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21 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
adroitwhiz
0b47d87f2f Tweak pen shader to avoid float precision issues 2020-04-25 19:43:20 -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
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
7 changed files with 97 additions and 79 deletions

View File

@@ -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.20200205003400",
"scratch-svg-renderer": "0.2.0-prerelease.20200507183648",
"twgl.js": "4.4.0"
}
}

View File

@@ -56,16 +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.

View File

@@ -1765,9 +1765,7 @@ 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], ...]
*/
@@ -1784,110 +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) {
break;
} else {
--rr;
}
}
// Increment rr and then set R[rr] to Q.
R[++rr] = Q;
}
// 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]);
// 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 {
--rightEndPointIndex;
}
// Simplify boundary points using convex hull.
return hull(boundaryPoints, Infinity);
}
rightHull[++rightEndPointIndex] = currentPoint;
}
// 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 hull.js.
// TODO: Remove this; this algorithm already generates convex hulls.
return hull(hullPoints, Infinity);
}
/**

View File

@@ -143,10 +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);
}
/**

View File

@@ -220,14 +220,28 @@ void main()
// 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, 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) / dot(ba, ba), 0.0, 1.0);
float projMagnitude = clamp(dot(pa, ba) / baDot, 0.0, 1.0);
float lineDistance = length(pa - (ba * projMagnitude));
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,

View File

@@ -40,7 +40,13 @@ void main() {
position -= expandedRadius;
// Rotate quad to line angle
vec2 normalized = (u_penPoints.zw - u_penPoints.xy + epsilon) / (lineLength + epsilon);
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;

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