
* Add Rectangle utility and use it in Drawable.getBounds * Add `getAABB`, `getFastBounds`. * Add width and height getters to Rectangle * Add rectangle clamp * Optimized isTouchingColor * Optimized isTouchingDrawables * Rectangle.ceil -> Rectangle.snapToInt * Refactor to common _touchingQueryCandidates * Split helper into two
776 lines
27 KiB
JavaScript
776 lines
27 KiB
JavaScript
var hull = require('hull.js');
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var twgl = require('twgl.js');
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var Drawable = require('./Drawable');
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var ShaderManager = require('./ShaderManager');
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class RenderWebGL {
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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 setStageSize
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* @see 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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*/
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constructor(canvas, xLeft, xRight, yBottom, yTop) {
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// TODO: remove?
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twgl.setDefaults({crossOrigin: true});
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this._gl = twgl.getWebGLContext(canvas, {alpha: false, stencil: true});
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this._drawables = [];
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this._projection = twgl.m4.identity();
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this._createGeometry();
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this.setBackgroundColor(1, 1, 1);
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this.setStageSize(
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xLeft || -240, xRight || 240, yBottom || -180, yTop || 180);
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this.resize(this._nativeSize[0], this._nativeSize[1]);
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this._createQueryBuffers();
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var gl = this._gl;
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gl.disable(gl.DEPTH_TEST);
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gl.enable(gl.BLEND); // TODO: disable when no partial transparency?
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gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
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this._shaderManager = new ShaderManager(gl);
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}
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}
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module.exports = RenderWebGL;
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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 {int[]}
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*/
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RenderWebGL.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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* @type {int} between 0 (exact matches only) and 255 (match anything).
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*/
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RenderWebGL.TOLERANCE_TOUCHING_COLOR = 2;
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/********
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* Functions called only locally: these are not available from a worker.
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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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RenderWebGL.prototype.resize = function (pixelsWide, pixelsTall) {
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var 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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RenderWebGL.prototype.setBackgroundColor = function(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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RenderWebGL.prototype.setDebugCanvas = function (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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RenderWebGL.prototype.setStageSize = function (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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this._nativeSize = [Math.abs(xRight - xLeft), Math.abs(yBottom - yTop)];
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this._projection = twgl.m4.ortho(xLeft, xRight, yBottom, yTop, -1, 1);
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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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RenderWebGL.prototype.createDrawable = function () {
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var drawable = new Drawable(this._gl);
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var drawableID = drawable.getID();
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this._drawables.push(drawableID);
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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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* @returns {Boolean} True iff the drawable was found and removed.
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*/
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RenderWebGL.prototype.destroyDrawable = function (drawableID) {
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var index = this._drawables.indexOf(drawableID);
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if (index >= 0) {
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Drawable.getDrawableByID(drawableID).dispose();
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this._drawables.splice(index, 1);
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return true;
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}
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return false;
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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=} opt_isRelative If set, `order` refers to a relative change.
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* @param {Number=} opt_min If set, order constrained to be at least `opt_min`.
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* @return {?Number} New order if changed, or null.
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*/
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RenderWebGL.prototype.setDrawableOrder = function (
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drawableID, order, opt_isRelative, opt_min) {
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var oldIndex = this._drawables.indexOf(drawableID);
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if (oldIndex >= 0) {
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// Remove drawable from the list.
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var drawable = this._drawables.splice(oldIndex, 1)[0];
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// Determine new index.
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var newIndex = order;
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if (opt_isRelative) {
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newIndex += oldIndex;
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}
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if (opt_min) {
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newIndex = Math.max(newIndex, opt_min);
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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._drawables.splice(newIndex, 0, drawable);
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return this._drawables.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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RenderWebGL.prototype.draw = function () {
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var 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(
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this._drawables, 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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RenderWebGL.prototype.getBounds = function (drawableID) {
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const drawable = Drawable.getDrawableByID(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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let bounds = drawable.getBounds();
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// In debug mode, draw the bounds.
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if (this._debugCanvas) {
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let 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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let 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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let 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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RenderWebGL.prototype.getSkinSize = function (drawableID) {
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const drawable = Drawable.getDrawableByID(drawableID);
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return drawable.getSkinSize();
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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 {int[]} color3b Test if the Drawable is touching this color.
