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Author SHA1 Message Date
greenkeeper[bot]
da3b417801 chore(package): update tap to version 14.9.2
Closes #289
2019-11-06 22:56:36 +00:00
5 changed files with 122 additions and 156 deletions

View File

@@ -38,7 +38,7 @@
"jsdoc": "^3.5.5",
"json": "^9.0.4",
"scratch-vm": "0.2.0-prerelease.20190213162739",
"tap": "^14.10.6",
"tap": "^14.9.2",
"travis-after-all": "^1.4.4",
"uglifyjs-webpack-plugin": "^1.2.5",
"webpack": "^4.8.0",
@@ -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.20191104164753",
"twgl.js": "4.4.0"
}
}

View File

@@ -36,12 +36,8 @@ const getLocalPosition = (drawable, vec) => {
// localPosition matches that transformation.
localPosition[0] = 0.5 - (((v0 * m[0]) + (v1 * m[4]) + m[12]) / d);
localPosition[1] = (((v0 * m[1]) + (v1 * m[5]) + m[13]) / d) + 0.5;
// Apply texture effect transform if the localPosition is within the drawable's space,
// and any effects are currently active.
if (drawable.enabledEffects !== 0 &&
(localPosition[0] >= 0 && localPosition[0] < 1) &&
(localPosition[1] >= 0 && localPosition[1] < 1)) {
// Apply texture effect transform if the localPosition is within the drawable's space.
if ((localPosition[0] >= 0 && localPosition[0] < 1) && (localPosition[1] >= 0 && localPosition[1] < 1)) {
EffectTransform.transformPoint(drawable, localPosition, localPosition);
}
return localPosition;
@@ -100,11 +96,7 @@ class Drawable {
this._inverseMatrix = twgl.m4.identity();
this._inverseTransformDirty = true;
this._visible = true;
/** A bitmask identifying which effects are currently in use.
* @readonly
* @type {int} */
this.enabledEffects = 0;
this._effectBits = 0;
/** @todo move convex hull functionality, maybe bounds functionality overall, to Skin classes */
this._convexHullPoints = null;
@@ -167,6 +159,13 @@ class Drawable {
return [this._scale[0], this._scale[1]];
}
/**
* @returns {int} A bitmask identifying which effects are currently in use.
*/
getEnabledEffects () {
return this._effectBits;
}
/**
* @returns {object.<string, *>} the shader uniforms to be used when rendering this Drawable.
*/
@@ -243,9 +242,9 @@ class Drawable {
updateEffect (effectName, rawValue) {
const effectInfo = ShaderManager.EFFECT_INFO[effectName];
if (rawValue) {
this.enabledEffects |= effectInfo.mask;
this._effectBits |= effectInfo.mask;
} else {
this.enabledEffects &= ~effectInfo.mask;
this._effectBits &= ~effectInfo.mask;
}
const converter = effectInfo.converter;
this._uniforms[effectInfo.uniformName] = converter(rawValue);
@@ -482,7 +481,7 @@ class Drawable {
}
// If the effect bits for mosaic, pixelate, whirl, or fisheye are set, use linear
if ((this.enabledEffects & (
if ((this._effectBits & (
ShaderManager.EFFECT_INFO.fisheye.mask |
ShaderManager.EFFECT_INFO.whirl.mask |
ShaderManager.EFFECT_INFO.pixelate.mask |
@@ -693,9 +692,7 @@ class Drawable {
// drawable.useNearest() ?
drawable.skin._silhouette.colorAtNearest(localPosition, dst);
// : drawable.skin._silhouette.colorAtLinear(localPosition, dst);
if (drawable.enabledEffects === 0) return textColor;
return EffectTransform.transformColor(drawable, textColor);
return EffectTransform.transformColor(drawable, textColor, textColor);
}
}

