1237 lines
47 KiB
JavaScript
1237 lines
47 KiB
JavaScript
const EventEmitter = require('events');
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const hull = require('hull.js');
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const twgl = require('twgl.js');
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const BitmapSkin = require('./BitmapSkin');
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const Drawable = require('./Drawable');
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const Rectangle = require('./Rectangle');
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const PenSkin = require('./PenSkin');
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const RenderConstants = require('./RenderConstants');
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const ShaderManager = require('./ShaderManager');
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const SVGSkin = require('./SVGSkin');
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const SVGTextBubble = require('./util/svg-text-bubble');
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/**
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* @callback RenderWebGL#idFilterFunc
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* @param {int} drawableID The ID to filter.
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* @return {bool} True if the ID passes the filter, otherwise false.
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*/
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/**
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* Maximum touch size for a picking check.
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* @todo Figure out a reasonable max size. Maybe this should be configurable?
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* @type {Array<int>}
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* @memberof RenderWebGL
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*/
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const MAX_TOUCH_SIZE = [3, 3];
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/**
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* "touching {color}?" or "{color} touching {color}?" tests will be true if the
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* target is touching a color whose components are each within this tolerance of
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* the corresponding component of the query color.
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* between 0 (exact matches only) and 255 (match anything).
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* @type {object.<string,int>}
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* @memberof RenderWebGL
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*/
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const TOLERANCE_TOUCHING_COLOR = {
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R: 7,
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G: 7,
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B: 15,
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Mask: 2
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};
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/**
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* Constant used for masking when detecting the color white
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* @type {Array<int>}
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* @memberof RenderWebGL
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*/
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const COLOR_BLACK = [0, 0, 0, 1];
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/**
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* Sprite Fencing - The number of pixels a sprite is required to leave remaining
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* onscreen around the edge of the staging area.
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* @type {number}
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*/
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const FENCE_WIDTH = 15;
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class RenderWebGL extends EventEmitter {
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/**
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* Create a renderer for drawing Scratch sprites to a canvas using WebGL.
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* Coordinates will default to Scratch 2.0 values if unspecified.
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* The stage's "native" size will be calculated from the these coordinates.
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* For example, the defaults result in a native size of 480x360.
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* Queries such as "touching color?" will always execute at the native size.
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* @see RenderWebGL#setStageSize
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* @see RenderWebGL#resize
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* @param {canvas} canvas The canvas to draw onto.
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* @param {int} [xLeft=-240] The x-coordinate of the left edge.
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* @param {int} [xRight=240] The x-coordinate of the right edge.
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* @param {int} [yBottom=-180] The y-coordinate of the bottom edge.
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* @param {int} [yTop=180] The y-coordinate of the top edge.
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* @constructor
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* @listens RenderWebGL#event:NativeSizeChanged
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*/
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constructor (canvas, xLeft, xRight, yBottom, yTop) {
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super();
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/** @type {Drawable[]} */
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this._allDrawables = [];
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/** @type {Skin[]} */
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this._allSkins = [];
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/** @type {Array<int>} */
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this._drawList = [];
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/** @type {WebGLRenderingContext} */
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const gl = this._gl = twgl.getWebGLContext(canvas, {alpha: false, stencil: true});
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/** @type {int} */
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this._nextDrawableId = RenderConstants.ID_NONE + 1;
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/** @type {int} */
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this._nextSkinId = RenderConstants.ID_NONE + 1;
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/** @type {module:twgl/m4.Mat4} */
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this._projection = twgl.m4.identity();
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/** @type {ShaderManager} */
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this._shaderManager = new ShaderManager(gl);
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/** @type {HTMLCanvasElement} */
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this._tempCanvas = document.createElement('canvas');
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this._svgTextBubble = new SVGTextBubble();
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this._createGeometry();
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this.on(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
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this.setBackgroundColor(1, 1, 1);
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this.setStageSize(xLeft || -240, xRight || 240, yBottom || -180, yTop || 180);
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this.resize(this._nativeSize[0], this._nativeSize[1]);
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gl.disable(gl.DEPTH_TEST);
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/** @todo disable when no partial transparency? */
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gl.enable(gl.BLEND);
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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}
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/**
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* @returns {WebGLRenderingContext} the WebGL rendering context associated with this renderer.
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*/
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get gl () {
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return this._gl;
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}
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/**
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* Set the physical size of the stage in device-independent pixels.
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* This will be multiplied by the device's pixel ratio on high-DPI displays.
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* @param {int} pixelsWide The desired width in device-independent pixels.
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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 pixelRatio = window.devicePixelRatio || 1;
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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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* Set the background color for the stage. The stage will be cleared with this
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* color each frame.
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* @param {number} red The red component for the background.
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* @param {number} green The green component for the background.
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* @param {number} blue The blue component for the background.
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*/
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setBackgroundColor (red, green, blue) {
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this._backgroundColor = [red, green, blue, 1];
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}
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/**
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* Tell the renderer to draw various debug information to the provided canvas
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* during certain operations.
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* @param {canvas} canvas The canvas to use for debug output.
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*/
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setDebugCanvas (canvas) {
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this._debugCanvas = canvas;
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}
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/**
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* Set logical size of the stage in Scratch units.
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* @param {int} xLeft The left edge's x-coordinate. Scratch 2 uses -240.
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* @param {int} xRight The right edge's x-coordinate. Scratch 2 uses 240.
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* @param {int} yBottom The bottom edge's y-coordinate. Scratch 2 uses -180.
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* @param {int} yTop The top edge's y-coordinate. Scratch 2 uses 180.
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*/
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setStageSize (xLeft, xRight, yBottom, yTop) {
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this._xLeft = xLeft;
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this._xRight = xRight;
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this._yBottom = yBottom;
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this._yTop = yTop;
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// swap yBottom & yTop to fit Scratch convention of +y=up
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this._projection = twgl.m4.ortho(xLeft, xRight, yBottom, yTop, -1, 1);
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this._setNativeSize(Math.abs(xRight - xLeft), Math.abs(yBottom - yTop));
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}
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/**
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* @return {Array<int>} the "native" size of the stage, which is used for pen, query renders, etc.
