
_setTexture (textureData) {
const gl = this._renderer.gl;
gl.bindTexture(gl.TEXTURE_2D, this._texture);
// Premultiplied alpha is necessary for proper blending.
// See http://www.realtimerendering.com/blog/gpus-prefer-premultiplication/
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
this._silhouette.update(textureData);
}
/**
* Set the contents of this skin to an empty skin.
* @fires Skin.event:WasAltered
@@ -199,6 +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

@@ -42,9 +42,6 @@ class TextBubbleSkin extends Skin {
/** @type {HTMLCanvasElement} */
this._canvas = document.createElement('canvas');
/** @type {WebGLTexture} */
this._texture = null;
/** @type {Array<number>} */
this._size = [0, 0];
@@ -272,9 +269,7 @@ class TextBubbleSkin extends Skin {
this._texture = twgl.createTexture(gl, textureOptions);
}
gl.bindTexture(gl.TEXTURE_2D, this._texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
this._silhouette.update(textureData);
this._setTexture(textureData);
}
return this._texture;

View File

@@ -33,24 +33,26 @@ uniform float u_mosaic;
uniform float u_ghost;
#endif // ENABLE_ghost
#ifdef DRAW_MODE_lineSample
#ifdef DRAW_MODE_line
uniform vec4 u_lineColor;
uniform float u_capScale;
uniform float u_aliasAmount;
#endif // DRAW_MODE_lineSample
uniform float u_lineThickness;
uniform vec4 u_penPoints;
#endif // DRAW_MODE_line
uniform sampler2D u_skin;
varying vec2 v_texCoord;
// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
// Smaller values can cause problems on some mobile devices.
const float epsilon = 1e-3;
#if !defined(DRAW_MODE_silhouette) && (defined(ENABLE_color))
// Branchless color conversions based on code from:
// http://www.chilliant.com/rgb2hsv.html by Ian Taylor
// Based in part on work by Sam Hocevar and Emil Persson
// See also: https://en.wikipedia.org/wiki/HSL_and_HSV#Formal_derivation
// Smaller values can cause problems on some mobile devices
const float epsilon = 1e-3;
// Convert an RGB color to Hue, Saturation, and Value.
// All components of input and output are expected to be in the [0,1] range.
@@ -107,7 +109,7 @@ const vec2 kCenter = vec2(0.5, 0.5);
void main()
{
#ifndef DRAW_MODE_lineSample
#ifndef DRAW_MODE_line
vec2 texcoord0 = v_texCoord;
#ifdef ENABLE_mosaic
@@ -153,16 +155,12 @@ void main()
gl_FragColor = texture2D(u_skin, texcoord0);
#ifdef ENABLE_ghost
gl_FragColor.a *= u_ghost;
#endif // ENABLE_ghost
#if defined(ENABLE_color) || defined(ENABLE_brightness)
// Divide premultiplied alpha values for proper color processing
// Add epsilon to avoid dividing by 0 for fully transparent pixels
gl_FragColor.rgb = clamp(gl_FragColor.rgb / (gl_FragColor.a + epsilon), 0.0, 1.0);
#ifdef DRAW_MODE_silhouette
// switch to u_silhouetteColor only AFTER the alpha test
gl_FragColor = u_silhouetteColor;
#else // DRAW_MODE_silhouette
#if defined(ENABLE_color)
#ifdef ENABLE_color
{
vec3 hsv = convertRGB2HSV(gl_FragColor.xyz);
@@ -178,11 +176,29 @@ void main()
gl_FragColor.rgb = convertHSV2RGB(hsv);
}
#endif // defined(ENABLE_color)
#endif // ENABLE_color
#if defined(ENABLE_brightness)
#ifdef ENABLE_brightness
gl_FragColor.rgb = clamp(gl_FragColor.rgb + vec3(u_brightness), vec3(0), vec3(1));
#endif // defined(ENABLE_brightness)
#endif // ENABLE_brightness
// Re-multiply color values
gl_FragColor.rgb *= gl_FragColor.a + epsilon;
#endif // defined(ENABLE_color) || defined(ENABLE_brightness)
#ifdef ENABLE_ghost
gl_FragColor *= u_ghost;
#endif // ENABLE_ghost
#ifdef DRAW_MODE_silhouette
// Discard fully transparent pixels for stencil test
if (gl_FragColor.a == 0.0) {
discard;
}
// switch to u_silhouetteColor only AFTER the alpha test
gl_FragColor = u_silhouetteColor;
#else // DRAW_MODE_silhouette
#ifdef DRAW_MODE_colorMask
vec3 maskDistance = abs(gl_FragColor.rgb - u_colorMask);
@@ -194,15 +210,45 @@ void main()
#endif // DRAW_MODE_colorMask
#endif // DRAW_MODE_silhouette
#else // DRAW_MODE_lineSample
gl_FragColor = u_lineColor;
gl_FragColor.a *= clamp(
// Scale the capScale a little to have an aliased region.
(u_capScale + u_aliasAmount -
u_capScale * 2.0 * distance(v_texCoord, vec2(0.5, 0.5))
) / (u_aliasAmount + 1.0),
0.0,
1.0
);
#endif // DRAW_MODE_lineSample
#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
// https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
// On (some?) devices with 16-bit float precision, sufficiently long lines will overflow the float's range.
// Avoid this by scaling these problematic values down to fit within (-1, 1) then scaling them back up later.
// TODO: Is this a problem on all drivers with 16-bit mediump floats, or just Mali?
vec2 pointDiff = abs(u_penPoints.zw - u_penPoints.xy);
float FLOAT_SCALING_INVERSE = max(1.0, max(pointDiff.x, pointDiff.y));
float FLOAT_SCALING = 1.0 / FLOAT_SCALING_INVERSE;
// The xy component of u_penPoints is the first point; the zw is the second point.
// This is done to minimize the number of gl.uniform calls, which can add up.
// vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
vec2 pa = (v_texCoord - u_penPoints.xy) * FLOAT_SCALING, ba = (u_penPoints.zw - u_penPoints.xy) * FLOAT_SCALING;
// Avoid division by zero
float baDot = dot(ba, ba);
// the dot product of a vector and itself is always positive
baDot = max(baDot, epsilon);
// Magnitude of vector projection of this fragment onto the line (both relative to the line's start point).
// This results in a "linear gradient" which goes from 0.0 at the start point to 1.0 at the end point.
float projMagnitude = clamp(dot(pa, ba) / baDot, 0.0, 1.0);
float lineDistance = length(pa - (ba * projMagnitude)) * FLOAT_SCALING_INVERSE;
// The distance to the line allows us to create lines of any thickness.
// Instead of checking whether this fragment's distance < the line thickness,
// utilize the distance field to get some antialiasing. Fragments far away from the line are 0,
// fragments close to the line are 1, and fragments that are within a 1-pixel border of the line are in between.
float cappedLine = clamp((u_lineThickness + 1.0) * 0.5 - lineDistance, 0.0, 1.0);
gl_FragColor = u_lineColor * cappedLine;
#endif // DRAW_MODE_line
}

