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revert-597
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greenkeepe
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533e71d4a1 |
@@ -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.20191227164934",
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"scratch-vm": "0.2.0-prerelease.20200402182733",
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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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@@ -53,7 +53,7 @@
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"minilog": "3.1.0",
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"raw-loader": "^0.5.1",
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"scratch-storage": "^1.0.0",
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"scratch-svg-renderer": "0.2.0-prerelease.20200507183648",
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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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@@ -56,6 +56,16 @@ class BitmapSkin extends Skin {
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return this._texture || super.getTexture();
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}
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/**
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* Get the bounds of the drawable for determining its fenced position.
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* @param {Array<number>} drawable - The Drawable instance this skin is using.
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* @param {?Rectangle} result - Optional destination for bounds calculation.
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* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB for bitmaps.
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*/
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getFenceBounds (drawable, result) {
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return drawable.getAABB(result);
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}
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/**
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* Set the contents of this skin to a snapshot of the provided bitmap data.
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* @param {ImageData|HTMLImageElement|HTMLCanvasElement|HTMLVideoElement} bitmapData - new contents for this skin.
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@@ -220,20 +220,9 @@ class RenderWebGL extends EventEmitter {
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* @param {int} pixelsTall The desired height in device-independent pixels.
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*/
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resize (pixelsWide, pixelsTall) {
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const {canvas} = this._gl;
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const pixelRatio = window.devicePixelRatio || 1;
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const newWidth = pixelsWide * pixelRatio;
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const newHeight = pixelsTall * pixelRatio;
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// Certain operations, such as moving the color picker, call `resize` once per frame, even though the canvas
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// size doesn't change. To avoid unnecessary canvas updates, check that we *really* need to resize the canvas.
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if (canvas.width !== newWidth || canvas.height !== newHeight) {
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canvas.width = newWidth;
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canvas.height = newHeight;
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// Resizing the canvas causes it to be cleared, so redraw it.
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this.draw();
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}
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this._gl.canvas.width = pixelsWide * pixelRatio;
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this._gl.canvas.height = pixelsTall * pixelRatio;
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}
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/**
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@@ -1765,16 +1754,14 @@ class RenderWebGL extends EventEmitter {
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/**
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* Get the convex hull points for a particular Drawable.
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* To do this, calculate it based on the drawable's Silhouette.
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* To do this, draw the Drawable unrotated, unscaled, and untranslated.
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* Read back the pixels and find all boundary points.
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* Finally, apply a convex hull algorithm to simplify the set.
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* @param {int} drawableID The Drawable IDs calculate convex hull for.
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* @return {Array<Array<number>>} points Convex hull points, as [[x, y], ...]
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*/
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_getConvexHullPointsForDrawable (drawableID) {
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const drawable = this._allDrawables[drawableID];
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drawable.updateMatrix();
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drawable.skin.updateSilhouette(this._getDrawableScreenSpaceScale(drawable));
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const [width, height] = drawable.skin.size;
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// No points in the hull if invisible or size is 0.
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if (!drawable.getVisible() || width === 0 || height === 0) {
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@@ -1782,120 +1769,110 @@ class RenderWebGL extends EventEmitter {
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}
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/**
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* Return the determinant of two vectors, the vector from A to B and the vector from A to C.
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* Return the determinant of two vectors, the vector from A to B and
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* the vector from A to C.
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*
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* The determinant is useful in this case to know if AC is counter-clockwise from AB.
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* A positive value means that AC is counter-clockwise from AB. A negative value means AC is clockwise from AB.
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* The determinant is useful in this case to know if AC is counter
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* clockwise from AB. A positive value means the AC is counter
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* clockwise from AC. A negative value menas AC is clockwise from AB.
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*
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* @param {Float32Array} A A 2d vector in space.
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* @param {Float32Array} B A 2d vector in space.
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* @param {Float32Array} C A 2d vector in space.
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* @return {number} Greater than 0 if counter clockwise, less than if clockwise, 0 if all points are on a line.
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* @return {number} Greater than 0 if counter clockwise, less than if
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* clockwise, 0 if all points are on a line.
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*/
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const determinant = function (A, B, C) {
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const CCW = function (A, B, C) {
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// AB = B - A
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// AC = C - A
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// det (AB BC) = AB0 * AC1 - AB1 * AC0
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return (((B[0] - A[0]) * (C[1] - A[1])) - ((B[1] - A[1]) * (C[0] - A[0])));
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};
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// This algorithm for calculating the convex hull somewhat resembles the monotone chain algorithm.
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// The main difference is that instead of sorting the points by x-coordinate, and y-coordinate in case of ties,
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// it goes through them by y-coordinate in the outer loop and x-coordinate in the inner loop.