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* @param {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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RenderWebGL.prototype.isTouchingColor = function(drawableID, color3b, mask3b) {
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const gl = this._gl;
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twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
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let bounds = this._touchingBounds(drawableID);
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if (!bounds) {
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return;
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}
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let candidateIDs = this._filterCandidatesTouching(
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drawableID, this._drawables, 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(
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bounds.left, bounds.right, bounds.bottom, bounds.top, -1, 1);
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gl.clearColor.apply(gl, this._backgroundColor);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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var 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: RenderWebGL.TOLERANCE_TOUCHING_COLOR / 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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undefined,
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extraUniforms);
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gl.stencilFunc(gl.EQUAL, 1, 1);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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gl.colorMask(true, true, true, true);
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this._drawThese(
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candidateIDs, ShaderManager.DRAW_MODE.default, projection,
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function (testID) {
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return testID != drawableID;
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});
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}
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finally {
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gl.colorMask(true, true, true, true);
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gl.disable(gl.STENCIL_TEST);
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}
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var pixels = new Buffer(bounds.width * bounds.height * 4);
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gl.readPixels(
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0, 0, bounds.width, bounds.height,
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gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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if (this._debugCanvas) {
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this._debugCanvas.width = bounds.width;
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this._debugCanvas.height = bounds.height;
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var context = this._debugCanvas.getContext('2d');
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var imageData = context.getImageData(
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0, 0, bounds.width, bounds.height);
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for (var i = 0, bytes = pixels.length; i < bytes; ++i) {
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imageData.data[i] = pixels[i];
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}
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context.putImageData(imageData, 0, 0);
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}
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for (var pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
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var pixelDistanceR = Math.abs(pixels[pixelBase] - color3b[0]);
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var pixelDistanceG = Math.abs(pixels[pixelBase + 1] - color3b[1]);
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var pixelDistanceB = Math.abs(pixels[pixelBase + 2] - color3b[2]);
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if (pixelDistanceR <= RenderWebGL.TOLERANCE_TOUCHING_COLOR &&
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pixelDistanceG <= RenderWebGL.TOLERANCE_TOUCHING_COLOR &&
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pixelDistanceB <= RenderWebGL.TOLERANCE_TOUCHING_COLOR) {
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return true;
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}
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}
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return false;
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};
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/**
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* Check if a particular Drawable is touching any in a set of Drawables.
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* @param {int} drawableID The ID of the Drawable to check.
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* @param {int[]} candidateIDs The Drawable IDs to check, otherwise all.
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* @returns {Boolean} True iff the Drawable is touching one of candidateIDs.
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*/
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RenderWebGL.prototype.isTouchingDrawables = function(drawableID, candidateIDs) {
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candidateIDs = candidateIDs || this._drawables;
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const gl = this._gl;
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twgl.bindFramebufferInfo(gl, this._queryBufferInfo);
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let bounds = this._touchingBounds(drawableID);
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if (!bounds) {
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return;
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}
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candidateIDs = this._filterCandidatesTouching(
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drawableID, candidateIDs, 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(
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bounds.left, bounds.right, bounds.bottom, bounds.top, -1, 1);
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const noneColor = Drawable.color4fFromID(Drawable.NONE);
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gl.clearColor.apply(gl, noneColor);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
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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], ShaderManager.DRAW_MODE.silhouette, projection
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);
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gl.stencilFunc(gl.EQUAL, 1, 1);
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gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
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gl.colorMask(true, true, true, true);
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this._drawThese(
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candidateIDs, ShaderManager.DRAW_MODE.silhouette, projection,
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function (testID) {
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return testID != drawableID;
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}
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);
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} finally {
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gl.colorMask(true, true, true, true);
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gl.disable(gl.STENCIL_TEST);
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}
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let pixels = new Buffer(bounds.width * bounds.height * 4);
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gl.readPixels(
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0, 0, bounds.width, bounds.height,
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gl.RGBA, gl.UNSIGNED_BYTE, pixels);
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if (this._debugCanvas) {
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this._debugCanvas.width = bounds.width;
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this._debugCanvas.height = bounds.height;
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const context = this._debugCanvas.getContext('2d');
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let imageData = context.getImageData(
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0, 0, bounds.width, bounds.height);
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for (let i = 0, bytes = pixels.length; i < bytes; ++i) {
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imageData.data[i] = pixels[i];
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}
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context.putImageData(imageData, 0, 0);
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}
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for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
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let pixelID = Drawable.color4bToID(
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pixels[pixelBase],
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pixels[pixelBase + 1],
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pixels[pixelBase + 2],
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pixels[pixelBase + 3]);
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if (pixelID > Drawable.NONE) {
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return true;
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}
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}
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return false;
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};
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/**
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* Detect which sprite, if any, is at the given location.