View File

@@ -114,25 +114,28 @@ const hslToRgb = ([h, s, l]) => {
class EffectTransform {
/**
* Transform a color in-place given the drawable's effect uniforms. Will apply
* Transform a color given the drawables effect uniforms. Will apply
* Ghost and Color and Brightness effects.
* @param {Drawable} drawable The drawable to get uniforms from.
* @param {Uint8ClampedArray} inOutColor The color to transform.
* @param {Uint8ClampedArray} color4b The initial color.
* @param {Uint8ClampedArary} [dst] Working space to save the color in (is returned)
* @param {number} [effectMask] A bitmask for which effects to use. Optional.
* @returns {Uint8ClampedArray} dst filled with the transformed color
*/
static transformColor (drawable, inOutColor) {
// If the color is fully transparent, don't bother attempting any transformations.
if (inOutColor[3] === 0) {
return inOutColor;
static transformColor (drawable, color4b, dst, effectMask) {
dst = dst || new Uint8ClampedArray(4);
effectMask = effectMask || 0xffffffff;
dst.set(color4b);
if (dst[3] === 0) {
return dst;
}
const effects = drawable.enabledEffects;
const uniforms = drawable.getUniforms();
const effects = drawable.getEnabledEffects() & effectMask;
if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
// gl_FragColor.a *= u_ghost
inOutColor[3] *= uniforms.u_ghost;
dst[3] *= uniforms.u_ghost;
}
const enableColor = (effects & ShaderManager.EFFECT_INFO.color.mask) !== 0;
@@ -140,7 +143,7 @@ class EffectTransform {
if (enableColor || enableBrightness) {
// vec3 hsl = convertRGB2HSL(gl_FragColor.xyz);
const hsl = rgbToHsl(inOutColor);
const hsl = rgbToHsl(dst);
if (enableColor) {
// this code forces grayscale values to be slightly saturated
@@ -170,24 +173,25 @@ class EffectTransform {
hsl[2] = Math.min(1, hsl[2] + uniforms.u_brightness);
}
// gl_FragColor.rgb = convertHSL2RGB(hsl);
inOutColor.set(hslToRgb(hsl));
dst.set(hslToRgb(hsl));
}
return inOutColor;
return dst;
}
/**
* Transform a texture coordinate to one that would be select after applying shader effects.
* @param {Drawable} drawable The drawable whose effects to emulate.
* @param {twgl.v3} vec The texture coordinate to transform.
* @param {twgl.v3} dst A place to store the output coordinate.
* @param {?twgl.v3} dst A place to store the output coordinate.
* @return {twgl.v3} dst - The coordinate after being transform by effects.
*/
static transformPoint (drawable, vec, dst) {
static transformPoint (drawable, vec, dst = twgl.v3.create()) {
twgl.v3.copy(vec, dst);
const effects = drawable.enabledEffects;
const uniforms = drawable.getUniforms();
const effects = drawable.getEnabledEffects();
if ((effects & ShaderManager.EFFECT_INFO.mosaic.mask) !== 0) {
// texcoord0 = fract(u_mosaic * texcoord0);
dst[0] = uniforms.u_mosaic * dst[0] % 1;

View File

@@ -972,7 +972,7 @@ class RenderWebGL extends EventEmitter {
drawable.updateMatrix();
if (drawable.skin) {
drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
drawable.skin.updateSilhouette();
} else {
log.warn(`Could not find skin for drawable with id: ${drawableID}`);
}
@@ -1008,7 +1008,7 @@ class RenderWebGL extends EventEmitter {
if (drawable.getVisible() && drawable.getUniforms().u_ghost !== 0) {
drawable.updateMatrix();
if (drawable.skin) {
drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
drawable.skin.updateSilhouette();
} else {
log.warn(`Could not find skin for drawable with id: ${id}`);
}
@@ -1243,7 +1243,7 @@ class RenderWebGL extends EventEmitter {
if (!drawable.skin || !drawable.skin.getTexture([100, 100])) return null;
drawable.updateMatrix();
drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
drawable.skin.updateSilhouette();
const bounds = drawable.getFastBounds();
// Limit queries to the stage size.
@@ -1281,7 +1281,7 @@ class RenderWebGL extends EventEmitter {
if (drawable.skin && drawable._visible) {
// Update the CPU position data
drawable.updateMatrix();
drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
drawable.skin.updateSilhouette();
const candidateBounds = drawable.getFastBounds();
if (bounds.intersects(candidateBounds)) {
result.push({
@@ -1542,20 +1542,23 @@ class RenderWebGL extends EventEmitter {
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
const gl = this._gl;
twgl.bindFramebufferInfo(gl, skin._framebuffer);
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
// Limit size of viewport to the bounds around the stamp Drawable and create the projection matrix for the draw.
gl.viewport(
(this._nativeSize[0] * 0.5) + bounds.left,
(this._nativeSize[1] * 0.5) - bounds.top,
bounds.width,
bounds.height
);
gl.viewport(0, 0, bounds.width, bounds.height);
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});
skin._silhouetteDirty = true;
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
try {
gl.disable(gl.BLEND);
this._drawThese([stampID], ShaderManager.DRAW_MODE.stamp, projection, {ignoreVisibility: true});
} finally {
gl.enable(gl.BLEND);
}
skin._drawToBuffer(this._queryBufferInfo.attachments[0], bounds.left, bounds.top);
}
/* ******
@@ -1659,18 +1662,6 @@ class RenderWebGL extends EventEmitter {
this._regionId = null;
}
/**
* Get the screen-space scale of a drawable, as percentages of the drawable's "normal" size.
* @param {Drawable} drawable The drawable whose screen-space scale we're fetching.
* @returns {Array<number>} The screen-space X and Y dimensions of the drawable's scale, as percentages.
*/
_getDrawableScreenSpaceScale (drawable) {
return [
drawable.scale[0] * this._gl.canvas.width / this._nativeSize[0],
drawable.scale[1] * this._gl.canvas.height / this._nativeSize[1]
];
}
/**
* Draw a set of Drawables, by drawable ID
* @param {Array<int>} drawables The Drawable IDs to draw, possibly this._drawList.
@@ -1703,14 +1694,17 @@ class RenderWebGL extends EventEmitter {
if (!drawable.getVisible() && !opts.ignoreVisibility) continue;
// Combine drawable scale with the native vs. backing pixel ratio
const drawableScale = this._getDrawableScreenSpaceScale(drawable);
const drawableScale = [
drawable.scale[0] * this._gl.canvas.width / this._nativeSize[0],
drawable.scale[1] * this._gl.canvas.height / this._nativeSize[1]
];
// If the skin or texture isn't ready yet, skip it.
if (!drawable.skin || !drawable.skin.getTexture(drawableScale)) continue;
const uniforms = {};
let effectBits = drawable.enabledEffects;
let effectBits = drawable.getEnabledEffects();
effectBits &= opts.hasOwnProperty('effectMask') ? opts.effectMask : effectBits;
const newShader = this._shaderManager.getShader(drawMode, effectBits);

