dreemgl
Version:
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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HTML
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>CodeRay output</title>
<style type="text/css">
.CodeRay .line-numbers a {
text-decoration: inherit;
color: inherit;
}
body {
background-color: white;
padding: 0;
margin: 0;
}
.CodeRay {
background-color: hsl(0,0%,95%);
border: 1px solid silver;
color: black;
}
.CodeRay pre {
margin: 0px;
}
span.CodeRay { white-space: pre; border: 0px; padding: 2px; }
table.CodeRay { border-collapse: collapse; width: 100%; padding: 2px; }
table.CodeRay td { padding: 2px 4px; vertical-align: top; }
.CodeRay .line-numbers {
background-color: hsl(180,65%,90%);
color: gray;
text-align: right;
-webkit-user-select: none;
-moz-user-select: none;
user-select: none;
}
.CodeRay .line-numbers a {
background-color: hsl(180,65%,90%) ;
color: gray ;
text-decoration: none ;
}
.CodeRay .line-numbers pre {
word-break: normal;
}
.CodeRay .line-numbers a:target { color: blue ; }
.CodeRay .line-numbers .highlighted { color: red ; }
.CodeRay .line-numbers .highlighted a { color: red ; }
.CodeRay span.line-numbers { padding: 0px 4px; }
.CodeRay .line { display: block; float: left; width: 100%; }
.CodeRay .code { width: 100%; }
.CodeRay .debug { color: white ; background: blue ; }
.CodeRay .annotation { color:#007 }
.CodeRay .attribute-name { color:#b48 }
.CodeRay .attribute-value { color:#700 }
.CodeRay .binary { color:#549 }
.CodeRay .binary .char { color:#325 }
.CodeRay .binary .delimiter { color:#325 }
.CodeRay .char { color:#D20 }
.CodeRay .char .content { color:#D20 }
.CodeRay .char .delimiter { color:#710 }
.CodeRay .class { color:#B06; font-weight:bold }
.CodeRay .class-variable { color:#369 }
.CodeRay .color { color:#0A0 }
.CodeRay .comment { color:#777 }
.CodeRay .comment .char { color:#444 }
.CodeRay .comment .delimiter { color:#444 }
.CodeRay .constant { color:#036; font-weight:bold }
.CodeRay .decorator { color:#B0B }
.CodeRay .definition { color:#099; font-weight:bold }
.CodeRay .delimiter { color:black }
.CodeRay .directive { color:#088; font-weight:bold }
.CodeRay .docstring { color:#D42; }
.CodeRay .doctype { color:#34b }
.CodeRay .done { text-decoration: line-through; color: gray }
.CodeRay .entity { color:#800; font-weight:bold }
.CodeRay .error { color:#F00; background-color:#FAA }
.CodeRay .escape { color:#666 }
.CodeRay .exception { color:#C00; font-weight:bold }
.CodeRay .float { color:#60E }
.CodeRay .function { color:#06B; font-weight:bold }
.CodeRay .function .delimiter { color:#024; font-weight:bold }
.CodeRay .global-variable { color:#d70 }
.CodeRay .hex { color:#02b }
.CodeRay .id { color:#33D; font-weight:bold }
.CodeRay .include { color:#B44; font-weight:bold }
.CodeRay .inline { background-color: hsla(0,0%,0%,0.07); color: black }
.CodeRay .inline-delimiter { font-weight: bold; color: #666 }
.CodeRay .instance-variable { color:#33B }
.CodeRay .integer { color:#00D }
.CodeRay .imaginary { color:#f00 }
.CodeRay .important { color:#D00 }
.CodeRay .key { color: #606 }
.CodeRay .key .char { color: #60f }
.CodeRay .key .delimiter { color: #404 }
.CodeRay .keyword { color:#080; font-weight:bold }
.CodeRay .label { color:#970; font-weight:bold }
.CodeRay .local-variable { color:#950 }
.CodeRay .map .content { color:#808 }
.CodeRay .map .delimiter { color:#40A}
.CodeRay .map { background-color:hsla(200,100%,50%,0.06); }
.CodeRay .namespace { color:#707; font-weight:bold }
.CodeRay .octal { color:#40E }
.CodeRay .operator { }
.CodeRay .predefined { color:#369; font-weight:bold }
.CodeRay .predefined-constant { color:#069 }
.CodeRay .predefined-type { color:#0a8; font-weight:bold }
.CodeRay .preprocessor { color:#579 }
.CodeRay .pseudo-class { color:#00C; font-weight:bold }
.CodeRay .regexp { background-color:hsla(300,100%,50%,0.06); }
.CodeRay .regexp .content { color:#808 }
.CodeRay .regexp .delimiter { color:#404 }
.CodeRay .regexp .modifier { color:#C2C }
.CodeRay .reserved { color:#080; font-weight:bold }
.CodeRay .shell { background-color:hsla(120,100%,50%,0.06); }
.CodeRay .shell .content { color:#2B2 }
.CodeRay .shell .delimiter { color:#161 }
.CodeRay .string { background-color:hsla(0,100%,50%,0.05); }
.CodeRay .string .char { color: #b0b }
.CodeRay .string .content { color: #D20 }
.CodeRay .string .delimiter { color: #710 }
.CodeRay .string .modifier { color: #E40 }
.CodeRay .symbol { color:#A60 }
.CodeRay .symbol .content { color:#A60 }
.CodeRay .symbol .delimiter { color:#740 }
.CodeRay .tag { color:#070; font-weight:bold }
.CodeRay .type { color:#339; font-weight:bold }
.CodeRay .value { color: #088 }
.CodeRay .variable { color:#037 }