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*/
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getNativeSize () {
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return [this._nativeSize[0], this._nativeSize[1]];
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}
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/**
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* Set the "native" size of the stage, which is used for pen, query renders, etc.
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* @param {int} width - the new width to set.
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* @param {int} height - the new height to set.
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* @private
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* @fires RenderWebGL#event:NativeSizeChanged
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*/
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_setNativeSize (width, height) {
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this._nativeSize = [width, height];
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this.emit(RenderConstants.Events.NativeSizeChanged, {newSize: this._nativeSize});
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}
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/**
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* Create a new bitmap skin from 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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* @param {!int} [costumeResolution=1] - The resolution to use for this bitmap.
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* @param {?Array<number>} rotationCenter Optional: rotation center of the skin. If not supplied, the center of the
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* skin will be used
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* @returns {!int} the ID for the new skin.
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*/
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createBitmapSkin (bitmapData, costumeResolution, rotationCenter) {
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const skinId = this._nextSkinId++;
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const newSkin = new BitmapSkin(skinId, this);
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newSkin.setBitmap(bitmapData, costumeResolution, rotationCenter);
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this._allSkins[skinId] = newSkin;
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return skinId;
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}
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/**
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* Create a new SVG skin.
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* @param {!string} svgData - new SVG to use.
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* @param {?Array<number>} rotationCenter Optional: rotation center of the skin. If not supplied, the center of the
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* skin will be used
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* @returns {!int} the ID for the new skin.
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*/
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createSVGSkin (svgData, rotationCenter) {
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const skinId = this._nextSkinId++;
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const newSkin = new SVGSkin(skinId, this);
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newSkin.setSVG(svgData, rotationCenter);
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this._allSkins[skinId] = newSkin;
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return skinId;
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}
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/**
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* Create a new PenSkin - a skin which implements a Scratch pen layer.
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* @returns {!int} the ID for the new skin.
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*/
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createPenSkin () {
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const skinId = this._nextSkinId++;
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const newSkin = new PenSkin(skinId, this);
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this._allSkins[skinId] = newSkin;
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return skinId;
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}
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/**
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* Create a new SVG skin using the text bubble svg creator. The rotation center
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* is always placed at the top left.
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* @param {!string} type - either "say" or "think".
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* @param {!string} text - the text for the bubble.
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* @param {!boolean} pointsLeft - which side the bubble is pointing.
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* @returns {!int} the ID for the new skin.
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*/
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createTextSkin (type, text, pointsLeft) {
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const bubbleSvg = this._svgTextBubble.buildString(type, text, pointsLeft);
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return this.createSVGSkin(bubbleSvg, [0, 0]);
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}
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/**
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* Update an existing SVG skin, or create an SVG skin if the previous skin was not SVG.
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* @param {!int} skinId the ID for the skin to change.
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* @param {!string} svgData - new SVG to use.
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* @param {?Array<number>} rotationCenter Optional: rotation center of the skin. If not supplied, the center of the
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* skin will be used
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*/
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updateSVGSkin (skinId, svgData, rotationCenter) {
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if (this._allSkins[skinId] instanceof SVGSkin) {
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this._allSkins[skinId].setSVG(svgData, rotationCenter);
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return;
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}
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const newSkin = new SVGSkin(skinId, this);
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newSkin.setSVG(svgData, rotationCenter);
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const oldSkin = this._allSkins[skinId];
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this._allSkins[skinId] = newSkin;
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// Tell drawables to update
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for (const drawable of this._allDrawables) {
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if (drawable && drawable.skin === oldSkin) {
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drawable.skin = newSkin;
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}
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}
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oldSkin.dispose();
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}
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/**
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* Update a skin using the text bubble svg creator.
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* @param {!int} skinId the ID for the skin to change.
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* @param {!string} type - either "say" or "think".
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* @param {!string} text - the text for the bubble.
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* @param {!boolean} pointsLeft - which side the bubble is pointing.
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*/
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updateTextSkin (skinId, type, text, pointsLeft) {
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const bubbleSvg = this._svgTextBubble.buildString(type, text, pointsLeft);
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this.updateSVGSkin(skinId, bubbleSvg, [0, 0]);
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}
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/**
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* Destroy an existing skin. Do not use the skin or its ID after calling this.
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* @param {!int} skinId - The ID of the skin to destroy.
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*/
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destroySkin (skinId) {
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const oldSkin = this._allSkins[skinId];
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oldSkin.dispose();
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delete this._allSkins[skinId];
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}
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/**
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* Create a new Drawable and add it to the scene.
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* @returns {int} The ID of the new Drawable.
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*/
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createDrawable () {
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const drawableID = this._nextDrawableId++;
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const drawable = new Drawable(drawableID);
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this._allDrawables[drawableID] = drawable;
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this._drawList.push(drawableID);
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drawable.skin = null;
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return drawableID;
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}
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/**
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* Destroy a Drawable, removing it from the scene.
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* @param {int} drawableID The ID of the Drawable to remove.
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*/
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destroyDrawable (drawableID) {
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const drawable = this._allDrawables[drawableID];
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drawable.dispose();
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delete this._allDrawables[drawableID];
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let index;
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while ((index = this._drawList.indexOf(drawableID)) >= 0) {
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this._drawList.splice(index, 1);
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}
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}
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/**
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* Set a drawable's order in the drawable list (effectively, z/layer).
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* Can be used to move drawables to absolute positions in the list,
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* or relative to their current positions.
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* "go back N layers": setDrawableOrder(id, -N, true, 1); (assuming stage at 0).
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* "go to back": setDrawableOrder(id, 1); (assuming stage at 0).
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* "go to front": setDrawableOrder(id, Infinity);
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* @param {int} drawableID ID of Drawable to reorder.