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// This gives us "left" and "right" hulls, whereas the monotone chain algorithm gives "top" and "bottom" hulls.
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// Adapted from https://github.com/LLK/scratch-flash/blob/dcbeeb59d44c3be911545dfe54d46a32404f8e69/src/scratch/ScratchCostume.as#L369-L413
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const leftHull = [];
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const rightHull = [];
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// While convex hull algorithms usually push and pop values from the list of hull points,
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// here, we keep indices for the "last" point in each array. Any points past these indices are ignored.
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// This is functionally equivalent to pushing and popping from a "stack" of hull points.
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let leftEndPointIndex = -1;
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let rightEndPointIndex = -1;
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// https://github.com/LLK/scratch-flash/blob/dcbeeb59d44c3be911545dfe54d
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// 46a32404f8e69/src/scratch/ScratchCostume.as#L369-L413 Following
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// RasterHull creation, compare and store left and right values that
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// maintain a convex shape until that data can be passed to `hull` for
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// further work.
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const L = [];
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const R = [];
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const _pixelPos = twgl.v3.create();
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const _effectPos = twgl.v3.create();
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let currentPoint;
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// *Not* Scratch Space-- +y is bottom
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// Loop over all rows of pixels, starting at the top
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let ll = -1;
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let rr = -1;
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let Q;
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for (let y = 0; y < height; y++) {
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_pixelPos[1] = y / height;
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// We start at the leftmost point, then go rightwards until we hit an opaque pixel
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// Scan from left to right, looking for a touchable spot in the
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// skin.
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let x = 0;
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for (; x < width; x++) {
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_pixelPos[0] = x / width;
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EffectTransform.transformPoint(drawable, _pixelPos, _effectPos);
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if (drawable.skin.isTouchingLinear(_effectPos)) {
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currentPoint = [x, y];
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Q = [x, y];
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break;
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}
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}
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// If we managed to loop all the way through, there are no opaque pixels on this row. Go to the next one
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// If x is equal to the width there are no touchable points in the
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// skin. Nothing we can add to L. And looping for R would find the
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// same thing.
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if (x >= width) {
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continue;
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}
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// Because leftEndPointIndex is initialized to -1, this is skipped for the first two rows.
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// It runs only when there are enough points in the left hull to make at least one line.
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// If appending the current point to the left hull makes a counter-clockwise turn,
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// we want to append the current point. Otherwise, we decrement the index of the "last" hull point until the
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// current point makes a counter-clockwise turn.
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// This decrementing has the same effect as popping from the point list, but is hopefully faster.
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while (leftEndPointIndex > 0) {
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if (determinant(leftHull[leftEndPointIndex], leftHull[leftEndPointIndex - 1], currentPoint) > 0) {
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// Decrement ll until Q is clockwise (CCW returns negative) from the
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// last two points in L.
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while (ll > 0) {
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if (CCW(L[ll - 1], L[ll], Q) < 0) {
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break;
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} else {
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// leftHull.pop();
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--leftEndPointIndex;
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--ll;
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}
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}
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// Increment ll and then set L[ll] to Q. If ll was -1 before this
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// line, this will set L[0] to Q. If ll was 0 before this line, this
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// will set L[1] to Q.
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L[++ll] = Q;
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// This has the same effect as pushing to the point list.
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// This "list head pointer" coding style leaves excess points dangling at the end of the list,
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// but that doesn't matter; we simply won't copy them over to the final hull.
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// leftHull.push(currentPoint);
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leftHull[++leftEndPointIndex] = currentPoint;
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// Now we repeat the process for the right side, looking leftwards for a pixel.
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// Scan from right to left, looking for a touchable spot in the
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// skin.
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for (x = width - 1; x >= 0; x--) {
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_pixelPos[0] = x / width;
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EffectTransform.transformPoint(drawable, _pixelPos, _effectPos);
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if (drawable.skin.isTouchingLinear(_effectPos)) {
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currentPoint = [x, y];
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Q = [x, y];
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break;
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}
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}
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// Because we're coming at this from the right, it goes clockwise this time.
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while (rightEndPointIndex > 0) {
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if (determinant(rightHull[rightEndPointIndex], rightHull[rightEndPointIndex - 1], currentPoint) < 0) {
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// Decrement rr until Q is counter clockwise (CCW returns positive)
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// from the last two points in L. L takes clockwise points and R
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// takes counter clockwise points. if y was decremented instead of
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// incremented R would take clockwise points. We are going in the
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// right direction for L and the wrong direction for R, so we
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// compare the opposite value for R from L.
