Move “demo” into “playground” directory as to match VM and Blocks

This commit is contained in:
Andrew Sliwinski 2016-08-08 14:22:06 -04:00
parent 894ada4960
commit 3dca142bb9
3 changed files with 91 additions and 89 deletions

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@ -1,86 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Scratch WebGL rendering demo</title>
</head>
<body style="background: lightsteelblue">
<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
<p>
<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
</p>
<p>
Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
</p>
<script src="render-webgl.js"></script>
<script>
var canvas = document.getElementById('scratch-stage');
var renderer = new RenderWebGLLocal(canvas);
var fudgeInput = document.getElementById('fudge');
function onFudgeMinChanged(newValue) {
fudgeInput.min = newValue;
}
function onFudgeMaxChanged(newValue) {
fudgeInput.max = newValue;
}
function onFudgeChanged(newValue) {
demoWorker.postMessage({fudge: newValue});
}
// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
function getMousePos(event, element) {
var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
// Some pages have fixed-position bars at the top or left of the page
// They will mess up mouse coordinates and this fixes that
var html = document.body.parentNode;
var htmlTop = html.offsetTop;
var htmlLeft = html.offsetLeft;
// Compute the total offset. It's possible to cache this if you want
var offsetX = 0, offsetY = 0;
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar
// This part is not strictly necessary, it depends on your styling
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
// We return a simple javascript object with x and y defined
return {
x: event.pageX - offsetX,
y: event.pageY - offsetY
};
}
canvas.onclick = function(event) {
var mousePos = getMousePos(event, canvas);
var pickID = renderer.pick(mousePos.x, mousePos.y);
console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
};
function drawStep() {
renderer.draw();
requestAnimationFrame(drawStep);
}
drawStep();
renderer.setDebugCanvas(document.getElementById('debug-canvas'));
var demoWorker = new Worker('demoWorker.js');
renderer.connectWorker(demoWorker);
</script>
</body>
</html>

89
playground/index.html Normal file
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@ -0,0 +1,89 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Scratch WebGL rendering demo</title>
</head>
<body style="background: lightsteelblue">
<canvas id="debug-canvas" width="10" height="10" style="border:3px dashed red"></canvas>
<canvas id="scratch-stage" width="10" height="10" style="border:3px dashed black"></canvas>
<p>
<input type="range" id="fudge" style="width:50%" value="90" min="-90" max="270" step="any" oninput="onFudgeChanged(this.value)" onchange="onFudgeChanged(this.value)">
</p>
<p>
Min: <input id="fudgeMin" type="number" onchange="onFudgeMinChanged(this.value)">
Max: <input id="fudgeMax" type="number" onchange="onFudgeMaxChanged(this.value)">
</p>
<script src="../render.js"></script>
<script>
var canvas = document.getElementById('scratch-stage');
var renderer = new RenderWebGLLocal(canvas);
var fudgeInput = document.getElementById('fudge');
function onFudgeMinChanged(newValue) {
fudgeInput.min = newValue;
}
function onFudgeMaxChanged(newValue) {
fudgeInput.max = newValue;
}
function onFudgeChanged(newValue) {
demoWorker.postMessage({fudge: newValue});
}
// Adapted from code by Simon Sarris: http://stackoverflow.com/a/10450761
function getMousePos(event, element) {
var stylePaddingLeft = parseInt(document.defaultView.getComputedStyle(element, null)['paddingLeft'], 10) || 0;
var stylePaddingTop = parseInt(document.defaultView.getComputedStyle(element, null)['paddingTop'], 10) || 0;
var styleBorderLeft = parseInt(document.defaultView.getComputedStyle(element, null)['borderLeftWidth'], 10) || 0;
var styleBorderTop = parseInt(document.defaultView.getComputedStyle(element, null)['borderTopWidth'], 10) || 0;
// Some pages have fixed-position bars at the top or left of the page
// They will mess up mouse coordinates and this fixes that
var html = document.body.parentNode;
var htmlTop = html.offsetTop;
var htmlLeft = html.offsetLeft;
// Compute the total offset. It's possible to cache this if you want
var offsetX = 0, offsetY = 0;
if (element.offsetParent !== undefined) {
do {
offsetX += element.offsetLeft;
offsetY += element.offsetTop;
} while ((element = element.offsetParent));
}
// Add padding and border style widths to offset
// Also add the <html> offsets in case there's a position:fixed bar
// This part is not strictly necessary, it depends on your styling
offsetX += stylePaddingLeft + styleBorderLeft + htmlLeft;
offsetY += stylePaddingTop + styleBorderTop + htmlTop;
// We return a simple javascript object with x and y defined
return {
x: event.pageX - offsetX,
y: event.pageY - offsetY
};
}
canvas.onclick = function(event) {
var mousePos = getMousePos(event, canvas);
var pickID = renderer.pick(mousePos.x, mousePos.y);
console.log('You clicked on ' + (pickID < 0 ? 'nothing' : 'ID# ' + pickID));
};
function drawStep() {
renderer.draw();
requestAnimationFrame(drawStep);
}
drawStep();
renderer.setDebugCanvas(document.getElementById('debug-canvas'));
var demoWorker = new Worker('worker.js');
renderer.connectWorker(demoWorker);
</script>
</body>
</html>

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@ -1,5 +1,4 @@
importScripts('./render-webgl-worker.js');
importScripts('../render-worker.js');
var renderer;
var drawableID;
@ -21,7 +20,7 @@ onmessage = function(message) {
};
function initWorker() {
renderer = new RenderWebGLWorker();
renderer = new window.RenderWebGLWorker();
var create1 = renderer.createDrawable();
var create2 = renderer.createDrawable();