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* @param {number} order New absolute order or relative order adjusment.
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* @param {boolean=} optIsRelative If set, `order` refers to a relative change.
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* @param {number=} optMin If set, order constrained to be at least `optMin`.
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* @return {?number} New order if changed, or null.
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*/
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setDrawableOrder (drawableID, order, optIsRelative, optMin) {
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const oldIndex = this._drawList.indexOf(drawableID);
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if (oldIndex >= 0) {
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// Remove drawable from the list.
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const drawable = this._drawList.splice(oldIndex, 1)[0];
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// Determine new index.
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let newIndex = order;
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if (optIsRelative) {
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newIndex += oldIndex;
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}
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if (optMin) {
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newIndex = Math.max(newIndex, optMin);
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}
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newIndex = Math.max(newIndex, 0);
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// Insert at new index.
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this._drawList.splice(newIndex, 0, drawable);
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return this._drawList.indexOf(drawable);
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}
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return null;
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}
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/**
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* Draw all current drawables and present the frame on the canvas.
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*/
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draw () {
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const gl = this._gl;
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twgl.bindFramebufferInfo(gl, null);
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gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
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gl.clearColor.apply(gl, this._backgroundColor);
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gl.clear(gl.COLOR_BUFFER_BIT);
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this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
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}
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/**
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* Get the precise bounds for a Drawable.
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* @param {int} drawableID ID of Drawable to get bounds for.
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* @return {object} Bounds for a tight box around the Drawable.
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*/
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getBounds (drawableID) {
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const drawable = this._allDrawables[drawableID];
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// Tell the Drawable about its updated convex hull, if necessary.
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if (drawable.needsConvexHullPoints()) {
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const points = this._getConvexHullPointsForDrawable(drawableID);
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drawable.setConvexHullPoints(points);
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}
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const bounds = drawable.getFastBounds();
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// In debug mode, draw the bounds.
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if (this._debugCanvas) {
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const gl = this._gl;
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this._debugCanvas.width = gl.canvas.width;
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this._debugCanvas.height = gl.canvas.height;
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const context = this._debugCanvas.getContext('2d');
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context.drawImage(gl.canvas, 0, 0);
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context.strokeStyle = '#FF0000';
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const pr = window.devicePixelRatio;
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context.strokeRect(
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pr * (bounds.left + (this._nativeSize[0] / 2)),
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pr * (-bounds.top + (this._nativeSize[1] / 2)),
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pr * (bounds.right - bounds.left),
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pr * (-bounds.bottom + bounds.top)
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);
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}
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return bounds;
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}
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/**
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* Get the current skin (costume) size of a Drawable.
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* @param {int} drawableID The ID of the Drawable to measure.
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* @return {Array<number>} Skin size, width and height.
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*/
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getSkinSize (drawableID) {
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const drawable = this._allDrawables[drawableID];
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return drawable.skin.size;
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}
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/**
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* Check if a particular Drawable is touching a particular color.
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* @param {int} drawableID The ID of the Drawable to check.
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* @param {Array<int>} color3b Test if the Drawable is touching this color.
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* @param {Array<int>} [mask3b] Optionally mask the check to this part of Drawable.
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* @returns {boolean} True iff the Drawable is touching the color.
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*/
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isTouchingColor (drawableID, color3b, mask3b) {
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const gl = this._gl;
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twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
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const bounds = this._touchingBounds(drawableID);
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if (!bounds) {
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return;
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}
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const candidateIDs = this._filterCandidatesTouching(drawableID, this._drawList, bounds);
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if (!candidateIDs) {
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return;
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}
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// Limit size of viewport to the bounds around the target Drawable,
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// and create the projection matrix for the draw.
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gl.viewport(0, 0, bounds.width, bounds.height);
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const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
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let fillBackgroundColor = this._backgroundColor;
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// When using masking such that the background fill color will showing through, ensure we don't
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// fill using the same color that we are trying to detect!
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if (mask3b && color3b[0] > 196 && color3b[1] > 196 && color3b[2] > 196) {
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fillBackgroundColor = COLOR_BLACK;
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}
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gl.clearColor.apply(gl, fillBackgroundColor);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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let extraUniforms;
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if (mask3b) {
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extraUniforms = {
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u_colorMask: [mask3b[0] / 255, mask3b[1] / 255, mask3b[2] / 255],
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u_colorMaskTolerance: TOLERANCE_TOUCHING_COLOR.Mask / 255
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};
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}
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try {
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gl.enable(gl.STENCIL_TEST);
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gl.stencilFunc(gl.ALWAYS, 1, 1);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
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gl.colorMask(false, false, false, false);
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this._drawThese(
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[drawableID],
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mask3b ?
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ShaderManager.DRAW_MODE.colorMask :
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ShaderManager.DRAW_MODE.silhouette,
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projection,
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{extraUniforms});
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gl.stencilFunc(gl.EQUAL, 1, 1);
|
|
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
|
|
gl.colorMask(true, true, true, true);
|
|
|
|
this._drawThese(candidateIDs, ShaderManager.DRAW_MODE.default, projection,
|
|
{idFilterFunc: testID => testID !== drawableID}
|
|
);
|
|
} finally {
|
|
gl.colorMask(true, true, true, true);
|
|
gl.disable(gl.STENCIL_TEST);
|
|
}
|
|
|
|
const pixels = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
|
|
gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
|
|
|
if (this._debugCanvas) {
|
|
this._debugCanvas.width = bounds.width;
|
|
this._debugCanvas.height = bounds.height;
|
|
const context = this._debugCanvas.getContext('2d');
|
|
const imageData = context.getImageData(0, 0, bounds.width, bounds.height);
|
|
imageData.data.set(pixels);
|
|
context.putImageData(imageData, 0, 0);
|
|
}
|
|
|
|
for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
|
|
const pixelDistanceR = Math.abs(pixels[pixelBase] - color3b[0]);
|
|
const pixelDistanceG = Math.abs(pixels[pixelBase + 1] - color3b[1]);
|
|
const pixelDistanceB = Math.abs(pixels[pixelBase + 2] - color3b[2]);
|
|
|
|
if (pixelDistanceR <= TOLERANCE_TOUCHING_COLOR.R &&
|
|
pixelDistanceG <= TOLERANCE_TOUCHING_COLOR.G &&
|
|
pixelDistanceB <= TOLERANCE_TOUCHING_COLOR.B) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Check if a particular Drawable is touching any in a set of Drawables.
