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28 Commits
greenkeepe
...
greenkeepe
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0cb97a202a | ||
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10a6d87eb6 | ||
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53374ac77f |
@@ -37,7 +37,7 @@
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"gh-pages": "^1.0.0",
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"jsdoc": "^3.5.5",
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"json": "^9.0.4",
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||||
"scratch-vm": "0.2.0-prerelease.20190213162739",
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||||
"scratch-vm": "0.2.0-prerelease.20191227164934",
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"tap": "^11.0.0",
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"travis-after-all": "^1.4.4",
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"uglifyjs-webpack-plugin": "^1.2.5",
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@@ -51,9 +51,9 @@
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"ify-loader": "1.0.4",
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"linebreak": "0.3.0",
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"minilog": "3.1.0",
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"raw-loader": "^0.5.1",
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"raw-loader": "^4.0.1",
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"scratch-storage": "^1.0.0",
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"scratch-svg-renderer": "0.2.0-prerelease.20200109070519",
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"scratch-svg-renderer": "0.2.0-prerelease.20200205003400",
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"twgl.js": "4.4.0"
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}
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}
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@@ -18,9 +18,6 @@ class BitmapSkin extends Skin {
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/** @type {!RenderWebGL} */
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this._renderer = renderer;
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/** @type {WebGLTexture} */
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this._texture = null;
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/** @type {Array<int>} */
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this._textureSize = [0, 0];
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}
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@@ -95,22 +92,17 @@ class BitmapSkin extends Skin {
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textureData = context.getImageData(0, 0, bitmapData.width, bitmapData.height);
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}
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if (this._texture) {
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gl.bindTexture(gl.TEXTURE_2D, this._texture);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, textureData);
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this._silhouette.update(textureData);
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} else {
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// TODO: mipmaps?
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if (this._texture === null) {
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const textureOptions = {
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auto: true,
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wrap: gl.CLAMP_TO_EDGE,
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src: textureData
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auto: false,
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wrap: gl.CLAMP_TO_EDGE
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};
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this._texture = twgl.createTexture(gl, textureOptions);
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this._silhouette.update(textureData);
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}
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this._setTexture(textureData);
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// Do these last in case any of the above throws an exception
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this._costumeResolution = costumeResolution || 2;
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this._textureSize = BitmapSkin._getBitmapSize(bitmapData);
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@@ -685,6 +685,9 @@ class Drawable {
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const localPosition = getLocalPosition(drawable, vec);
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if (localPosition[0] < 0 || localPosition[1] < 0 ||
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localPosition[0] > 1 || localPosition[1] > 1) {
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dst[0] = 0;
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dst[1] = 0;
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dst[2] = 0;
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dst[3] = 0;
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return dst;
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}
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@@ -130,15 +130,21 @@ class EffectTransform {
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const effects = drawable.enabledEffects;
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const uniforms = drawable.getUniforms();
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if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
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// gl_FragColor.a *= u_ghost
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inOutColor[3] *= uniforms.u_ghost;
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}
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const enableColor = (effects & ShaderManager.EFFECT_INFO.color.mask) !== 0;
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const enableBrightness = (effects & ShaderManager.EFFECT_INFO.brightness.mask) !== 0;
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if (enableColor || enableBrightness) {
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// gl_FragColor.rgb /= gl_FragColor.a + epsilon;
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// Here, we're dividing by the (previously pre-multiplied) alpha to ensure HSV is properly calculated
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// for partially transparent pixels.
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// epsilon is present in the shader because dividing by 0 (fully transparent pixels) messes up calculations.
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// We're doing this with a Uint8ClampedArray here, so dividing by 0 just gives 255. We're later multiplying
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// by 0 again, so it won't affect results.
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const alpha = inOutColor[3] / 255;
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inOutColor[0] /= alpha;
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inOutColor[1] /= alpha;
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inOutColor[2] /= alpha;
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// vec3 hsl = convertRGB2HSL(gl_FragColor.xyz);
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const hsl = rgbToHsl(inOutColor);
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@@ -171,6 +177,20 @@ class EffectTransform {
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}
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// gl_FragColor.rgb = convertHSL2RGB(hsl);
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inOutColor.set(hslToRgb(hsl));
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// gl_FragColor.rgb *= gl_FragColor.a + epsilon;
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// Now we're doing the reverse, premultiplying by the alpha once again.