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* @param {int} centerX The client x coordinate of the picking location.
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* @param {int} centerY The client y coordinate of the picking location.
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* @param {int} touchWidth The client width of the touch event (optional).
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* @param {int} touchHeight The client height of the touch event (optional).
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* @param {int[]} candidateIDs The Drawable IDs to pick from, otherwise all.
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* @returns {int} The ID of the topmost Drawable under the picking location, or
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* Drawable.NONE if there is no Drawable at that location.
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*/
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RenderWebGL.prototype.pick = function (
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centerX, centerY, touchWidth, touchHeight, candidateIDs) {
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var gl = this._gl;
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touchWidth = touchWidth || 1;
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touchHeight = touchHeight || 1;
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candidateIDs = candidateIDs || this._drawables;
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var clientToGLX = gl.canvas.width / gl.canvas.clientWidth;
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var clientToGLY = gl.canvas.height / gl.canvas.clientHeight;
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centerX *= clientToGLX;
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centerY *= clientToGLY;
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touchWidth *= clientToGLX;
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touchHeight *= clientToGLY;
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touchWidth =
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Math.max(1, Math.min(touchWidth, RenderWebGL.MAX_TOUCH_SIZE[0]));
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touchHeight =
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Math.max(1, Math.min(touchHeight, RenderWebGL.MAX_TOUCH_SIZE[1]));
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var pixelLeft = Math.floor(centerX - Math.floor(touchWidth / 2) + 0.5);
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var pixelRight = Math.floor(centerX + Math.ceil(touchWidth / 2) + 0.5);
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var pixelTop = Math.floor(centerY - Math.floor(touchHeight / 2) + 0.5);
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var pixelBottom = Math.floor(centerY + Math.ceil(touchHeight / 2) + 0.5);
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twgl.bindFramebufferInfo(gl, this._pickBufferInfo);
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gl.viewport(0, 0, touchWidth, touchHeight);
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var noneColor = Drawable.color4fFromID(Drawable.NONE);
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gl.clearColor.apply(gl, noneColor);
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gl.clear(gl.COLOR_BUFFER_BIT);
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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._drawThese(
|
|
candidateIDs, ShaderManager.DRAW_MODE.silhouette, projection);
|
|
|
|
var pixels = new Buffer(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;
|
|
var context = this._debugCanvas.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.color4bToID(
|
|
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;
|
|
};
|
|
|
|
/**
|
|
* 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.
|
|
*/
|
|
RenderWebGL.prototype._touchingBounds = function (drawableID) {
|
|
const drawable = Drawable.getDrawableByID(drawableID);
|
|
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 to limit candidates to.
|
|
* @return {?Array.<int>} Filtered candidateIDs, or null if none.
|
|
*/
|
|
RenderWebGL.prototype._filterCandidatesTouching = function (
|
|
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(function (testID) {
|
|
if (testID == drawableID) return false;
|
|
// Only draw items which could possibly overlap target Drawable.
|
|
let candidate = Drawable.getDrawableByID(testID);
|
|
let 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.
|
|
*/
|
|
RenderWebGL.prototype.updateDrawableProperties = function (
|
|
drawableID, properties) {
|
|
var drawable = Drawable.getDrawableByID(drawableID);
|
|
drawable.updateProperties(properties);
|
|
};
|
|
|
|
/********
|
|
* Truly internal functions: these support the functions above.
|
|
********/
|
|
|
|
/**
|
|
* 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]);
|
|
|
|
// TODO: should we create this on demand to save memory?
|
|
// A 480x360 32-bpp buffer is 675 KiB.