|
|
* @param {int} drawableID The ID of the Drawable to check.
|
|
* @param {Array<int>} candidateIDs The Drawable IDs to check, otherwise all.
|
|
* @returns {boolean} True iff the Drawable is touching one of candidateIDs.
|
|
*/
|
|
isTouchingDrawables (drawableID, candidateIDs) {
|
|
candidateIDs = candidateIDs || this._drawList;
|
|
|
|
const gl = this._gl;
|
|
|
|
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
|
|
|
|
const bounds = this._touchingBounds(drawableID);
|
|
if (!bounds) {
|
|
return;
|
|
}
|
|
candidateIDs = this._filterCandidatesTouching(drawableID, candidateIDs, bounds);
|
|
if (!candidateIDs) {
|
|
return;
|
|
}
|
|
|
|
// Limit size of viewport to the bounds around the target Drawable,
|
|
// and create the projection matrix for the draw.
|
|
gl.viewport(0, 0, bounds.width, bounds.height);
|
|
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
|
|
|
|
const noneColor = Drawable.color4fFromID(RenderConstants.ID_NONE);
|
|
gl.clearColor.apply(gl, noneColor);
|
|
gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
|
|
|
|
try {
|
|
gl.enable(gl.STENCIL_TEST);
|
|
gl.stencilFunc(gl.ALWAYS, 1, 1);
|
|
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
|
|
gl.colorMask(false, false, false, false);
|
|
this._drawThese([drawableID], ShaderManager.DRAW_MODE.silhouette, projection);
|
|
|
|
gl.stencilFunc(gl.EQUAL, 1, 1);
|
|
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
|
|
gl.colorMask(true, true, true, true);
|
|
|
|
this._drawThese(candidateIDs, ShaderManager.DRAW_MODE.silhouette, projection,
|
|
{idFilterFunc: testID => testID !== drawableID}
|
|
);
|
|
} finally {
|
|
gl.colorMask(true, true, true, true);
|
|
gl.disable(gl.STENCIL_TEST);
|
|
}
|
|
|
|
const pixels = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
|
|
gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
|
|
|
if (this._debugCanvas) {
|
|
this._debugCanvas.width = bounds.width;
|
|
this._debugCanvas.height = bounds.height;
|
|
const context = this._debugCanvas.getContext('2d');
|
|
const imageData = context.getImageData(0, 0, bounds.width, bounds.height);
|
|
imageData.data.set(pixels);
|
|
context.putImageData(imageData, 0, 0);
|
|
}
|
|
|
|
for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
|
|
const pixelID = Drawable.color3bToID(
|
|
pixels[pixelBase],
|
|
pixels[pixelBase + 1],
|
|
pixels[pixelBase + 2]);
|
|
if (pixelID > RenderConstants.ID_NONE) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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).
|
|
* @param {Array<int>} candidateIDs The Drawable IDs to pick from, otherwise all.
|
|
* @returns {int} The ID of the topmost Drawable under the picking location, or
|
|
* RenderConstants.ID_NONE if there is no Drawable at that location.
|
|
*/
|
|
pick (centerX, centerY, touchWidth, touchHeight, candidateIDs) {
|
|
const gl = this._gl;
|
|
|
|
touchWidth = touchWidth || 1;
|
|
touchHeight = touchHeight || 1;
|
|
candidateIDs = candidateIDs || this._drawList;
|
|
|
|
const clientToGLX = gl.canvas.width / gl.canvas.clientWidth;
|
|
const clientToGLY = gl.canvas.height / gl.canvas.clientHeight;
|
|
|
|
centerX *= clientToGLX;
|
|
centerY *= clientToGLY;
|
|
touchWidth *= clientToGLX;
|
|
touchHeight *= clientToGLY;
|
|
|
|
touchWidth = Math.max(1, Math.min(touchWidth, MAX_TOUCH_SIZE[0]));
|
|
touchHeight = Math.max(1, Math.min(touchHeight, MAX_TOUCH_SIZE[1]));
|
|
|
|
const pixelLeft = Math.floor(centerX - Math.floor(touchWidth / 2) + 0.5);
|
|
const pixelRight = Math.floor(centerX + Math.ceil(touchWidth / 2) + 0.5);
|
|
const pixelTop = Math.floor(centerY - Math.floor(touchHeight / 2) + 0.5);
|
|
const pixelBottom = Math.floor(centerY + Math.ceil(touchHeight / 2) + 0.5);
|
|
|
|
twgl.bindFramebufferInfo(gl, this._pickBufferInfo);
|
|
gl.viewport(0, 0, touchWidth, touchHeight);
|
|
|
|
const noneColor = Drawable.color4fFromID(RenderConstants.ID_NONE);
|
|
gl.clearColor.apply(gl, noneColor);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
const widthPerPixel = (this._xRight - this._xLeft) / this._gl.canvas.width;
|
|
const heightPerPixel = (this._yBottom - this._yTop) / this._gl.canvas.height;
|
|
|
|
const pickLeft = this._xLeft + (pixelLeft * widthPerPixel);
|
|
const pickRight = this._xLeft + (pixelRight * widthPerPixel);
|
|
const pickTop = this._yTop + (pixelTop * heightPerPixel);
|
|
const pickBottom = this._yTop + (pixelBottom * heightPerPixel);
|
|
|
|
const projection = twgl.m4.ortho(pickLeft, pickRight, pickTop, pickBottom, -1, 1);
|
|
|
|
this._drawThese(candidateIDs, ShaderManager.DRAW_MODE.silhouette, projection);
|
|
|
|
