Revert "Revert "Put back in "Merge pull request from adroitwhiz/touching-white-fixes"""

This commit is contained in:
DD Liu 2020-08-27 16:44:06 -04:00 committed by DD Liu
parent 0ae9cdd85c
commit 931990bfca
8 changed files with 127 additions and 32 deletions

View file

@ -34,7 +34,7 @@
"eslint": "^4.6.1",
"eslint-config-scratch": "^5.0.0",
"gh-pages": "^1.0.0",
"jsdoc": "^3.5.5",
"jsdoc": "^3.6.0",
"json": "^9.0.4",
"playwright-chromium": "^1.0.1",
"scratch-vm": "0.2.0-prerelease.20200622143012",

View file

@ -37,6 +37,10 @@ const getLocalPosition = (drawable, vec) => {
// localPosition matches that transformation.
localPosition[0] = 0.5 - (((v0 * m[0]) + (v1 * m[4]) + m[12]) / d);
localPosition[1] = (((v0 * m[1]) + (v1 * m[5]) + m[13]) / d) + 0.5;
// Fix floating point issues near 0.
// TODO: Check if this can be removed after render pull 479 is merged
if (Math.abs(localPosition[0] < 1e-8)) localPosition[0] = 0;
if (Math.abs(localPosition[1] < 1e-8)) localPosition[1] = 0;
// Apply texture effect transform if the localPosition is within the drawable's space,
// and any effects are currently active.
if (drawable.enabledEffects !== 0 &&
@ -728,6 +732,7 @@ class Drawable {
dst[3] = 0;
return dst;
}
const textColor =
// commenting out to only use nearest for now
// drawable.useNearest() ?