|
|
this._queryBufferInfo = twgl.createFramebufferInfo(
|
|
gl, attachments, this._nativeSize[0], this._nativeSize[1]);
|
|
};
|
|
|
|
/**
|
|
* Draw all Drawables, with the possible exception of
|
|
* @param {int[]} drawables The Drawable IDs to draw, possibly this._drawables.
|
|
* @param {ShaderManager.DRAW_MODE} drawMode Draw normally, silhouette, etc.
|
|
* @param {module:twgl/m4.Mat4} projection The projection matrix to use.
|
|
* @param {Drawable~idFilterFunc} [filter] An optional filter function.
|
|
* @param {Object.<string,*>} [extraUniforms] Extra uniforms for the shaders.
|
|
* @private
|
|
*/
|
|
RenderWebGL.prototype._drawThese = function(
|
|
drawables, drawMode, projection, filter, extraUniforms) {
|
|
|
|
var gl = this._gl;
|
|
var currentShader = null;
|
|
|
|
var numDrawables = drawables.length;
|
|
for (var drawableIndex = 0; drawableIndex < numDrawables; ++drawableIndex) {
|
|
var drawableID = drawables[drawableIndex];
|
|
|
|
// If we have a filter, check whether the ID fails
|
|
if (filter && !filter(drawableID)) continue;
|
|
|
|
var drawable = Drawable.getDrawableByID(drawableID);
|
|
// TODO: check if drawable is inside the viewport before anything else
|
|
|
|
// Hidden drawables (e.g., by a "hide" block) are never drawn.
|
|
if (!drawable.getVisible()) continue;
|
|
|
|
var effectBits = drawable.getEnabledEffects();
|
|
var 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.getUniforms());
|
|
|
|
// Apply extra uniforms after the Drawable's, to allow overwriting.
|
|
if (extraUniforms) {
|
|
twgl.setUniforms(currentShader, extraUniforms);
|
|
}
|
|
|
|
twgl.drawBufferInfo(gl, gl.TRIANGLES, this._bufferInfo);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* 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} drawablesID The Drawable IDs calculate convex hull for.
|
|
* @return {Array.<Array.<number>>} points Convex hull points, as [[x, y], ...]
|
|
*/
|
|
RenderWebGL.prototype._getConvexHullPointsForDrawable = function (drawableID) {
|
|
const drawable = Drawable.getDrawableByID(drawableID);
|
|
const [width, height] = drawable._uniforms.u_skinSize;
|
|
// 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 Drawable.NONE.
|
|
const noneColor = Drawable.color4fFromID(Drawable.NONE);
|
|
gl.clearColor.apply(gl, noneColor);
|
|
gl.clear(gl.COLOR_BUFFER_BIT);
|
|
|
|
// Overwrite the model matrix to be unrotated, unscaled, untranslated.
|
|
let 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,
|
|
undefined,
|
|
{u_modelMatrix: modelMatrix}
|
|
);
|
|
|
|
const pixels = new Buffer(width * height * 4);
|
|
gl.readPixels(
|
|
0, 0, width, height,
|
|
gl.RGBA, gl.UNSIGNED_BYTE, pixels);
|
|
|
|
// Known boundary points on left/right edges of pixels.
|
|
let 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 Known ID at that pixel, or Drawable.NONE.
|
|
*/
|
|
const _getPixel = function (x, y) {
|
|
var pixelBase = ((width * y) + x) * 4;
|
|
return Drawable.color4bToID(
|
|
pixels[pixelBase],
|
|
pixels[pixelBase + 1],
|
|
pixels[pixelBase + 2],
|
|
pixels[pixelBase + 3]);
|
|
};
|
|
for (let y = 0; y <= height; y++) {
|
|
// Scan from left.
|
|
for (let x = 0; x < width; x++) {
|
|
if (_getPixel(x, y) > Drawable.NONE) {
|
|
boundaryPoints.push([x, y]);
|
|
break;
|
|
}
|
|
}
|
|
// Scan from right.
|
|
for (let x = width - 1; x >= 0; x--) {
|
|
if (_getPixel(x, y) > Drawable.NONE) {
|
|
boundaryPoints.push([x, y]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Simplify boundary points using convex hull.
|
|
return hull(boundaryPoints, Infinity);
|
|
};
|