const pixels = new Uint8Array(Math.floor(touchWidth * touchHeight * 4));
|
|
gl.readPixels(0, 0, touchWidth, touchHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
|
|
|
if (this._debugCanvas) {
|
|
this._debugCanvas.width = touchWidth;
|
|
this._debugCanvas.height = touchHeight;
|
|
const context = this._debugCanvas.getContext('2d');
|
|
const imageData = context.getImageData(0, 0, touchWidth, touchHeight);
|
|
imageData.data.set(pixels);
|
|
context.putImageData(imageData, 0, 0);
|
|
}
|
|
|
|
const hits = {};
|
|
for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
|
|
const pixelID = Drawable.color3bToID(
|
|
pixels[pixelBase],
|
|
pixels[pixelBase + 1],
|
|
pixels[pixelBase + 2]);
|
|
hits[pixelID] = (hits[pixelID] || 0) + 1;
|
|
}
|
|
|
|
// Bias toward selecting anything over nothing
|
|
hits[RenderConstants.ID_NONE] = 0;
|
|
|
|
let hit = RenderConstants.ID_NONE;
|
|
for (const hitID in hits) {
|
|
if (hits.hasOwnProperty(hitID) && (hits[hitID] > hits[hit])) {
|
|
hit = hitID;
|
|
}
|
|
}
|
|
|
|
return hit | 0;
|
|
}
|
|
|
|
/**
|
|
* @typedef DrawableExtraction
|
|
* @property {Uint8Array} data Raw pixel data for the drawable
|
|
* @property {int} width Drawable bounding box width
|
|
* @property {int} height Drawable bounding box height
|
|
* @property {Array<number>} scratchOffset [x, y] offset in Scratch coordinates
|
|
* from the drawable position to the client x, y coordinate
|
|
* @property {int} x The x coordinate relative to drawable bounding box
|
|
* @property {int} y The y coordinate relative to drawable bounding box
|
|
*/
|
|
|
|
/**
|
|
* Return drawable pixel data and picking coordinates relative to the drawable bounds
|
|
* @param {int} drawableID The ID of the drawable to get pixel data for
|
|
* @param {int} x The client x coordinate of the picking location.
|
|
* @param {int} y The client y coordinate of the picking location.
|
|
* @return {?DrawableExtraction} Data about the picked drawable
|
|
*/
|
|
extractDrawable (drawableID, x, y) {
|
|
const drawable = this._allDrawables[drawableID];
|
|
if (!drawable) return null;
|
|
|
|
// Convert client coordinates into absolute scratch units
|
|
const scratchX = this._nativeSize[0] * ((x / this._gl.canvas.clientWidth) - 0.5);
|
|
const scratchY = this._nativeSize[1] * ((y / this._gl.canvas.clientHeight) - 0.5);
|
|
|
|
const gl = this._gl;
|
|
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
|
|
|
|
const bounds = drawable.getFastBounds();
|
|
bounds.snapToInt();
|
|
|
|
// Translate to scratch units relative to the drawable
|
|
const pickX = scratchX - bounds.left;
|
|
const pickY = scratchY + bounds.top;
|
|
|
|
// Limit size of viewport to the bounds around the target Drawable,
|
|
// and create the projection matrix for the draw.
|
|
gl.viewport(0, 0, bounds.width, bounds.height);
|
|
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
|
|
|
|
gl.clearColor(0, 0, 0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
try {
|
|
gl.disable(gl.BLEND);
|
|
this._drawThese([drawableID], ShaderManager.DRAW_MODE.default, projection,
|
|
{effectMask: ~ShaderManager.EFFECT_INFO.ghost.mask});
|
|
} finally {
|
|
gl.enable(gl.BLEND);
|
|
}
|
|
|
|
const data = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
|
|
gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
|
|
|
if (this._debugCanvas) {
|
|
this._debugCanvas.width = bounds.width;
|
|
this._debugCanvas.height = bounds.height;
|
|
const ctx = this._debugCanvas.getContext('2d');
|
|
const imageData = ctx.createImageData(bounds.width, bounds.height);
|
|
imageData.data.set(data);
|
|
ctx.putImageData(imageData, 0, 0);
|
|
ctx.beginPath();
|
|
ctx.arc(pickX, pickY, 3, 0, 2 * Math.PI, false);
|
|
ctx.fillStyle = 'white';
|
|
ctx.fill();
|
|
ctx.lineWidth = 1;
|
|
ctx.strokeStyle = 'black';
|
|
ctx.stroke();
|
|
}
|
|
|
|
return {
|
|
data: data,
|
|
width: bounds.width,
|
|
height: bounds.height,
|
|
scratchOffset: [
|
|
-scratchX + drawable._position[0],
|
|
-scratchY - drawable._position[1]
|
|
],
|
|
x: pickX,
|
|
y: pickY
|
|
};
|
|
}
|
|
|
|
/**
|
|
* @typedef ColorExtraction
|
|
* @property {Uint8Array} data Raw pixel data for the drawable
|
|
* @property {int} width Drawable bounding box width
|
|
* @property {int} height Drawable bounding box height
|
|
* @property {object} color Color object with RGBA properties at picked location
|
|
*/
|
|
|
|
/**
|
|
* Return drawable pixel data and color at a given position
|
|
* @param {int} x The client x coordinate of the picking location.
|
|
* @param {int} y The client y coordinate of the picking location.
|
|
* @param {int} radius The client radius to extract pixels with.