View file

@ -188,9 +188,23 @@ class RenderWebGL extends EventEmitter {
/** @type {function} */
this._exitRegion = null;
/** @type {object} */
this._backgroundDrawRegionId = {
enter: () => this._enterDrawBackground(),
exit: () => this._exitDrawBackground()
};
/** @type {Array.<snapshotCallback>} */
this._snapshotCallbacks = [];
/** @type {Array<number>} */
// Don't set this directly-- use setBackgroundColor so it stays in sync with _backgroundColor3b
this._backgroundColor4f = [0, 0, 0, 1];
/** @type {Uint8ClampedArray} */
// Don't set this directly-- use setBackgroundColor so it stays in sync with _backgroundColor4f
this._backgroundColor3b = new Uint8ClampedArray(3);
this._createGeometry();
this.on(RenderConstants.Events.NativeSizeChanged, this.onNativeSizeChanged);
@ -250,7 +264,14 @@ class RenderWebGL extends EventEmitter {
* @param {number} blue The blue component for the background.
*/
setBackgroundColor (red, green, blue) {
this._backgroundColor = [red, green, blue, 1];
this._backgroundColor4f[0] = red;
this._backgroundColor4f[1] = green;
this._backgroundColor4f[2] = blue;
this._backgroundColor3b[0] = red * 255;
this._backgroundColor3b[1] = green * 255;
this._backgroundColor3b[2] = blue * 255;
}
/**
@ -629,7 +650,7 @@ class RenderWebGL extends EventEmitter {
twgl.bindFramebufferInfo(gl, null);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor.apply(gl, this._backgroundColor);
gl.clearColor.apply(gl, this._backgroundColor4f);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, this._projection);
@ -745,11 +766,21 @@ class RenderWebGL extends EventEmitter {
*/
isTouchingColor (drawableID, color3b, mask3b) {
const candidates = this._candidatesTouching(drawableID, this._visibleDrawList);
if (candidates.length === 0) {
return false;
}
const bounds = this._candidatesBounds(candidates);
let bounds;
if (colorMatches(color3b, this._backgroundColor3b, 0)) {
// If the color we're checking for is the background color, don't confine the check to
// candidate drawables' bounds--since the background spans the entire stage, we must check
// everything that lies inside the drawable.
bounds = this._touchingBounds(drawableID);
// e.g. empty costume, or off the stage
if (bounds === null) return false;
} else if (candidates.length === 0) {
// If not checking for the background color, we can return early if there are no candidate drawables.
return false;
} else {
bounds = this._candidatesBounds(candidates);
}
const maxPixelsForCPU = this._getMaxPixelsForCPU();
@ -811,6 +842,19 @@ class RenderWebGL extends EventEmitter {
}
}
_enterDrawBackground () {
const gl = this.gl;
const currentShader = this._shaderManager.getShader(ShaderManager.DRAW_MODE.background, 0);
gl.disable(gl.BLEND);
gl.useProgram(currentShader.program);
twgl.setBuffersAndAttributes(gl, currentShader, this._bufferInfo);
}
_exitDrawBackground () {
const gl = this.gl;
gl.enable(gl.BLEND);
}
_isTouchingColorGpuStart (drawableID, candidateIDs, bounds, color3b, mask3b) {
this._doExitDrawRegion();
@ -822,15 +866,8 @@ class RenderWebGL extends EventEmitter {
gl.viewport(0, 0, bounds.width, bounds.height);
const projection = twgl.m4.ortho(bounds.left, bounds.right, bounds.top, bounds.bottom, -1, 1);
let fillBackgroundColor = this._backgroundColor;
// When using masking such that the background fill color will showing through, ensure we don't
// fill using the same color that we are trying to detect!
if (color3b[0] > 196 && color3b[1] > 196 && color3b[2] > 196) {
fillBackgroundColor = [0, 0, 0, 255];
}
gl.clearColor.apply(gl, fillBackgroundColor);
// Clear the query buffer to fully transparent. This will be the color of pixels that fail the stencil test.
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);
let extraUniforms;
@ -842,6 +879,9 @@ class RenderWebGL extends EventEmitter {
}
try {
// Using the stencil buffer, mask out the drawing to either the drawable's alpha channel
// or pixels of the drawable which match the mask color, depending on whether a mask color is given.
// Masked-out pixels will not be checked.
gl.enable(gl.STENCIL_TEST);
gl.stencilFunc(gl.ALWAYS, 1, 1);
gl.stencilOp(gl.KEEP, gl.KEEP, gl.REPLACE);
@ -862,12 +902,25 @@ class RenderWebGL extends EventEmitter {
gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
gl.colorMask(true, true, true, true);
// Draw the background as a quad. Drawing a background with gl.clear will not mask to the stenciled area.
this.enterDrawRegion(this._backgroundDrawRegionId);
const uniforms = {
u_backgroundColor: this._backgroundColor4f
};
const currentShader = this._shaderManager.getShader(ShaderManager.DRAW_MODE.background, 0);
twgl.setUniforms(currentShader, uniforms);
twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
// Draw the candidate drawables on top of the background.
this._drawThese(candidateIDs, ShaderManager.DRAW_MODE.default, projection,
{idFilterFunc: testID => testID !== drawableID}
);
} finally {
gl.colorMask(true, true, true, true);
gl.disable(gl.STENCIL_TEST);
this._doExitDrawRegion();
}
}
@ -886,7 +939,8 @@ class RenderWebGL extends EventEmitter {
}
for (let pixelBase = 0; pixelBase < pixels.length; pixelBase += 4) {
if (colorMatches(color3b, pixels, pixelBase)) {
// Transparent pixels are masked (either by the drawable's alpha channel or color mask).
if (pixels[pixelBase + 3] !== 0 && colorMatches(color3b, pixels, pixelBase)) {
return true;
}
}
@ -1321,7 +1375,7 @@ class RenderWebGL extends EventEmitter {
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.clearColor.apply(gl, this._backgroundColor4f);
gl.clear(gl.COLOR_BUFFER_BIT);
this._drawThese(this._drawList, ShaderManager.DRAW_MODE.default, projection);
@ -1411,6 +1465,13 @@ class RenderWebGL extends EventEmitter {
// Update the CPU position data
drawable.updateCPURenderAttributes();
const candidateBounds = drawable.getFastBounds();
// Push bounds out to integers. If a drawable extends out into half a pixel, that half-pixel still
// needs to be tested. Plus, in some areas we construct another rectangle from the union of these,
// and iterate over its pixels (width * height). Turns out that doesn't work so well when the
// width/height aren't integers.
candidateBounds.snapToInt();
if (bounds.intersects(candidateBounds)) {
result.push({
id,

View file

@ -176,7 +176,12 @@ ShaderManager.DRAW_MODE = {
/**
* Draw a line with caps.
*/
line: 'line'
line: 'line',
/**
* Draw the background in a certain color. Must sometimes be used instead of gl.clear.
*/
background: 'background'
};
module.exports = ShaderManager;