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while (rr > 0) {
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if (CCW(R[rr - 1], R[rr], Q) > 0) {
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break;
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} else {
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--rightEndPointIndex;
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--rr;
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}
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}
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rightHull[++rightEndPointIndex] = currentPoint;
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// Increment rr and then set R[rr] to Q.
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R[++rr] = Q;
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}
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// Start off "hullPoints" with the left hull points.
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const hullPoints = leftHull;
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// This is where we get rid of those dangling extra points.
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hullPoints.length = leftEndPointIndex + 1;
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// Add points from the right side in reverse order so all points are ordered clockwise.
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for (let j = rightEndPointIndex; j >= 0; --j) {
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hullPoints.push(rightHull[j]);
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// Known boundary points on left/right edges of pixels.
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const boundaryPoints = L;
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// Truncate boundaryPoints to the index of the last added Q to L. L may
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// have more entries than the index for the last Q.
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boundaryPoints.length = ll + 1;
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// Add points in R to boundaryPoints in reverse so all points in
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// boundaryPoints are clockwise from each other.
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for (let j = rr; j >= 0; --j) {
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boundaryPoints.push(R[j]);
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}
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// Simplify boundary points using hull.js.
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// TODO: Remove this; this algorithm already generates convex hulls.
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return hull(hullPoints, Infinity);
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// Simplify boundary points using convex hull.
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return hull(boundaryPoints, Infinity);
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}
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/**
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@@ -143,10 +143,10 @@ class Skin extends EventEmitter {
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* Get the bounds of the drawable for determining its fenced position.
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* @param {Array<number>} drawable - The Drawable instance this skin is using.
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* @param {?Rectangle} result - Optional destination for bounds calculation.
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* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB.
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* @return {!Rectangle} The drawable's bounds.
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*/
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getFenceBounds (drawable, result) {
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return drawable.getAABB(result);
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return drawable.getFastBounds(result);
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}
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/**
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@@ -214,34 +214,20 @@ void main()
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// Un-premultiply alpha.
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gl_FragColor.rgb /= gl_FragColor.a + epsilon;
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#endif
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#else // DRAW_MODE_line
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// Maaaaagic antialiased-line-with-round-caps shader.
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// Adapted from Inigo Quilez' 2D distance function cheat sheet
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// https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
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// On (some?) devices with 16-bit float precision, sufficiently long lines will overflow the float's range.
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// Avoid this by scaling these problematic values down to fit within (-1, 1) then scaling them back up later.
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// TODO: Is this a problem on all drivers with 16-bit mediump floats, or just Mali?
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vec2 pointDiff = abs(u_penPoints.zw - u_penPoints.xy);
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float FLOAT_SCALING_INVERSE = max(1.0, max(pointDiff.x, pointDiff.y));
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float FLOAT_SCALING = 1.0 / FLOAT_SCALING_INVERSE;
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// The xy component of u_penPoints is the first point; the zw is the second point.
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// This is done to minimize the number of gl.uniform calls, which can add up.
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// vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
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vec2 pa = (v_texCoord - u_penPoints.xy) * FLOAT_SCALING, ba = (u_penPoints.zw - u_penPoints.xy) * FLOAT_SCALING;
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// Avoid division by zero
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float baDot = dot(ba, ba);
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// the dot product of a vector and itself is always positive
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baDot = max(baDot, epsilon);
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vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
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// Magnitude of vector projection of this fragment onto the line (both relative to the line's start point).
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// This results in a "linear gradient" which goes from 0.0 at the start point to 1.0 at the end point.
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float projMagnitude = clamp(dot(pa, ba) / baDot, 0.0, 1.0);
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float projMagnitude = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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float lineDistance = length(pa - (ba * projMagnitude)) * FLOAT_SCALING_INVERSE;
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float lineDistance = length(pa - (ba * projMagnitude));
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// The distance to the line allows us to create lines of any thickness.
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// Instead of checking whether this fragment's distance < the line thickness,
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@@ -40,13 +40,7 @@ void main() {
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position -= expandedRadius;
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// Rotate quad to line angle
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vec2 pointDiff = u_penPoints.zw - u_penPoints.xy;
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// Ensure line has a nonzero length so it's rendered properly
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// As long as either component is nonzero, the line length will be nonzero
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pointDiff.x = abs(pointDiff.x) < epsilon ? epsilon : pointDiff.x;
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// The `normalized` vector holds rotational values equivalent to sine/cosine
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// We're applying the standard rotation matrix formula to the position to rotate the quad to the line angle
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vec2 normalized = pointDiff / max(lineLength, epsilon);
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vec2 normalized = (u_penPoints.zw - u_penPoints.xy + epsilon) / (lineLength + epsilon);
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position = mat2(normalized.x, normalized.y, -normalized.y, normalized.x) * position;
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// Translate quad
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position += u_penPoints.xy;
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