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inOutColor[0] *= alpha;
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inOutColor[1] *= alpha;
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inOutColor[2] *= alpha;
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}
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if ((effects & ShaderManager.EFFECT_INFO.ghost.mask) !== 0) {
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// gl_FragColor *= u_ghost
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inOutColor[0] *= uniforms.u_ghost;
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inOutColor[1] *= uniforms.u_ghost;
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inOutColor[2] *= uniforms.u_ghost;
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inOutColor[3] *= uniforms.u_ghost;
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}
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return inOutColor;
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@@ -25,6 +25,12 @@ const DefaultPenAttributes = {
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diameter: 1
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};
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/**
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* Reused memory location for storing a premultiplied pen color.
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* @type {FloatArray}
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*/
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const __premultipliedColor = [0, 0, 0, 0];
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/**
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* Reused memory location for projection matrices.
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@@ -88,9 +94,6 @@ class PenSkin extends Skin {
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/** @type {HTMLCanvasElement} */
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this._canvas = document.createElement('canvas');
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/** @type {WebGLTexture} */
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this._texture = null;
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/** @type {WebGLTexture} */
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this._exportTexture = null;
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@@ -106,6 +109,12 @@ class PenSkin extends Skin {
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/** @type {boolean} */
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this._silhouetteDirty = false;
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/** @type {Uint8Array} */
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this._silhouettePixels = null;
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/** @type {ImageData} */
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this._silhouetteImageData = null;
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/** @type {object} */
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this._lineOnBufferDrawRegionId = {
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enter: () => this._enterDrawLineOnBuffer(),
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@@ -123,7 +132,7 @@ class PenSkin extends Skin {
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const NO_EFFECTS = 0;
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/** @type {twgl.ProgramInfo} */
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this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.stamp, NO_EFFECTS);
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this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.default, NO_EFFECTS);
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/** @type {twgl.ProgramInfo} */
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this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.lineSample, NO_EFFECTS);
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@@ -154,13 +163,6 @@ class PenSkin extends Skin {
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return true;
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}
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/**
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* @returns {boolean} true if alpha is premultiplied, false otherwise
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*/
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get hasPremultipliedAlpha () {
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return true;
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}
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/**
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* @return {Array<number>} the "native" size, in texels, of this skin. [width, height]
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*/
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@@ -188,7 +190,7 @@ class PenSkin extends Skin {
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clear () {
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const gl = this._renderer.gl;
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twgl.bindFramebufferInfo(gl, this._framebuffer);
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/* Reset framebuffer to transparent black */
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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@@ -317,13 +319,6 @@ class PenSkin extends Skin {
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twgl.bindFramebufferInfo(gl, this._framebuffer);
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// Needs a blend function that blends a destination that starts with
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// no alpha.
