Files
scratch-render/src/index.js
Christopher Willis-Ford 137e4a642e Skin loading improvements
Fixed timing errors related to calling `setSkin()` a second time before
the first callback chain completes.
Fixed a typo causing problems when more than one Drawable is registered.
2016-06-01 15:28:08 -07:00

358 lines
12 KiB
JavaScript

var EventEmitter = require('events');
var twgl = require('twgl.js');
var util = require('util');
var Drawable = require('./drawable');
/**
* Create a renderer for drawing Scratch sprites to a canvas using WebGL.
* Optionally, specify the logical and/or physical size of the Scratch stage.
* Logical coordinates will default to Scratch 2.0 values if unspecified.
* Unspecified physical size will be calculated from the logical size.
* @see setStageSize
* @see resize
* @param {canvas} canvas The canvas to draw onto.
* @param {number} [xLeft=-240] The x-coordinate of the left edge.
* @param {number} [xRight=240] The x-coordinate of the right edge.
* @param {number} [yBottom=-180] The y-coordinate of the bottom edge.
* @param {number} [yTop=180] The y-coordinate of the top edge.
* @param {int} [pixelsWide] The desired width in device-independent pixels.
* @param {int} [pixelsTall] The desired height in device-independent pixels.
* @constructor
*/
function RenderWebGL(
canvas, xLeft, xRight, yBottom, yTop, pixelsWide, pixelsTall) {
// Bind event emitter and runtime to VM instance
EventEmitter.call(this);
// TODO: remove?
twgl.setDefaults({crossOrigin: true});
this._gl = twgl.getWebGLContext(canvas, {alpha: false});
this._drawables = [];
this._projection = twgl.m4.identity();
this._createGeometry();
this.setBackgroundColor(1, 1, 1, 1);
this.setStageSize(
xLeft || -240, xRight || 240, yBottom || -180, yTop || 180);
this.resize(
pixelsWide || Math.abs(this._xRight - this._xLeft),
pixelsTall || Math.abs(this._yTop - this._yBottom));
this._createQueryBuffers();
}
/**
* Maximum touch size for a picking check.
* TODO: Figure out a reasonable max size. Maybe this should be configurable?
* @type {int[]}
*/
RenderWebGL.MAX_TOUCH_SIZE = [3, 3];
/**
* Inherit from EventEmitter
*/
util.inherits(RenderWebGL, EventEmitter);
/**
* Export and bind to `window`
*/
module.exports = RenderWebGL;
if (typeof window !== 'undefined') window.RenderWebGL = module.exports;
/**
* Set the background color for the stage. The stage will be cleared with this
* color each frame.
* @param {number} red The red component for the background.
* @param {number} green The green component for the background.
* @param {number} blue The blue component for the background.
* @param {number} alpha The alpha (transparency) component for the background.
*/
RenderWebGL.prototype.setBackgroundColor = function(red, green, blue, alpha) {
this._backgroundColor = [red, green, blue, alpha];
};
/**
* Set logical size of the stage in Scratch units.
* @param {number} xLeft The left edge's x-coordinate. Scratch 2 uses -240.
* @param {number} xRight The right edge's x-coordinate. Scratch 2 uses 240.
* @param {number} yBottom The bottom edge's y-coordinate. Scratch 2 uses -180.
* @param {number} yTop The top edge's y-coordinate. Scratch 2 uses 180.
*/
RenderWebGL.prototype.setStageSize = function (xLeft, xRight, yBottom, yTop) {
this._xLeft = xLeft;
this._xRight = xRight;
this._yBottom = yBottom;
this._yTop = yTop;
this._projection = twgl.m4.ortho(xLeft, xRight, yBottom, yTop, -1, 1);
};
/**
* Set the physical size of the stage in device-independent pixels.
* This will be multiplied by the device's pixel ratio on high-DPI displays.
* @param {int} pixelsWide The desired width in device-independent pixels.
* @param {int} pixelsTall The desired height in device-independent pixels.
*/
RenderWebGL.prototype.resize = function (pixelsWide, pixelsTall) {
var pixelRatio = window.devicePixelRatio || 1;
this._gl.canvas.width = pixelsWide * pixelRatio;
this._gl.canvas.height = pixelsTall * pixelRatio;
};
/**
* Draw all current drawables and present the frame on the canvas.