|
|
* @return {?ColorExtraction} Data about the picked color
|
|
*/
|
|
extractColor (x, y, radius) {
|
|
const scratchX = Math.round(this._nativeSize[0] * ((x / this._gl.canvas.clientWidth) - 0.5));
|
|
const scratchY = Math.round(-this._nativeSize[1] * ((y / this._gl.canvas.clientHeight) - 0.5));
|
|
|
|
const gl = this._gl;
|
|
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
|
|
|
|
const bounds = new Rectangle();
|
|
bounds.initFromBounds(scratchX - radius, scratchX + radius, scratchY - radius, scratchY + radius);
|
|
|
|
const pickX = scratchX - bounds.left;
|
|
const pickY = bounds.top - scratchY;
|
|
|
|
gl.viewport(0, 0, bounds.width, bounds.height);
|
|
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
|
|
|
|
gl.clearColor.apply(gl, this._backgroundColor);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, projection);
|
|
|
|
const data = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
|
|
gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, data);
|
|
|
|
const pixelBase = Math.floor(4 * ((pickY * bounds.width) + pickX));
|
|
const color = {
|
|
r: data[pixelBase],
|
|
g: data[pixelBase + 1],
|
|
b: data[pixelBase + 2],
|
|
a: data[pixelBase + 3]
|
|
};
|
|
|
|
if (this._debugCanvas) {
|
|
this._debugCanvas.width = bounds.width;
|
|
this._debugCanvas.height = bounds.height;
|
|
const ctx = this._debugCanvas.getContext('2d');
|
|
const imageData = ctx.createImageData(bounds.width, bounds.height);
|
|
imageData.data.set(data);
|
|
ctx.putImageData(imageData, 0, 0);
|
|
ctx.strokeStyle = 'black';
|
|
ctx.fillStyle = `rgba(${color.r}, ${color.g}, ${color.b}, ${color.a})`;
|
|
ctx.rect(pickX - 4, pickY - 4, 8, 8);
|
|
ctx.fill();
|
|
ctx.stroke();
|
|
}
|
|
|
|
return {
|
|
data: data,
|
|
width: bounds.width,
|
|
height: bounds.height,
|
|
color: color
|
|
};
|
|
}
|
|
|
|
/**
|
|
* Get the candidate bounding box for a touching query.
|
|
* @param {int} drawableID ID for drawable of query.
|
|
* @return {?Rectangle} Rectangle bounds for touching query, or null.
|
|
*/
|
|
_touchingBounds (drawableID) {
|
|
const drawable = this._allDrawables[drawableID];
|
|
|
|
/** @todo remove this once URL-based skin setting is removed. */
|
|
if (!drawable.skin || !drawable.skin.getTexture([100, 100])) return null;
|
|
|
|
const bounds = drawable.getFastBounds();
|
|
|
|
// Limit queries to the stage size.
|
|
bounds.clamp(this._xLeft, this._xRight, this._yBottom, this._yTop);
|
|
|
|
// Use integer coordinates for queries - weird things happen
|
|
// when you provide float width/heights to gl.viewport and projection.
|
|
bounds.snapToInt();
|
|
|
|
if (bounds.width === 0 || bounds.height === 0) {
|
|
// No space to query.
|
|
return null;
|
|
}
|
|
return bounds;
|
|
}
|
|
|
|
/**
|
|
* Filter a list of candidates for a touching query into only those that
|
|
* could possibly intersect the given bounds.
|
|
* @param {int} drawableID - ID for drawable of query.
|
|
* @param {Array<int>} candidateIDs - Candidates for touching query.
|
|
* @param {Rectangle} bounds - Bounds to limit candidates to.
|
|
* @return {?Array<int>} Filtered candidateIDs, or null if none.
|
|
*/
|
|
_filterCandidatesTouching (drawableID, candidateIDs, bounds) {
|
|
// Filter candidates by rough bounding box intersection.
|
|
// Do this before _drawThese, so we can prevent any GL operations
|
|
// and readback by returning early.
|
|
candidateIDs = candidateIDs.filter(testID => {
|
|
if (testID === drawableID) return false;
|
|
// Only draw items which could possibly overlap target Drawable.
|
|
const candidate = this._allDrawables[testID];
|
|
const candidateBounds = candidate.getFastBounds();
|
|
return bounds.intersects(candidateBounds);
|
|
});
|
|
if (candidateIDs.length === 0) {
|
|
// No possible intersections based on bounding boxes.
|
|
return null;
|
|
}
|
|
return candidateIDs;
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
updateDrawableProperties (drawableID, properties) {
|
|
const drawable = this._allDrawables[drawableID];
|
|
if (!drawable) {
|
|
/**
|
|
* @todo fix whatever's wrong in the VM which causes this, then add a warning or throw here.
|
|
* Right now this happens so much on some projects that a warning or exception here can hang the browser.
|
|
*/
|
|
return;
|
|
}
|
|
if ('skinId' in properties) {
|
|
drawable.skin = this._allSkins[properties.skinId];
|
|
}
|
|
if ('rotationCenter' in properties) {
|
|
const newRotationCenter = properties.rotationCenter;
|
|
drawable.skin.setRotationCenter(newRotationCenter[0], newRotationCenter[1]);
|
|
}
|
|
drawable.updateProperties(properties);
|
|
}
|
|
|
|
/**
|
|
* Update the position object's x & y members to keep the drawable fenced in view.
|
|
* @param {int} drawableID - The ID of the Drawable to update.
|
|
* @param {Array.<number, number>} position to be fenced - An array of type [x, y]
|
|
* @return {Array.<number, number>} The fenced position as an array [x, y]
|
|
*/
|
|
getFencedPositionOfDrawable (drawableID, position) {
|
|
|
|
let x = position[0];
|
|
let y = position[1];
|
|
|
|
const drawable = this._allDrawables[drawableID];
|
|
if (!drawable) {
|
|
// TODO: fix whatever's wrong in the VM which causes this, then add a warning or throw here.
|
|
// Right now this happens so much on some projects that a warning or exception here can hang the browser.