View File

@@ -4,14 +4,6 @@ const Skin = require('./Skin');
const SvgRenderer = require('scratch-svg-renderer').SVGRenderer;
const MAX_TEXTURE_DIMENSION = 2048;
const MIN_TEXTURE_SCALE = 1 / 256;
/**
* All scaled renderings of the SVG are stored in an array. The 1.0 scale of
* the SVG is stored at the 8th index. The smallest possible 1 / 256 scale
* rendering is stored at the 0th index.
* @const {number}
*/
const INDEX_OFFSET = 8;
class SVGSkin extends Skin {
/**
@@ -30,24 +22,24 @@ class SVGSkin extends Skin {
/** @type {SvgRenderer} */
this._svgRenderer = new SvgRenderer();
/** @type {Array<WebGLTexture>} */
this._scaledMIPs = [];
/** @type {WebGLTexture} */
this._texture = null;
/** @type {number} */
this._largestMIPScale = 0;
this._textureScale = 1;
/**
* Ratio of the size of the SVG and the max size of the WebGL texture
* @type {Number}
*/
this._maxTextureScale = 1;
/** @type {Number} */
this._maxTextureScale = 0;
}
/**
* Dispose of this object. Do not use it after calling this method.
*/
dispose () {
this.resetMIPs();
if (this._texture) {
this._renderer.gl.deleteTexture(this._texture);
this._texture = null;
}
super.dispose();
}
@@ -68,110 +60,89 @@ class SVGSkin extends Skin {
super.setRotationCenter(x - viewOffset[0], y - viewOffset[1]);
}
/**
* Create a MIP for a given scale.
* @param {number} scale - The relative size of the MIP
* @return {SVGMIP} An object that handles creating and updating SVG textures.
*/
createMIP (scale) {
this._svgRenderer.draw(scale);
// Pull out the ImageData from the canvas. ImageData speeds up
// updating Silhouette and is better handled by more browsers in
// regards to memory.
const canvas = this._svgRenderer.canvas;
// If one of the canvas dimensions is 0, set this MIP to an empty image texture.
// This avoids an IndexSizeError from attempting to getImageData when one of the dimensions is 0.
if (canvas.width === 0 || canvas.height === 0) return super.getTexture();
const context = canvas.getContext('2d');
const textureData = context.getImageData(0, 0, canvas.width, canvas.height);
const textureOptions = {
auto: false,
wrap: this._renderer.gl.CLAMP_TO_EDGE,
src: textureData
};
const mip = twgl.createTexture(this._renderer.gl, textureOptions);
// Check if this is the largest MIP created so far. Currently, silhouettes only get scaled up.
if (this._largestMIPScale < scale) {
this._silhouette.update(textureData);
this._largestMIPScale = scale;
}
return mip;
}
updateSilhouette (scale = 1) {
// Ensure a silhouette exists.
this.getTexture(scale);
}
/**
* @param {Array<number>} scale - The scaling factors to be used, each in the [0,100] range.
* @return {WebGLTexture} The GL texture representation of this skin when drawing at the given scale.
*/
// eslint-disable-next-line no-unused-vars
getTexture (scale) {
if (!this._svgRenderer.canvas.width || !this._svgRenderer.canvas.height) {
return super.getTexture();
}
// The texture only ever gets uniform scale. Take the larger of the two axes.
const scaleMax = scale ? Math.max(Math.abs(scale[0]), Math.abs(scale[1])) : 100;
const requestedScale = Math.min(scaleMax / 100, this._maxTextureScale);
let newScale = 1;
let textureIndex = 0;
let newScale = this._textureScale;
while ((newScale < this._maxTextureScale) && (requestedScale >= 1.5 * newScale)) {
newScale *= 2;
}
if (this._textureScale !== newScale) {
this._textureScale = newScale;
this._svgRenderer._draw(this._textureScale, () => {
if (this._textureScale === newScale) {
const canvas = this._svgRenderer.canvas;
const context = canvas.getContext('2d');
const textureData = context.getImageData(0, 0, canvas.width, canvas.height);
if (requestedScale < 1) {
while ((newScale > MIN_TEXTURE_SCALE) && (requestedScale <= newScale * .75)) {
newScale /= 2;
textureIndex -= 1;
}
} else {
while ((newScale < this._maxTextureScale) && (requestedScale >= 1.5 * newScale)) {
newScale *= 2;
textureIndex += 1;
}
const gl = this._renderer.gl;
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);
}
});
}
if (this._svgRenderer.loaded && !this._scaledMIPs[textureIndex + INDEX_OFFSET]) {
this._scaledMIPs[textureIndex + INDEX_OFFSET] = this.createMIP(newScale);
}
return this._scaledMIPs[textureIndex + INDEX_OFFSET] || super.getTexture();
}
/**
* Do a hard reset of the existing MIPs by deleting them.
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
* calculated from the bounding box
* @fires Skin.event:WasAltered
*/
resetMIPs () {
this._scaledMIPs.forEach(oldMIP => this._renderer.gl.deleteTexture(oldMIP));
this._scaledMIPs.length = 0;
this._largestMIPScale = 0;
return this._texture;
}
/**
* Set the contents of this skin to a snapshot of the provided SVG data.
* @param {string} svgData - new SVG to use.
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG.
* @param {Array<number>} [rotationCenter] - Optional rotation center for the SVG. If not supplied, it will be
* calculated from the bounding box
* @fires Skin.event:WasAltered
*/
setSVG (svgData, rotationCenter) {
this._svgRenderer.loadSVG(svgData, false, () => {
const svgSize = this._svgRenderer.size;
if (svgSize[0] === 0 || svgSize[1] === 0) {
this._svgRenderer.fromString(svgData, 1, () => {
const gl = this._renderer.gl;
this._textureScale = this._maxTextureScale = 1;
// Pull out the ImageData from the canvas. ImageData speeds up
// updating Silhouette and is better handled by more browsers in
// regards to memory.
const canvas = this._svgRenderer.canvas;
if (!canvas.width || !canvas.height) {
super.setEmptyImageData();
return;
}
const maxDimension = Math.ceil(Math.max(this.size[0], this.size[1]));
const context = canvas.getContext('2d');
const textureData = context.getImageData(0, 0, canvas.width, canvas.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?
const textureOptions = {
auto: true,
wrap: gl.CLAMP_TO_EDGE,
src: textureData
};
this._texture = twgl.createTexture(gl, textureOptions);
this._silhouette.update(textureData);
}
const maxDimension = Math.max(this._svgRenderer.canvas.width, this._svgRenderer.canvas.height);
let testScale = 2;
for (testScale; maxDimension * testScale <= MAX_TEXTURE_DIMENSION; testScale *= 2) {
this._maxTextureScale = testScale;
}
this.resetMIPs();
if (typeof rotationCenter === 'undefined') rotationCenter = this.calculateRotationCenter();
this.setRotationCenter.apply(this, rotationCenter);
this.emit(Skin.Events.WasAltered);