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Merge pull request #582 from LLK/revert-580-revert-559-revert-438-pen-shader
Revert "Revert "Revert "Draw pen lines via fragment shader"""
2 parents a94f238 + bf43ef3 commit 58bd9cb

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4 files changed

+131
-95
lines changed

4 files changed

+131
-95
lines changed

src/PenSkin.js

Lines changed: 100 additions & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -44,6 +44,11 @@ const __projectionMatrix = twgl.m4.identity();
4444
*/
4545
const __modelTranslationMatrix = twgl.m4.identity();
4646

47+
/**
48+
* Reused memory location for rotation matrix for building a model matrix.
49+
* @type {FloatArray}
50+
*/
51+
const __modelRotationMatrix = twgl.m4.identity();
4752

4853
/**
4954
* Reused memory location for scaling matrix for building a model matrix.
@@ -130,7 +135,7 @@ class PenSkin extends Skin {
130135
this._stampShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.default, NO_EFFECTS);
131136

132137
/** @type {twgl.ProgramInfo} */
133-
this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.line, NO_EFFECTS);
138+
this._lineShader = this._renderer._shaderManager.getShader(ShaderManager.DRAW_MODE.lineSample, NO_EFFECTS);
134139

135140
this._createLineGeometry();
136141

@@ -216,15 +221,10 @@ class PenSkin extends Skin {
216221
* @param {number} y1 - the Y coordinate of the end of the line.
217222
*/
218223
drawLine (penAttributes, x0, y0, x1, y1) {
219-
// For compatibility with Scratch 2.0, offset pen lines of width 1 and 3 so they're pixel-aligned.
220-
// See https://github.com/LLK/scratch-render/pull/314
221-
const diameter = penAttributes.diameter || DefaultPenAttributes.diameter;
222-
const offset = (diameter === 1 || diameter === 3) ? 0.5 : 0;
223-
224224
this._drawLineOnBuffer(
225225
penAttributes,
226-
x0 + offset, y0 + offset,
227-
x1 + offset, y1 + offset
226+
this._rotationCenter[0] + x0, this._rotationCenter[1] - y0,
227+
this._rotationCenter[0] + x1, this._rotationCenter[1] - y1
228228
);
229229

230230
this._silhouetteDirty = true;
@@ -234,16 +234,72 @@ class PenSkin extends Skin {
234234
* Create 2D geometry for drawing lines to a framebuffer.
235235
*/
236236
_createLineGeometry () {
237+
// Create a set of triangulated quads that break up a line into 3 parts:
238+
// 2 caps and a body. The y component of these position vertices are
239+
// divided to bring a value of 1 down to 0.5 to 0. The large y values
240+
// are set so they will still be at least 0.5 after division. The
241+
// divisor is scaled based on the length of the line and the lines
242+
// width.
243+
//
244+
// Texture coordinates are based on a "generated" texture whose general
245+
// shape is a circle. The line caps set their texture values to define
246+
// there roundedness with the texture. The body has all of its texture
247+
// values set to the center of the texture so it's a solid block.
237248
const quads = {
238249
a_position: {
239250
numComponents: 2,
240251
data: [
252+
-0.5, 1,
253+
0.5, 1,
254+
-0.5, 100000,
255+
256+
-0.5, 100000,
257+
0.5, 1,
258+
0.5, 100000,
259+
260+
-0.5, 1,
261+
0.5, 1,
262+
-0.5, -1,
263+
264+
-0.5, -1,
265+
0.5, 1,
266+
0.5, -1,
267+
268+
-0.5, -100000,
269+
0.5, -100000,
270+
-0.5, -1,
271+
272+
-0.5, -1,
273+
0.5, -100000,
274+
0.5, -1
275+
]
276+
},
277+
a_texCoord: {
278+
numComponents: 2,
279+
data: [
280+
1, 0.5,
281+
0, 0.5,
282+
1, 0,
283+
241284
1, 0,
285+
0, 0.5,
242286
0, 0,
243-
1, 1,
244-
1, 1,
287+
288+
0.5, 0,
289+
0.5, 1,
290+
0.5, 0,
291+
292+
0.5, 0,
293+
0.5, 1,
294+
0.5, 1,
295+
296+
1, 0,
297+
0, 0,
298+
1, 0.5,
299+
300+
1, 0.5,
245301
0, 0,
246-
0, 1
302+
0, 0.5
247303
]
248304
}
249305
};
@@ -288,8 +344,6 @@ class PenSkin extends Skin {
288344