|
|
return [x, y];
|
|
}
|
|
|
|
const dx = x - drawable._position[0];
|
|
const dy = y - drawable._position[1];
|
|
|
|
const aabb = drawable.getFastBounds();
|
|
|
|
const sx = this._xRight - Math.min(FENCE_WIDTH, Math.floor((aabb.right - aabb.left) / 2));
|
|
if (aabb.right + dx < -sx) {
|
|
x = drawable._position[0] - (sx + aabb.right);
|
|
} else if (aabb.left + dx > sx) {
|
|
x = drawable._position[0] + (sx - aabb.left);
|
|
}
|
|
const sy = this._yTop - Math.min(FENCE_WIDTH, Math.floor((aabb.top - aabb.bottom) / 2));
|
|
if (aabb.top + dy < -sy) {
|
|
y = drawable._position[1] - (sy + aabb.top);
|
|
} else if (aabb.bottom + dy > sy) {
|
|
y = drawable._position[1] + (sy - aabb.bottom);
|
|
}
|
|
return [x, y];
|
|
}
|
|
|
|
/**
|
|
* Clear a pen layer.
|
|
* @param {int} penSkinID - the unique ID of a Pen Skin.
|
|
*/
|
|
penClear (penSkinID) {
|
|
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
|
|
skin.clear();
|
|
}
|
|
|
|
/**
|
|
* Draw a point on a pen layer.
|
|
* @param {int} penSkinID - the unique ID of a Pen Skin.
|
|
* @param {PenAttributes} penAttributes - how the point should be drawn.
|
|
* @param {number} x - the X coordinate of the point to draw.
|
|
* @param {number} y - the Y coordinate of the point to draw.
|
|
*/
|
|
penPoint (penSkinID, penAttributes, x, y) {
|
|
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
|
|
skin.drawPoint(penAttributes, x, y);
|
|
}
|
|
|
|
/**
|
|
* Draw a line on a pen layer.
|
|
* @param {int} penSkinID - the unique ID of a Pen Skin.
|
|
* @param {PenAttributes} penAttributes - how the line should be drawn.
|
|
* @param {number} x0 - the X coordinate of the beginning of the line.
|
|
* @param {number} y0 - the Y coordinate of the beginning of the line.
|
|
* @param {number} x1 - the X coordinate of the end of the line.
|
|
* @param {number} y1 - the Y coordinate of the end of the line.
|
|
*/
|
|
penLine (penSkinID, penAttributes, x0, y0, x1, y1) {
|
|
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
|
|
skin.drawLine(penAttributes, x0, y0, x1, y1);
|
|
}
|
|
|
|
/**
|
|
* Stamp a Drawable onto a pen layer.
|
|
* @param {int} penSkinID - the unique ID of a Pen Skin.
|
|
* @param {int} stampID - the unique ID of the Drawable to use as the stamp.
|
|
*/
|
|
penStamp (penSkinID, stampID) {
|
|
const stampDrawable = this._allDrawables[stampID];
|
|
if (!stampDrawable) {
|
|
return;
|
|
}
|
|
|
|
const bounds = this._touchingBounds(stampID);
|
|
if (!bounds) {
|
|
return;
|
|
}
|
|
|
|
const skin = /** @type {PenSkin} */ this._allSkins[penSkinID];
|
|
|
|
const gl = this._gl;
|
|
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
|
|
|
|
// Limit size of viewport to the bounds around the stamp Drawable and create the projection matrix for the draw.
|
|
gl.viewport(0, 0, bounds.width, bounds.height);
|
|
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
|
|
|
|
gl.clearColor(0, 0, 0, 0);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
try {
|
|
gl.disable(gl.BLEND);
|
|
this._drawThese([stampID], ShaderManager.DRAW_MODE.default, projection, {isStamping: true});
|
|
} finally {
|
|
gl.enable(gl.BLEND);
|
|
}
|
|
|
|
const stampPixels = new Uint8Array(Math.floor(bounds.width * bounds.height * 4));
|
|
gl.readPixels(0, 0, bounds.width, bounds.height, gl.RGBA, gl.UNSIGNED_BYTE, stampPixels);
|
|
|
|
const stampCanvas = this._tempCanvas;
|
|
stampCanvas.width = bounds.width;
|
|
stampCanvas.height = bounds.height;
|
|
|
|
const stampContext = stampCanvas.getContext('2d');
|
|
const stampImageData = stampContext.createImageData(bounds.width, bounds.height);
|
|
stampImageData.data.set(stampPixels);
|
|
stampContext.putImageData(stampImageData, 0, 0);
|
|
|
|
skin.drawStamp(stampCanvas, bounds.left, bounds.top);
|
|
}
|
|
|
|
/* ******
|
|
* Truly internal functions: these support the functions above.
|
|
********/
|
|
|
|
/**
|
|
* Build geometry (vertex and index) buffers.
|
|
* @private
|
|
*/
|
|
_createGeometry () {
|
|
const 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);
|
|
}
|
|
|
|
/**
|
|
* Respond to a change in the "native" rendering size. The native size is used by buffers which are fixed in size
|
|
* regardless of the size of the main render target. This includes the buffers used for queries such as picking and
|
|
* color-touching. The fixed size allows (more) consistent behavior across devices and presentation modes.
|
|
* @param {object} event - The change event.
|
|
* @private
|
|
*/
|
|
onNativeSizeChanged (event) {
|
|
const [width, height] = event.newSize;
|
|
|
|
const gl = this._gl;
|
|
const attachments = [
|
|
{format: gl.RGBA},
|
|
{format: gl.DEPTH_STENCIL}
|
|
];
|
|
|
|
if (!this._pickBufferInfo) {
|
|
this._pickBufferInfo = twgl.createFramebufferInfo(gl, attachments, MAX_TOUCH_SIZE[0], MAX_TOUCH_SIZE[1]);
|
|
}
|
|
|
|
/** @todo should we create this on demand to save memory? */
|
|
// A 480x360 32-bpp buffer is 675 KiB.