View File

@@ -1,22 +1,63 @@
precision mediump float;
#ifdef DRAW_MODE_line
uniform vec2 u_stageSize;
uniform float u_lineThickness;
uniform vec4 u_penPoints;
// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
// Smaller values can cause problems on some mobile devices.
const float epsilon = 1e-3;
#endif
#ifndef DRAW_MODE_line
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelMatrix;
attribute vec2 a_texCoord;
#endif
attribute vec2 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
#ifdef DRAW_MODE_lineSample
uniform float u_positionScalar;
#endif
void main() {
#ifdef DRAW_MODE_lineSample
vec2 position = a_position;
position.y = clamp(position.y * u_positionScalar, -0.5, 0.5);
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(position, 0, 1);
#else
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
#endif
v_texCoord = a_texCoord;
#ifdef DRAW_MODE_line
// Calculate a rotated ("tight") bounding box around the two pen points.
// Yes, we're doing this 6 times (once per vertex), but on actual GPU hardware,
// it's still faster than doing it in JS combined with the cost of uniformMatrix4fv.
// Expand line bounds by sqrt(2) / 2 each side-- this ensures that all antialiased pixels
// fall within the quad, even at a 45-degree diagonal
vec2 position = a_position;
float expandedRadius = (u_lineThickness * 0.5) + 1.4142135623730951;
float lineLength = length(u_penPoints.zw - u_penPoints.xy);
position.x *= lineLength + (2.0 * expandedRadius);
position.y *= 2.0 * expandedRadius;
// Center around first pen point
position -= expandedRadius;
// Rotate quad to line angle
vec2 pointDiff = u_penPoints.zw - u_penPoints.xy;
// Ensure line has a nonzero length so it's rendered properly
// As long as either component is nonzero, the line length will be nonzero
pointDiff.x = abs(pointDiff.x) < epsilon ? epsilon : pointDiff.x;
// The `normalized` vector holds rotational values equivalent to sine/cosine
// We're applying the standard rotation matrix formula to the position to rotate the quad to the line angle
vec2 normalized = pointDiff / max(lineLength, epsilon);
position = mat2(normalized.x, normalized.y, -normalized.y, normalized.x) * position;
// Translate quad
position += u_penPoints.xy;
// Apply view transform
position *= 2.0 / u_stageSize;
gl_Position = vec4(position, 0, 1);
v_texCoord = position * 0.5 * u_stageSize;
#else
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
v_texCoord = a_texCoord;
#endif
}

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