View file

@ -10,6 +10,11 @@
*/
let __SilhouetteUpdateCanvas;
// Optimized Math.min and Math.max for integers;
// taken from https://web.archive.org/web/20190716181049/http://guihaire.com/code/?p=549
const intMin = (i, j) => j ^ ((i ^ j) & ((i - j) >> 31));
const intMax = (i, j) => i ^ ((i ^ j) & ((i - j) >> 31));
/**
* Internal helper function (in hopes that compiler can inline). Get a pixel
* from silhouette data, or 0 if outside it's bounds.
@ -40,13 +45,18 @@ const __cornerWork = [
/**
* Get the color from a given silhouette at an x/y local texture position.
* Multiply color values by alpha for proper blending.
* @param {Silhouette} The silhouette to sample.
* @param {number} x X position of texture (0-1).
* @param {number} y Y position of texture (0-1).
* @param {Silhouette} $0 The silhouette to sample.
* @param {number} x X position of texture [0, width).
* @param {number} y Y position of texture [0, height).
* @param {Uint8ClampedArray} dst A color 4b space.
* @return {Uint8ClampedArray} The dst vector.
*/
const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
// Clamp coords to edge, matching GL_CLAMP_TO_EDGE.
// (See github.com/LLK/scratch-render/blob/954cfff02b08069a082cbedd415c1fecd9b1e4fb/src/BitmapSkin.js#L88)
x = intMax(0, intMin(x, width - 1));
y = intMax(0, intMin(y, height - 1));
// 0 if outside bounds, otherwise read from data.
if (x >= width || y >= height || x < 0 || y < 0) {
return dst.fill(0);
@ -64,17 +74,17 @@ const getColor4b = ({_width: width, _height: height, _colorData: data}, x, y, ds
/**
* Get the color from a given silhouette at an x/y local texture position.
* Do not multiply color values by alpha, as it has already been done.
* @param {Silhouette} The silhouette to sample.
* @param {number} x X position of texture (0-1).
* @param {number} y Y position of texture (0-1).
* @param {Silhouette} $0 The silhouette to sample.
* @param {number} x X position of texture [0, width).
* @param {number} y Y position of texture [0, height).
* @param {Uint8ClampedArray} dst A color 4b space.
* @return {Uint8ClampedArray} The dst vector.
*/
const getPremultipliedColor4b = ({_width: width, _height: height, _colorData: data}, x, y, dst) => {
// 0 if outside bounds, otherwise read from data.
if (x >= width || y >= height || x < 0 || y < 0) {
return dst.fill(0);
}
// Clamp coords to edge, matching GL_CLAMP_TO_EDGE.
x = intMax(0, intMin(x, width - 1));
y = intMax(0, intMin(y, height - 1));
const offset = ((y * width) + x) * 4;
dst[0] = data[offset];
dst[1] = data[offset + 1];

View file

@ -39,9 +39,15 @@ uniform float u_lineThickness;
uniform float u_lineLength;
#endif // DRAW_MODE_line
#ifdef DRAW_MODE_background
uniform vec4 u_backgroundColor;
#endif // DRAW_MODE_background
uniform sampler2D u_skin;
#ifndef DRAW_MODE_background
varying vec2 v_texCoord;
#endif
// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
// Smaller values can cause problems on some mobile devices.
@ -109,7 +115,7 @@ const vec2 kCenter = vec2(0.5, 0.5);
void main()
{
#ifndef DRAW_MODE_line
#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
vec2 texcoord0 = v_texCoord;
#ifdef ENABLE_mosaic
@ -215,7 +221,9 @@ void main()
gl_FragColor.rgb /= gl_FragColor.a + epsilon;
#endif
#else // DRAW_MODE_line
#endif // !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
#ifdef DRAW_MODE_line
// Maaaaagic antialiased-line-with-round-caps shader.
// "along-the-lineness". This increases parallel to the line.
@ -234,4 +242,8 @@ void main()
// the closer we are to the line, invert it.
gl_FragColor = u_lineColor * clamp(1.0 - line, 0.0, 1.0);
#endif // DRAW_MODE_line
#ifdef DRAW_MODE_background
gl_FragColor = u_backgroundColor;
#endif
}

View file

@ -14,7 +14,7 @@ uniform vec4 u_penPoints;
const float epsilon = 1e-3;
#endif
#ifndef DRAW_MODE_line
#if !(defined(DRAW_MODE_line) || defined(DRAW_MODE_background))
uniform mat4 u_projectionMatrix;
uniform mat4 u_modelMatrix;
attribute vec2 a_texCoord;
@ -66,6 +66,8 @@ void main() {
// 4. Apply view transform
position *= 2.0 / u_stageSize;
gl_Position = vec4(position, 0, 1);
#elif defined(DRAW_MODE_background)
gl_Position = vec4(a_position * 2.0, 0, 1);
#else
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
v_texCoord = a_texCoord;

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