dreemgl
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DreemGL is an open-source multi-screen prototyping framework for mediated environments, with a visual editor and shader styling for webGL and DALi runtimes written in JavaScript. As a toolkit for gpu-accelerated multiscreen development, DreemGL includes
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JavaScript
/* DreemGL is a collaboration between Teeming Society & Samsung Electronics, sponsored by Samsung and others.
Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the "License"); You may not use this file except in compliance with the License.
You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing,
software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and limitations under the License.*/
define.class('$server/composition', function(require, $ui$, screen, view, $server$, fileio){
var myview = define.class(view, function(){
this.Rect = function(){
this.margin = [0,0,1,0],
this.fgcolor = vec4('orange')
}
// make our sdf font shader
define.class(this, 'Sdfgen', '$shaders/fontarcshader', function(){
this.font = require('$resources/fonts/fontawesome.glf')
this.compute_position = function(){
// we want to compute a measure of scale relative to the actual pixels
var matrix = view.totalmatrix * state.viewmatrix
var pos = mix(
vec2(
canvas.minx,
canvas.maxy
),
vec2(
canvas.maxx,
canvas.miny
),
mesh.xy
)
var pos1 = vec4(pos.x, pos.y, 0., 1.) * matrix
pos1.w += polygonoffset;
return pos1
}
this.color = function(){
var nominal_size = (ivec2(mod(glyph.zw, 256.)) + 2) / 4
var atlas_pos = ivec2(glyph.zw) / 256
var pos = glyph.xy
var dist = arc_sdf(glyph.xy, nominal_size, atlas_pos) //+ noise.noise3d(vec3(glyph.x, glyph.y, time))*0.6
return sdf_encode(dist)
}
this.canvasverbs = {
drawUnicode: function(unicode, minx, miny, maxx, maxy){
this.GETBUFFER(1)
this.ARGSTOCANVAS()
var info = (this.font || this.classNAME.font).glyphs[unicode]
var texx = ((info.atlas_x<<6) | info.nominal_w)
var texy = ((info.atlas_y<<6) | info.nominal_h)
this.CANVASTOBUFFER({
minx:minx,
maxx:maxx,
miny:miny,
maxy:maxy,
unicode:unicode,
texminx:texx,
texminy:texy
})
}
}
})
this.draw = function(){
var c = this.canvas
var tgt = c.pushTarget('surface', c.RGBA, 2048, 2048)
c.clear(0,0,0,1.)
var width = 2048
var height = 2048
var px = 0
var py = 0
var pad = 4
var xsize = 64
var ysize = 64
var font = c.classSdfgen.font
var glyphs = font.glyphs
var xymap = {}
for(var unicode in glyphs){
xymap[unicode] = {x:px, y:py}
if(unicode == 10 || unicode == 32 || unicode == 9)continue
c.drawUnicodeSdfgen(unicode, px, py, px + xsize, py + ysize)
px += xsize + pad
if(px+xsize >= width) px = 0, py += ysize + pad
}
var sdf_pixel_width = 2048
var sdf_pixel_height = int.nextHighestPowerOfTwo(py)
var header = 12 + font.count * 10 * 4
var body = sdf_pixel_width * sdf_pixel_height * 1
var alldata = new Uint8Array(header + body)
var vuint32 = new Uint32Array(alldata.buffer)
var vfloat32 = new Float32Array(alldata.buffer)
var vuint16 = new Uint16Array(alldata.buffer)
var off = 0
vuint32[off++] = 0x02F01175
vuint16[2] = sdf_pixel_width
vuint16[3] = sdf_pixel_height
off++
vuint32[off++] = font.count
var glyphs = font.glyphs
var normwidth = xsize / sdf_pixel_width
var normheight = ysize / sdf_pixel_height
for(var unicode in glyphs){
var info = glyphs[unicode]
var map = xymap[unicode]
vuint32[off++] = unicode
vfloat32[off++] = info.min_x
vfloat32[off++] = info.min_y
vfloat32[off++] = info.max_x
vfloat32[off++] = info.max_y
vfloat32[off++] = info.advance
vfloat32[off++] = map.x / sdf_pixel_width
vfloat32[off++] = map.y / sdf_pixel_height + normheight
vfloat32[off++] = map.x / sdf_pixel_width + normwidth
vfloat32[off++] = map.y / sdf_pixel_height
}
// lets send the data over
//var storepixels = alldata.subarray(header)
var pixoffset = header
var pixuint8 = new Uint8Array(alldata.buffer)
//var myvuint32 = new Uint32Array(alldata.buffer)
define.parseGLF(alldata.buffer)
//console.log(myvuint32[0] === 0x02F01175)
c.readPixels(0, 0, sdf_pixel_width, sdf_pixel_height).then(function(result){
for(var y = 0; y < sdf_pixel_height; y++){
for(var x = 0; x < sdf_pixel_width; x++){
pixuint8[pixoffset + y * sdf_pixel_width + x] = result[y * sdf_pixel_width * 4 + x * 4]
}
}
this.rpc.fileio.writefile("$resources/fonts/fontawesome_baked.glf",alldata).then(function(){
console.log('file written')
})
}.bind(this))
c.popTarget()
c.drawImage(tgt)
}
})
this.render = function(){ return [
fileio({name:'fileio'}),
screen({name:'default', bgcolor:'orange',rect:{color:function(){return 'blue'}},clearcolor:vec4('purple')},
myview({flex:1, bgcolor:'orange'})
)
]}
})