289345
/**
290346
* Draw a line on the framebuffer.
291-
* Note that the point coordinates are in the following coordinate space:
292-
* +y is down, (0, 0) is the center, and the coords range from (-width / 2, -height / 2) to (height / 2, width / 2).
293347
* @param {PenAttributes} penAttributes - how the line should be drawn.
294348
* @param {number} x0 - the X coordinate of the beginning of the line.
295349
* @param {number} y0 - the Y coordinate of the beginning of the line.
@@ -303,6 +357,26 @@ class PenSkin extends Skin {
303357

304358
this._renderer.enterDrawRegion(this._lineOnBufferDrawRegionId);
305359

360+
const diameter = penAttributes.diameter || DefaultPenAttributes.diameter;
361+
const length = Math.hypot(Math.abs(x1 - x0) - 0.001, Math.abs(y1 - y0) - 0.001);
362+
const avgX = (x0 + x1) / 2;
363+
const avgY = (y0 + y1) / 2;
364+
const theta = Math.atan2(y0 - y1, x0 - x1);
365+
const alias = 1;
366+
367+
// The line needs a bit of aliasing to look smooth. Add a small offset
368+
// and a small size boost to scaling to give a section to alias.
369+
const translationVector = __modelTranslationVector;
370+
translationVector[0] = avgX - (alias / 2);
371+
translationVector[1] = avgY + (alias / 4);
372+
373+
const scalingVector = __modelScalingVector;
374+
scalingVector[0] = diameter + alias;
375+
scalingVector[1] = length + diameter - (alias / 2);
376+
377+
const radius = diameter / 2;
378+
const yScalar = (0.50001 - (radius / (length + diameter)));
379+
306380
// Premultiply pen color by pen transparency
307381
const penColor = penAttributes.color4f || DefaultPenAttributes.color4f;
308382
__premultipliedColor[0] = penColor[0] * penColor[3];
@@ -311,10 +385,19 @@ class PenSkin extends Skin {
311385
__premultipliedColor[3] = penColor[3];
312386

313387
const uniforms = {
314-
u_lineColor: __premultipliedColor,
315-
u_lineThickness: penAttributes.diameter || DefaultPenAttributes.diameter,
316-
u_penPoints: [x0, -y0, x1, -y1],
317-
u_stageSize: this.size
388+
u_positionScalar: yScalar,
389+
u_capScale: diameter,
390+
u_aliasAmount: alias,
391+
u_modelMatrix: twgl.m4.multiply(
392+
twgl.m4.multiply(
393+
twgl.m4.translation(translationVector, __modelTranslationMatrix),
394+
twgl.m4.rotationZ(theta - (Math.PI / 2), __modelRotationMatrix),
395+
__modelMatrix
396+
),
397+
twgl.m4.scaling(scalingVector, __modelScalingMatrix),
398+
__modelMatrix
399+
),
400+
u_lineColor: __premultipliedColor
318401
};
319402

320403
twgl.setUniforms(currentShader, uniforms);

src/ShaderManager.js

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -174,9 +174,9 @@ ShaderManager.DRAW_MODE = {
174174
colorMask: 'colorMask',
175175

176176
/**
177-
* Draw a line with caps.
177+
* Sample a "texture" to draw a line with caps.
178178
*/
179-
line: 'line'
179+
lineSample: 'lineSample'
180180
};
181181

182182
module.exports = ShaderManager;

src/shaders/sprite.frag

Lines changed: 16 additions & 28 deletions
Original file line numberDiff line numberDiff line change
@@ -33,11 +33,11 @@ uniform float u_mosaic;
3333
uniform float u_ghost;
3434
#endif // ENABLE_ghost
3535

36-
#ifdef DRAW_MODE_line
36+
#ifdef DRAW_MODE_lineSample
3737
uniform vec4 u_lineColor;
38-
uniform float u_lineThickness;
39-
uniform vec4 u_penPoints;
40-
#endif // DRAW_MODE_line
38+
uniform float u_capScale;
39+
uniform float u_aliasAmount;
40+
#endif // DRAW_MODE_lineSample
4141

4242
uniform sampler2D u_skin;
4343

@@ -109,7 +109,7 @@ const vec2 kCenter = vec2(0.5, 0.5);
109109

110110
void main()
111111
{
112-
#ifndef DRAW_MODE_line
112+
#ifndef DRAW_MODE_lineSample
113113
vec2 texcoord0 = v_texCoord;
114114