.CodeRay .insert { background: hsla(120,100%,50%,0.12) }
.CodeRay .delete { background: hsla(0,100%,50%,0.12) }
.CodeRay .change { color: #bbf; background: #007 }
.CodeRay .head { color: #f8f; background: #505 }
.CodeRay .head .filename { color: white; }
.CodeRay .delete .eyecatcher { background-color: hsla(0,100%,50%,0.2); border: 1px solid hsla(0,100%,45%,0.5); margin: -1px; border-bottom: none; border-top-left-radius: 5px; border-top-right-radius: 5px; }
.CodeRay .insert .eyecatcher { background-color: hsla(120,100%,50%,0.2); border: 1px solid hsla(120,100%,25%,0.5); margin: -1px; border-top: none; border-bottom-left-radius: 5px; border-bottom-right-radius: 5px; }
.CodeRay .insert .insert { color: #0c0; background:transparent; font-weight:bold }
.CodeRay .delete .delete { color: #c00; background:transparent; font-weight:bold }
.CodeRay .change .change { color: #88f }
.CodeRay .head .head { color: #f4f }
.CodeRay {
border: none;
}
</style>
</head>
<body>
<table class="CodeRay"><tr>
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</pre></td>
<td class="code"><pre><span class="comment">/* 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.*/</span>
define.<span class="reserved">class</span>(<span class="string"><span class="delimiter">"</span><span class="content">../webgl/devicewebgl</span><span class="delimiter">"</span></span>, <span class="keyword">function</span>(require, exports, baseclass){
<span class="local-variable">this</span>.Keyboard = require(<span class="string"><span class="delimiter">'</span><span class="content">./keyboardnodegl</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.Pointer = require(<span class="string"><span class="delimiter">'</span><span class="content">./pointernodegl</span><span class="delimiter">'</span></span>)
<span class="comment">// require embedded classes</span>
<span class="local-variable">this</span>.Shader = require(<span class="string"><span class="delimiter">'</span><span class="content">./shadernodegl</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.Texture = require(<span class="string"><span class="delimiter">'</span><span class="content">./texturenodegl</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.DrawPass = require(<span class="string"><span class="delimiter">'</span><span class="content">./drawpassnodegl</span><span class="delimiter">'</span></span>)
<span class="keyword">var</span> WebGL = require(<span class="string"><span class="delimiter">'</span><span class="content">node-webgl/lib/webgl</span><span class="delimiter">'</span></span>)
<span class="keyword">var</span> Image = <span class="local-variable">this</span>.Image = require(<span class="string"><span class="delimiter">'</span><span class="content">node-webgl/lib/image</span><span class="delimiter">'</span></span>)
<span class="keyword">var</span> GLFW = require(<span class="string"><span class="delimiter">'</span><span class="content">node-glfw</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.<span class="function">atConstructor</span> = <span class="keyword">function</span>(){
<span class="local-variable">this</span>.window =
<span class="local-variable">this</span>.document = <span class="local-variable">this</span>
baseclass.atConstructor.call(<span class="local-variable">this</span>)
}
<span class="comment">// make a fake window/document interface</span>
<span class="local-variable">this</span>.<span class="function">addEventListener</span> = <span class="keyword">function</span>(name, callback){
<span class="keyword">if</span>(!callback) <span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">invalid listener</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">on</span><span class="delimiter">'</span></span> + name] = callback
}
<span class="local-variable">this</span>.<span class="function">removeEventListener</span> = <span class="keyword">function</span> (name, callback) {
<span class="keyword">if</span> (callback && <span class="keyword">typeof</span>(callback) === <span class="string"><span class="delimiter">"</span><span class="content">function</span><span class="delimiter">"</span></span>) {
<span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">on</span><span class="delimiter">'</span></span> + name] = <span class="predefined-constant">undefined</span>
}
}
<span class="local-variable">this</span>.<span class="function">requestAnimationFrame</span> = <span class="keyword">function</span> (callback, delay) {
<span class="local-variable">this</span>.req_anim_frame = callback
}
<span class="local-variable">this</span>.Texture.Image = Image
<span class="comment">// create nodegl context</span>