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gl.blendFuncSeparate(
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gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA,
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gl.ONE, gl.ONE_MINUS_SRC_ALPHA
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);
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gl.viewport(0, 0, bounds.width, bounds.height);
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gl.useProgram(currentShader.program);
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@@ -344,8 +339,6 @@ class PenSkin extends Skin {
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_exitDrawLineOnBuffer () {
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const gl = this._renderer.gl;
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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twgl.bindFramebufferInfo(gl, null);
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}
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@@ -384,6 +377,13 @@ class PenSkin extends Skin {
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const radius = diameter / 2;
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const yScalar = (0.50001 - (radius / (length + diameter)));
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// Premultiply pen color by pen transparency
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const penColor = penAttributes.color4f || DefaultPenAttributes.color4f;
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__premultipliedColor[0] = penColor[0] * penColor[3];
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__premultipliedColor[1] = penColor[1] * penColor[3];
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__premultipliedColor[2] = penColor[2] * penColor[3];
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__premultipliedColor[3] = penColor[3];
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const uniforms = {
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u_positionScalar: yScalar,
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u_capScale: diameter,
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@@ -397,7 +397,7 @@ class PenSkin extends Skin {
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twgl.m4.scaling(scalingVector, __modelScalingMatrix),
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__modelMatrix
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),
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u_lineColor: penAttributes.color4f || DefaultPenAttributes.color4f
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u_lineColor: __premultipliedColor
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};
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twgl.setUniforms(currentShader, uniforms);
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@@ -490,8 +490,6 @@ class PenSkin extends Skin {
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||||
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twgl.bindFramebufferInfo(gl, this._framebuffer);
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gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
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this._drawRectangleRegionEnter(this._stampShader, this._bounds);
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}
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@@ -501,8 +499,6 @@ class PenSkin extends Skin {
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_exitDrawToBuffer () {
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const gl = this._renderer.gl;
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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twgl.bindFramebufferInfo(gl, null);
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}
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@@ -607,6 +603,9 @@ class PenSkin extends Skin {
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._silhouettePixels = new Uint8Array(Math.floor(width * height * 4));
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this._silhouetteImageData = this._canvas.getContext('2d').createImageData(width, height);
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this._silhouetteDirty = true;
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}
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@@ -644,24 +643,17 @@ class PenSkin extends Skin {
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// Render export texture to another framebuffer
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const gl = this._renderer.gl;
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const bounds = this._bounds;
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this._renderer.enterDrawRegion(this._toBufferDrawRegionId);
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// Sample the framebuffer's pixels into the silhouette instance
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const skinPixels = new Uint8Array(Math.floor(this._canvas.width * this._canvas.height * 4));
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gl.readPixels(0, 0, this._canvas.width, this._canvas.height, gl.RGBA, gl.UNSIGNED_BYTE, skinPixels);
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gl.readPixels(
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0, 0,
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this._canvas.width, this._canvas.height,
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gl.RGBA, gl.UNSIGNED_BYTE, this._silhouettePixels
|
||||
);
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||||
|
||||
const skinCanvas = this._canvas;
|
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skinCanvas.width = bounds.width;
|
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skinCanvas.height = bounds.height;
|
||||
|
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const skinContext = skinCanvas.getContext('2d');
|
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const skinImageData = skinContext.createImageData(bounds.width, bounds.height);
|
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skinImageData.data.set(skinPixels);
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skinContext.putImageData(skinImageData, 0, 0);
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this._silhouette.update(this._canvas);
|
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this._silhouetteImageData.data.set(this._silhouettePixels);
|
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this._silhouette.update(this._silhouetteImageData, true /* isPremultiplied */);
|
||||
|
||||
this._silhouetteDirty = false;
|
||||
}
|
||||
|
||||
@@ -196,7 +196,7 @@ class RenderWebGL extends EventEmitter {
|
||||
gl.disable(gl.DEPTH_TEST);
|
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/** @todo disable when no partial transparency? */
|
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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);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -834,7 +834,8 @@ 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 +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);
|
||||
@@ -1554,7 +1556,7 @@ 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 +1746,6 @@ 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);
|
||||
}
|
||||
|
||||
@@ -1902,13 +1896,11 @@ 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
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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.
|
||||
*/
|
||||
@@ -171,12 +176,7 @@ ShaderManager.DRAW_MODE = {
|
||||
/**
|
||||
* Sample a "texture" to draw a line with caps.
|
||||
*/
|
||||
lineSample: 'lineSample',
|
||||
|
||||
/**
|
||||
* Draw normally except for pre-multiplied alpha
|
||||
*/
|
||||
stamp: 'stamp'
|
||||
lineSample: 'lineSample'
|
||||
};
|
||||
|
||||
module.exports = ShaderManager;
|
||||
|
||||
@@ -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);
|
||||
|
||||
30
src/Skin.js
30
src/Skin.js
@@ -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.
|
||||
*/
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -43,14 +43,16 @@ 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.
|
||||
@@ -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);
|
||||
@@ -194,9 +210,13 @@ 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_lineSample
|
||||
gl_FragColor = u_lineColor;
|
||||
gl_FragColor.a *= clamp(
|
||||
gl_FragColor = u_lineColor * 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))
|
||||
|
||||
Reference in New Issue
Block a user