115115
#ifdef ENABLE_mosaic
@@ -214,27 +214,15 @@ void main()
214214
// Un-premultiply alpha.
215215
gl_FragColor.rgb /= gl_FragColor.a + epsilon;
216216
#endif
217-
218-
#else // DRAW_MODE_line
219-
// Maaaaagic antialiased-line-with-round-caps shader.
220-
// Adapted from Inigo Quilez' 2D distance function cheat sheet
221-
// https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
222-
223-
// The xy component of u_penPoints is the first point; the zw is the second point.
224-
// This is done to minimize the number of gl.uniform calls, which can add up.
225-
vec2 pa = v_texCoord - u_penPoints.xy, ba = u_penPoints.zw - u_penPoints.xy;
226-
// Magnitude of vector projection of this fragment onto the line (both relative to the line's start point).
227-
// This results in a "linear gradient" which goes from 0.0 at the start point to 1.0 at the end point.
228-
float projMagnitude = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
229-
230-
float lineDistance = length(pa - (ba * projMagnitude));
231-
232-
// The distance to the line allows us to create lines of any thickness.
233-
// Instead of checking whether this fragment's distance < the line thickness,
234-
// utilize the distance field to get some antialiasing. Fragments far away from the line are 0,
235-
// fragments close to the line are 1, and fragments that are within a 1-pixel border of the line are in between.
236-
float cappedLine = clamp((u_lineThickness + 1.0) * 0.5 - lineDistance, 0.0, 1.0);
237-
238-
gl_FragColor = u_lineColor * cappedLine;
239-
#endif // DRAW_MODE_line
217+
218+
#else // DRAW_MODE_lineSample
219+
gl_FragColor = u_lineColor * clamp(
220+
// Scale the capScale a little to have an aliased region.
221+
(u_capScale + u_aliasAmount -
222+
u_capScale * 2.0 * distance(v_texCoord, vec2(0.5, 0.5))
223+
) / (u_aliasAmount + 1.0),
224+
0.0,
225+
1.0
226+
);
227+
#endif // DRAW_MODE_lineSample
240228
}

src/shaders/sprite.vert

Lines changed: 13 additions & 48 deletions
Original file line numberDiff line numberDiff line change
@@ -1,57 +1,22 @@
1-
precision mediump float;
2-
3-
#ifdef DRAW_MODE_line
4-
uniform vec2 u_stageSize;
5-
uniform float u_lineThickness;
6-
uniform vec4 u_penPoints;
7-
8-
// Add this to divisors to prevent division by 0, which results in NaNs propagating through calculations.
9-
// Smaller values can cause problems on some mobile devices.
10-
const float epsilon = 1e-3;
11-
#endif
12-
13-
#ifndef DRAW_MODE_line
141
uniform mat4 u_projectionMatrix;
152
uniform mat4 u_modelMatrix;
16-
attribute vec2 a_texCoord;
17-
#endif
183

194
attribute vec2 a_position;
5+
attribute vec2 a_texCoord;
206

217
varying vec2 v_texCoord;
228

23-
void main() {
24-
#ifdef DRAW_MODE_line
25-
// Calculate a rotated ("tight") bounding box around the two pen points.
26-
// Yes, we're doing this 6 times (once per vertex), but on actual GPU hardware,
27-
// it's still faster than doing it in JS combined with the cost of uniformMatrix4fv.
28-
29-
// Expand line bounds by sqrt(2) / 2 each side-- this ensures that all antialiased pixels
30-
// fall within the quad, even at a 45-degree diagonal
31-
vec2 position = a_position;
32-
float expandedRadius = (u_lineThickness * 0.5) + 1.4142135623730951;
33-
34-
float lineLength = length(u_penPoints.zw - u_penPoints.xy);
35-
36-
position.x *= lineLength + (2.0 * expandedRadius);
37-
position.y *= 2.0 * expandedRadius;
38-
39-
// Center around first pen point
40-
position -= expandedRadius;
41-
42-
// Rotate quad to line angle
43-
vec2 normalized = (u_penPoints.zw - u_penPoints.xy + epsilon) / (lineLength + epsilon);
44-
position = mat2(normalized.x, normalized.y, -normalized.y, normalized.x) * position;
45-
// Translate quad
46-
position += u_penPoints.xy;
47-
48-
// Apply view transform
49-
position *= 2.0 / u_stageSize;
9+
#ifdef DRAW_MODE_lineSample
10+
uniform float u_positionScalar;
11+
#endif
5012

51-
gl_Position = vec4(position, 0, 1);
52-
v_texCoord = position * 0.5 * u_stageSize;
53-
#else
54-
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
55-
v_texCoord = a_texCoord;
56-
#endif
13+
void main() {
14+
#ifdef DRAW_MODE_lineSample
15+
vec2 position = a_position;
16+
position.y = clamp(position.y * u_positionScalar, -0.5, 0.5);
17+
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(position, 0, 1);
18+
#else
19+
gl_Position = u_projectionMatrix * u_modelMatrix * vec4(a_position, 0, 1);
20+
#endif
21+
v_texCoord = a_texCoord;
5722
}

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