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28 Commits

Author SHA1 Message Date
greenkeeper[bot]
8ba438a7b8 fix(package): update raw-loader to version 4.0.1
Closes #375
2020-04-15 12:01:12 +00:00
DD Liu
58bd9cbe19 Merge pull request #582 from LLK/revert-580-revert-559-revert-438-pen-shader
Revert "Revert "Revert "Draw pen lines via fragment shader"""
2020-04-09 12:30:38 -04:00
DD Liu
bf43ef363a Revert "Revert "Revert "Draw pen lines via fragment shader""" 2020-04-09 12:27:19 -04:00
DD Liu
a94f238ea1 Merge pull request #580 from LLK/revert-559-revert-438-pen-shader
Revert "Revert "Draw pen lines via fragment shader""
2020-04-02 15:14:15 -04:00
DD Liu
4a521509da Merge branch 'develop' into revert-559-revert-438-pen-shader 2020-04-02 14:28:08 -04:00
DD Liu
d17066b745 Merge pull request #475 from adroitwhiz/penskin-silhouette-from-data
Set PenSkin silhouette data directly
2020-04-02 14:24:49 -04:00
DD Liu
6cde82d33d Merge pull request #556 from adroitwhiz/unmultiply-extracted-drawables
Un-premultiply extracted drawables
2020-04-02 14:24:34 -04:00
DD Liu
4958bb5c69 Revert "Revert "Draw pen lines via fragment shader"" 2020-04-02 14:14:06 -04:00
adroitwhiz
a427461467 Clarify draw mode comments 2020-03-26 23:01:18 -04:00
DD Liu
d37c847389 Merge pull request #561 from adroitwhiz/setemptyimagedata-rotation-center
Set rotation center to [0, 0] in setEmptyImageData
2020-03-19 14:58:16 -04:00
adroitwhiz
dd93869411 Set rotation center to [0, 0] in setEmptyImageData 2020-03-04 23:49:09 -05:00
DD Liu
a28753fb5a Merge pull request #559 from LLK/revert-438-pen-shader
Revert "Draw pen lines via fragment shader"
2020-02-28 10:19:45 -05:00
DD Liu
adf6fd6dae Revert "Draw pen lines via fragment shader" 2020-02-28 10:00:40 -05:00
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
12 changed files with 194 additions and 126 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",
@@ -51,9 +51,9 @@
"ify-loader": "1.0.4",
"linebreak": "0.3.0",
"minilog": "3.1.0",
"raw-loader": "^0.5.1",
"raw-loader": "^4.0.1",
"scratch-storage": "^1.0.0",
"scratch-svg-renderer": "0.2.0-prerelease.20200109070519",
"scratch-svg-renderer": "0.2.0-prerelease.20200205003400",
"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];
}
@@ -95,22 +92,17 @@ 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.
@@ -88,9 +94,6 @@ class PenSkin extends Skin {
/** @type {HTMLCanvasElement} */
this._canvas = document.createElement('canvas');
/** @type {WebGLTexture} */
this._texture = null;
/** @type {WebGLTexture} */
this._exportTexture = null;
@@ -106,6 +109,12 @@ 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(),
@@ -123,7 +132,7 @@ 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);
@@ -154,13 +163,6 @@ 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 +190,7 @@ 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);
@@ -317,13 +319,6 @@ 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);
@@ -344,8 +339,6 @@ 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);
}
@@ -384,6 +377,13 @@ class PenSkin extends Skin {
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,
@@ -397,7 +397,7 @@ class PenSkin extends Skin {
twgl.m4.scaling(scalingVector, __modelScalingMatrix),
__modelMatrix
),
u_lineColor: penAttributes.color4f || DefaultPenAttributes.color4f
u_lineColor: __premultipliedColor
};
twgl.setUniforms(currentShader, uniforms);
@@ -490,8 +490,6 @@ 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 +499,6 @@ 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 +603,9 @@ 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 +643,17 @@ 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);
}
/**
@@ -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

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.
*/
@@ -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;

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.
*/
@@ -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

@@ -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))