*/
RenderWebGL.prototype.draw = function () {
var gl = this._gl;
twgl.bindFramebufferInfo(gl, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor.apply(gl, this._backgroundColor);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.enable(gl.BLEND);
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
this._drawExcept(Drawable.DRAW_MODE.default, null, this._projection);
};
/**
* Draw all Drawables, with the possible exception of
* @param {Drawable.DRAW_MODE} drawMode Draw normally or for picking, etc.
* @param {int} skipID The Drawable to skip, if any.
* @param {module:twgl/m4.Mat4} projection The projection matrix to use.
* @private
*/
RenderWebGL.prototype._drawExcept = function(drawMode, skipID, projection) {
var gl = this._gl;
var currentShader = null;
var numDrawables = this._drawables.length;
for (var drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
var drawableID = this._drawables[drawableIndex];
if (drawableID == skipID) continue;
var drawable = Drawable.getDrawableByID(drawableID);
// TODO: check if drawable is inside the viewport before anything else
var newShader = drawable.getShader(drawMode);
if (currentShader != newShader) {
currentShader = newShader;
gl.useProgram(currentShader.program);
twgl.setBuffersAndAttributes(gl, currentShader, this._bufferInfo);
twgl.setUniforms(currentShader, {u_projectionMatrix: projection});
twgl.setUniforms(currentShader, {u_fudge: window.fudge || 0});
}
twgl.setUniforms(currentShader, drawable.getUniforms());
// TODO: consider moving u_pickColor into Drawable's getUniforms()...
if (drawMode == Drawable.DRAW_MODE.pick) {
twgl.setUniforms(currentShader,
{u_pickColor: Drawable.color4fFromID(drawableID)});
}
twgl.drawBufferInfo(gl, gl.TRIANGLES, this._bufferInfo);
}
};
/**
* Create a new Drawable and add it to the scene.
* @returns {int} The ID of the new Drawable.
*/
RenderWebGL.prototype.createDrawable = function () {
var drawable = new Drawable(this, this._gl);
var drawableID = drawable.getID();
this._drawables.push(drawableID);
return drawableID;
};
/**
* Destroy a Drawable, removing it from the scene.
* @param {int} drawableID The ID of the Drawable to remove.
* @returns {boolean} True iff the drawable was found and removed.
*/
RenderWebGL.prototype.destroyDrawable = function (drawableID) {
var index = this._drawables.indexOf(drawableID);
if (index >= 0) {
Drawable.getDrawableByID(drawableID).dispose();
this._drawables.splice(index, 1);
return true;
}
return false;
};
/**
* Update the position, direction, scale, or effect properties of this Drawable.
* @param {int} drawableID The ID of the Drawable to update.
* @param {Object.<string,*>} properties The new property values to set.
*/
RenderWebGL.prototype.updateDrawableProperties = function (
drawableID, properties) {
var drawable = Drawable.getDrawableByID(drawableID);
if (drawable) {
drawable.updateProperties(properties);
}
};
/**
* Retrieve the renderer's projection matrix.
* @returns {module:twgl/m4.Mat4} The projection matrix.
*/
RenderWebGL.prototype.getProjectionMatrix = function () {
return this._projection;
};
/**
* Build geometry (vertex and index) buffers.
* @private
*/
RenderWebGL.prototype._createGeometry = function () {
var quad = {
a_position: {
numComponents: 2,
data: [
-0.5, -0.5,
0.5, -0.5,
-0.5, 0.5,
-0.5, 0.5,
0.5, -0.5,
0.5, 0.5
]
},
a_texCoord: {
numComponents: 2,
data: [
1, 0,
0, 0,
1, 1,
1, 1,
0, 0,
0, 1
]
}
};
this._bufferInfo = twgl.createBufferInfoFromArrays(this._gl, quad);
};
/**
* Create the frame buffers used for queries such as picking and color-touching.
* These buffers are fixed in size regardless of the size of the main render
* target. The fixed size allows (more) consistent behavior across devices and
* presentation modes.