<span class="local-variable">this</span>.<span class="function">createContext</span> = <span class="keyword">function</span>(){
<span class="keyword">var</span> width = <span class="integer">800</span>, height = <span class="integer">600</span>
<span class="keyword">if</span> (process.platform !== <span class="string"><span class="delimiter">'</span><span class="content">win32</span><span class="delimiter">'</span></span>) process.on(<span class="string"><span class="delimiter">'</span><span class="content">SIGINT</span><span class="delimiter">'</span></span>, <span class="keyword">function</span> () {
process.exit(<span class="integer">0</span>)
})
GLFW.Init()
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">mousemove</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(event){
event.pageX = event.x, event.pageY = event.y
<span class="keyword">if</span>(<span class="local-variable">this</span>.onmousemove) <span class="local-variable">this</span>.onmousemove(event)
}.bind(<span class="local-variable">this</span>))
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">mousedown</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(event){
event.pageX = event.x, event.pageY = event.y
<span class="keyword">if</span>(<span class="local-variable">this</span>.onmousedown) <span class="local-variable">this</span>.onmousedown(event)
}.bind(<span class="local-variable">this</span>))
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">mouseup</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(event){
event.pageX = event.x, event.pageY = event.y
<span class="keyword">if</span>(<span class="local-variable">this</span>.onmouseup) <span class="local-variable">this</span>.onmouseup(event)
}.bind(<span class="local-variable">this</span>))
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">keydown</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(event){
<span class="keyword">if</span>(<span class="local-variable">this</span>.onkeydown) <span class="local-variable">this</span>.onkeydown(event)
}.bind(<span class="local-variable">this</span>))
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">keyup</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(event){
<span class="keyword">if</span>(<span class="local-variable">this</span>.onkeyup) <span class="local-variable">this</span>.onkeyup(event)
}.bind(<span class="local-variable">this</span>))
GLFW.events.on(<span class="string"><span class="delimiter">'</span><span class="content">quit</span><span class="delimiter">'</span></span>, <span class="keyword">function</span> () {
process.exit(<span class="integer">0</span>)
})
GLFW.events.on(<span class="string"><span class="delimiter">"</span><span class="content">keydown</span><span class="delimiter">"</span></span>, <span class="keyword">function</span> (evt) {
<span class="keyword">if</span> (evt.keyCode === <span class="string"><span class="delimiter">'</span><span class="content">C</span><span class="delimiter">'</span></span>.charCodeAt(<span class="integer">0</span>) && evt.ctrlKey) { process.exit(<span class="integer">0</span>); }<span class="comment">// Control+C</span>
<span class="keyword">if</span> (evt.keyCode === <span class="integer">27</span>) process.exit(<span class="integer">0</span>); <span class="comment">// ESC</span>
});
GLFW.DefaultWindowHints()
GLFW.WindowHint(GLFW.RESIZABLE, <span class="integer">1</span>)
GLFW.WindowHint(GLFW.VISIBLE, <span class="integer">1</span>)
GLFW.WindowHint(GLFW.DECORATED, <span class="integer">1</span>)
GLFW.WindowHint(GLFW.RED_BITS, <span class="integer">8</span>)
GLFW.WindowHint(GLFW.GREEN_BITS, <span class="integer">8</span>)
GLFW.WindowHint(GLFW.BLUE_BITS, <span class="integer">8</span>)
GLFW.WindowHint(GLFW.DEPTH_BITS, <span class="integer">24</span>)
GLFW.WindowHint(GLFW.REFRESH_RATE, <span class="integer">0</span>)
<span class="keyword">if</span> (!(<span class="local-variable">this</span>.glfwindow = GLFW.CreateWindow(width, height))) {
GLFW.Terminate()
<span class="keyword">throw</span> <span class="string"><span class="delimiter">"</span><span class="content">Can't initialize GL surface</span><span class="delimiter">"</span></span>
}
GLFW.MakeContextCurrent(<span class="local-variable">this</span>.glfwindow)
GLFW.SetWindowTitle(<span class="local-variable">this</span>.glfwindow,<span class="string"><span class="delimiter">"</span><span class="content">WebGL</span><span class="delimiter">"</span></span>)
<span class="comment">// make sure GLEW is initialized</span>
WebGL.Init()
<span class="local-variable">this</span>.gl = WebGL
<span class="local-variable">this</span>.clear(<span class="integer">0</span>,<span class="integer">0</span>,<span class="integer">0</span>,<span class="integer">1</span>.)
