
- Increased canvas border in demo.html to make it more obvious if future code forgets to compensate for the border. - Fixed picking code to compensate for a border around the canvas. - Completed support for picking with a touch larger than a single point.
102 lines
3.6 KiB
HTML
102 lines
3.6 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<title>Scratch WebGL rendering demo</title>
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</head>
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<body>
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<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
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<p>
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<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
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</p>
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<p>
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Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
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Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
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</p>
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</body>
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<script src="render-webgl.js"></script>
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<script>
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var canvas = document.getElementById('scratch-stage');
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var renderer = new RenderWebGL(canvas);
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var drawableID = renderer.createDrawable();
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var direction = 90;
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window.fudge = 90;
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var fudgeInput = document.getElementById('fudge');
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function onFudgeMinChanged(newValue) {
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fudgeInput.min = newValue;
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}
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function onFudgeMaxChanged(newValue) {
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fudgeInput.max = newValue;
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}
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function onFudgeChanged(newValue) {
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window.fudge = newValue;
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}
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// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
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function getMousePos(event, element) {
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var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
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var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
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var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
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var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
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// Some pages have fixed-position bars at the top or left of the page
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// They will mess up mouse coordinates and this fixes that
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var html = document.body.parentNode;
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var htmlTop = html.offsetTop;
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var htmlLeft = html.offsetLeft;
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// Compute the total offset. It's possible to cache this if you want
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var offsetX = 0, offsetY = 0;
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if (element.offsetParent !== undefined) {
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do {
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offsetX += element.offsetLeft;
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offsetY += element.offsetTop;
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} while ((element = element.offsetParent));
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}
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// Add padding and border style widths to offset
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// Also add the <html> offsets in case there's a position:fixed bar
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// This part is not strictly necessary, it depends on your styling
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offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
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offsetY += stylePaddingTop + styleBorderTop + htmlTop;
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// We return a simple javascript object with x and y defined
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return {
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x: event.pageX - offsetX,
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y: event.pageY - offsetY
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};
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}
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canvas.onclick = function(event) {
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var mousePos = getMousePos(event, canvas);
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var pickID = renderer.pick(mousePos.x, mousePos.y);
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console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
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};
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function drawStep() {
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renderer.draw();
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requestAnimationFrame(drawStep);
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}
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function thinkStep() {
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//direction += 0.1;
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var props = {};
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//props.position = [posX, posY];
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props.direction = fudge;
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//props.pixelate = fudge;
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//props.scale = 100;
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renderer.updateDrawableProperties(drawableID, props);
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}
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renderer.updateDrawableProperties(drawableID, {
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position: [0, 0],
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scale: 100,
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direction: 90
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});
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drawStep();
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setInterval(thinkStep, 1/60);
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</script>
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</html> |