|
|
if (this._queryBufferInfo) {
|
|
twgl.resizeFramebufferInfo(gl, this._queryBufferInfo, attachments, width, height);
|
|
} else {
|
|
this._queryBufferInfo = twgl.createFramebufferInfo(gl, attachments, width, height);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Draw a set of Drawables, by drawable ID
|
|
* @param {Array<int>} drawables The Drawable IDs to draw, possibly this._drawList.
|
|
* @param {ShaderManager.DRAW_MODE} drawMode Draw normally, silhouette, etc.
|
|
* @param {module:twgl/m4.Mat4} projection The projection matrix to use.
|
|
* @param {object} [opts] Options for drawing
|
|
* @param {idFilterFunc} opts.filter An optional filter function.
|
|
* @param {object.<string,*>} opts.extraUniforms Extra uniforms for the shaders.
|
|
* @param {int} opts.effectMask Bitmask for effects to allow
|
|
* @param {boolean} opts.isStamping Stamp mode ignores sprite visibility, always drawing.
|
|
* @private
|
|
*/
|
|
_drawThese (drawables, drawMode, projection, opts = {}) {
|
|
const gl = this._gl;
|
|
let currentShader = null;
|
|
|
|
const numDrawables = drawables.length;
|
|
for (let drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
|
|
const drawableID = drawables[drawableIndex];
|
|
|
|
// If we have a filter, check whether the ID fails
|
|
if (opts.filter && !opts.filter(drawableID)) continue;
|
|
|
|
const drawable = this._allDrawables[drawableID];
|
|
/** @todo check if drawable is inside the viewport before anything else */
|
|
|
|
// Hidden drawables (e.g., by a "hide" block) are not drawn unless stamping
|
|
if (!drawable.getVisible() && !opts.isStamping) continue;
|
|
|
|
const drawableScale = drawable.scale;
|
|
|
|
// If the skin or texture isn't ready yet, skip it.
|
|
if (!drawable.skin || !drawable.skin.getTexture(drawableScale)) continue;
|
|
|
|
let effectBits = drawable.getEnabledEffects();
|
|
effectBits &= opts.hasOwnProperty('effectMask') ? opts.effectMask : effectBits;
|
|
const newShader = this._shaderManager.getShader(drawMode, effectBits);
|
|
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.skin.getUniforms(drawableScale));
|
|
twgl.setUniforms(currentShader, drawable.getUniforms());
|
|
|
|
// Apply extra uniforms after the Drawable's, to allow overwriting.
|
|
if (opts.extraUniforms) {
|
|
twgl.setUniforms(currentShader, opts.extraUniforms);
|
|
}
|
|
|
|
twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
* @param {int} drawableID The Drawable IDs calculate convex hull for.
|
|
* @return {Array<Array<number>>} points Convex hull points, as [[x, y], ...]
|
|
*/
|
|
_getConvexHullPointsForDrawable (drawableID) {
|
|
const drawable = this._allDrawables[drawableID];
|
|
const [width, height] = drawable.skin.size;
|
|
// No points in the hull if invisible or size is 0.
|
|
if (!drawable.getVisible() || width === 0 || height === 0) {
|
|
return [];
|
|
}
|
|
|
|
// Only draw to the size of the untransformed drawable.
|
|
const gl = this._gl;
|
|
twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
|
|
gl.viewport(0, 0, width, height);
|
|
|
|
// Clear the canvas with RenderConstants.ID_NONE.
|
|
const noneColor = Drawable.color4fFromID(RenderConstants.ID_NONE);
|
|
gl.clearColor.apply(gl, noneColor);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
// Overwrite the model matrix to be unrotated, unscaled, untranslated.
|
|
const modelMatrix = twgl.m4.identity();
|
|
twgl.m4.rotateZ(modelMatrix, Math.PI, modelMatrix);
|
|
twgl.m4.scale(modelMatrix, [width, height], modelMatrix);
|
|
|
|
const projection = twgl.m4.ortho(-0.5 * width, 0.5 * width, -0.5 * height, 0.5 * height, -1, 1);
|
|
|
|
this._drawThese([drawableID],
|
|
ShaderManager.DRAW_MODE.silhouette,
|
|
projection,
|
|
{extraUniforms: {u_modelMatrix: modelMatrix}}
|
|
);
|
|
|
|
const pixels = new Uint8Array(Math.floor(width * height * 4));
|
|
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
|
|
|
// Known boundary points on left/right edges of pixels.
|
|
const boundaryPoints = [];
|
|
|
|
/**
|
|
* Helper method to look up a pixel.
|
|
* @param {int} x X coordinate of the pixel in `pixels`.
|
|
* @param {int} y Y coordinate of the pixel in `pixels`.
|
|
* @return {int} Known ID at that pixel, or RenderConstants.ID_NONE.
|
|
*/
|
|
const _getPixel = (x, y) => {
|
|
const pixelBase = Math.round(((width * y) + x) * 4); // Sometimes SVGs don't have int width and height
|
|
return Drawable.color3bToID(
|
|
pixels[pixelBase],
|
|
pixels[pixelBase + 1],
|
|
pixels[pixelBase + 2]);
|
|
};
|
|
for (let y = 0; y <= height; y++) {
|
|
// Scan from left.
|
|
for (let x = 0; x < width; x++) {
|
|
if (_getPixel(x, y) > RenderConstants.ID_NONE) {
|
|
boundaryPoints.push([x, y]);
|
|
break;
|
|
}
|
|
}
|
|
// Scan from right.
|
|
for (let x = width - 1; x >= 0; x--) {
|
|
if (_getPixel(x, y) > RenderConstants.ID_NONE) {
|
|
boundaryPoints.push([x, y]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Simplify boundary points using convex hull.
|
|
return hull(boundaryPoints, Infinity);
|
|
}
|
|
}
|
|
|
|
// :3
|
|
RenderWebGL.prototype.canHazPixels = RenderWebGL.prototype.extractDrawable;
|
|
|
|
module.exports = RenderWebGL;
|