GLFW.SwapBuffers(<span class="local-variable">this</span>.glfwindow)
GLFW.SwapInterval(<span class="integer">1</span>)
<span class="comment">//for (var l = 0, ln = resizeListeners.length; l < ln; ++l)</span>
GLFW.events.addListener(<span class="string"><span class="delimiter">"</span><span class="content">framebuffer_resize</span><span class="delimiter">"</span></span>, <span class="keyword">function</span>(){
<span class="local-variable">this</span>.doSize()
<span class="comment">//this.redrawCall()</span>
}.bind(<span class="local-variable">this</span>))
<span class="local-variable">this</span>.getExtension(<span class="string"><span class="delimiter">'</span><span class="content">OES_standard_derivatives</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.doSize()
<span class="keyword">var</span> last_anim, last_time
<span class="local-variable">this</span>.<span class="function">redrawCall</span> = <span class="keyword">function</span>(){
<span class="keyword">if</span>(last_anim) GLFW.SwapBuffers(<span class="local-variable">this</span>.glfwindow)
GLFW.PollEvents()
<span class="comment">// renderloop </span>
<span class="keyword">var</span> anim_frame = last_anim = <span class="local-variable">this</span>.req_anim_frame
<span class="keyword">if</span>(anim_frame){
<span class="local-variable">this</span>.req_anim_frame = <span class="predefined-constant">undefined</span>
<span class="keyword">var</span> time = GLFW.GetTime()
<span class="comment">//console.log((last_time - time)*1000)</span>
last_time = time
anim_frame(time*<span class="integer">1000</span>)
}
}
setInterval(<span class="keyword">function</span>(){
<span class="local-variable">this</span>.redrawCall()
}.bind(<span class="local-variable">this</span>), <span class="integer">0</span>)
}
<span class="local-variable">this</span>.<span class="function">doSize</span> = <span class="keyword">function</span>(width, height){
<span class="keyword">var</span> sizeWin = GLFW.GetWindowSize(<span class="local-variable">this</span>.glfwindow)
<span class="keyword">var</span> sizeFB = GLFW.GetFramebufferSize(<span class="local-variable">this</span>.glfwindow)
<span class="local-variable">this</span>.ratio = sizeFB.width / sizeWin.width
<span class="local-variable">this</span>.width = sizeWin.width
<span class="local-variable">this</span>.height = sizeWin.height
<span class="comment">//var sw = width</span>
<span class="comment">//var sh = height</span>
<span class="local-variable">this</span>.gl.viewport(<span class="integer">0</span>, <span class="integer">0</span>, sizeFB.width, sizeFB.height)
<span class="comment">// store our w/h and pixelratio on our frame</span>
<span class="local-variable">this</span>.main_frame.ratio = <span class="local-variable">this</span>.ratio
<span class="local-variable">this</span>.size = vec2(sizeWin.width, sizeWin.height)
<span class="local-variable">this</span>.main_frame.size = vec2(sizeFB.width, sizeFB.height) <span class="comment">// actual size</span>
<span class="comment">//this.ratio = this.main_frame.ratio</span>
<span class="local-variable">this</span>.atResize ()
}
<span class="local-variable">this</span>.<span class="function">initResize</span> = <span class="keyword">function</span>(){
}
})
</pre></td>
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