* @private
*/
RenderWebGL.prototype._createQueryBuffers = function () {
var gl = this._gl;
var attachments = [
{format: gl.RGBA },
{format: gl.DEPTH_STENCIL }
];
this._pickBufferInfo = twgl.createFramebufferInfo(
gl, attachments,
RenderWebGL.MAX_TOUCH_SIZE[0], RenderWebGL.MAX_TOUCH_SIZE[1]);
};
/**
* Detect which sprite, if any, is at the given location.
* @param {int} centerX The client x coordinate of the picking location.
* @param {int} centerY The client y coordinate of the picking location.
* @param {int} touchWidth The client width of the touch event (optional).
* @param {int} touchHeight The client height of the touch event (optional).
* @returns {int} The ID of the topmost Drawable under the picking location, or
* Drawable.NONE if there is no Drawable at that location.
*/
RenderWebGL.prototype.pick = function (
centerX, centerY, touchWidth, touchHeight) {
var gl = this._gl;
touchWidth = touchWidth || 1;
touchHeight = touchHeight || 1;
var clientToGLX = gl.canvas.width / gl.canvas.clientWidth;
var clientToGLY = gl.canvas.height / gl.canvas.clientHeight;
centerX *= clientToGLX;
centerY *= clientToGLY;
touchWidth *= clientToGLX;
touchHeight *= clientToGLY;
touchWidth =
Math.max(1, Math.min(touchWidth, RenderWebGL.MAX_TOUCH_SIZE[0]));
touchHeight =
Math.max(1, Math.min(touchHeight, RenderWebGL.MAX_TOUCH_SIZE[1]));
var pixelLeft = Math.floor(centerX - Math.floor(touchWidth / 2) + 0.5);
var pixelRight = Math.floor(centerX + Math.ceil(touchWidth / 2) + 0.5);
var pixelTop = Math.floor(centerY - Math.floor(touchHeight / 2) + 0.5);
var pixelBottom = Math.floor(centerY + Math.ceil(touchHeight / 2) + 0.5);
twgl.bindFramebufferInfo(gl, this._pickBufferInfo);
gl.viewport(0, 0, touchWidth, touchHeight);
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND); // TODO: track when a costume has partial transparency?
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.STENCIL_TEST);
var noneColor = Drawable.color4fFromID(Drawable.NONE);
gl.clearColor.apply(gl, noneColor);
gl.clear(gl.COLOR_BUFFER_BIT);
var widthPerPixel = (this._xRight - this._xLeft) / this._gl.canvas.width;
var heightPerPixel = (this._yBottom - this._yTop) / this._gl.canvas.height;
var pickLeft = this._xLeft + pixelLeft * widthPerPixel;
var pickRight = this._xLeft + pixelRight * widthPerPixel;
var pickTop = this._yTop + pixelTop * heightPerPixel;
var pickBottom = this._yTop + pixelBottom * heightPerPixel;
var projection = twgl.m4.ortho(
pickLeft, pickRight, pickTop, pickBottom, -1, 1);
this._drawExcept(Drawable.DRAW_MODE.pick, null, projection);
var pixels = new Uint8Array(touchWidth * touchHeight * 4);
gl.readPixels(
0, 0, touchWidth, touchHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
// Uncomment this and make a canvas with id="pick-image" to debug picking
/*
var pickImage = document.getElementById('pick-image');
pickImage.width = touchWidth;
pickImage.height = touchHeight;
var context = pickImage.getContext('2d');
var imageData = context.getImageData(0, 0, touchWidth, touchHeight);
for (var i = 0, bytes = pixels.length; i < bytes; ++i) {
imageData.data[i] = pixels[i];
}
context.putImageData(imageData, 0, 0);
*/
var hits = {};
for (var pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
var pixelID = Drawable.color4ubToID(
pixels[pixelBase],
pixels[pixelBase + 1],
pixels[pixelBase + 2],
pixels[pixelBase + 3]);
hits[pixelID] = (hits[pixelID] || 0) + 1;
}
// Bias toward selecting anything over nothing
hits[Drawable.NONE] = 0;
var hit = Drawable.NONE;
for (var hitID in hits) {
if (hits.hasOwnProperty(hitID) && (hits[hitID] > hits[hit])) {
hit = hitID;
}
}
return hit | 0;
};