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
<!DOCTYPE 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%) !important;
color: gray !important;
text-decoration: none !important;
}
.CodeRay .line-numbers pre {
word-break: normal;
}
.CodeRay .line-numbers a:target { color: blue !important; }
.CodeRay .line-numbers .highlighted { color: red !important; }
.CodeRay .line-numbers .highlighted a { color: red !important; }
.CodeRay span.line-numbers { padding: 0px 4px; }
.CodeRay .line { display: block; float: left; width: 100%; }
.CodeRay .code { width: 100%; }
.CodeRay .debug { color: white !important; background: blue !important; }
.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>
<td class="line-numbers"><pre><a href="#n1" name="n1">1</a>
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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="keyword">function</span>(require, baseclass){
<span class="comment">// internal, drawing</span>
<span class="keyword">var</span> Shader = require(<span class="string"><span class="delimiter">'</span><span class="content">./shaderheadless</span><span class="delimiter">'</span></span>)
<span class="comment">/**
* @method DrawPass constructor
* @param {Object} gldevice Instance of DeviceHeadless
* @param {Object} view Instance of View
*/</span>
<span class="local-variable">this</span>.<span class="function">atConstructor</span> = <span class="keyword">function</span>(gldevice, view){
<span class="local-variable">this</span>.device = gldevice
<span class="local-variable">this</span>.view = view
view.drawpass = <span class="local-variable">this</span>
<span class="comment">// lets do the flatten</span>
<span class="local-variable">this</span>.pickmatrices = {
<span class="key">viewmatrix</span>: mat4.identity(),
<span class="key">noscrollmatrix</span>: mat4.identity()
}
<span class="local-variable">this</span>.colormatrices = {
<span class="key">viewmatrix</span>: mat4.identity(),
<span class="key">noscrollmatrix</span>: mat4.identity()
}
<span class="local-variable">this</span>.debugrect = <span class="keyword">new</span> DebugRect()
}
<span class="local-variable">this</span>.<span class="function">atDestroy</span> = <span class="keyword">function</span>(){
<span class="local-variable">this</span>.releaseTexture()
}
<span class="local-variable">this</span>.<span class="function">poolDrawTargets</span> = <span class="keyword">function</span>(){
<span class="keyword">var</span> pools = <span class="local-variable">this</span>.device.drawtarget_pools
<span class="keyword">if</span>(!<span class="local-variable">this</span>.drawtargets) <span class="keyword">return</span>
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < <span class="local-variable">this</span>.drawtargets.length; i ++){
<span class="keyword">var</span> dt = <span class="local-variable">this</span>.drawtargets[i]
<span class="keyword">if</span>(!pools[dt]) pools[dt] = []
pools[dt].push(<span class="local-variable">this</span>[dt])
<span class="local-variable">this</span>[dt] = <span class="predefined-constant">null</span>
}
}
<span class="local-variable">this</span>.<span class="function">allocDrawTarget</span> = <span class="keyword">function</span>(width, height, view, drawtarget, passid){
<span class="comment">//console.log('allocDrawTarget', width, height, drawtarget, passid);</span>
width = floor(width)
height = floor(height)
<span class="keyword">var</span> Texture = <span class="local-variable">this</span>.device.Texture
<span class="keyword">if</span>(!<span class="local-variable">this</span>.drawtargets) <span class="local-variable">this</span>.drawtargets = []
<span class="keyword">if</span>(<span class="local-variable">this</span>.drawtargets.indexOf(drawtarget) === -<span class="integer">1</span>) <span class="local-variable">this</span>.drawtargets.push(drawtarget)
<span class="keyword">var</span> dt = <span class="local-variable">this</span>[drawtarget]
<span class="comment">//var twidth = this.nextPowerTwo(layout.width* main_ratio), theight = this.nextPowerTwo(layout.height* main_ratio)</span>
<span class="keyword">if</span>(!dt){
<span class="comment">// lets scan the pools for a suitable drawtarget, otherwise create it</span>
<span class="keyword">var</span> pool = <span class="local-variable">this</span>.device.drawtarget_pools[drawtarget]
<span class="keyword">if</span>(pool && pool.length){
<span class="comment">// first find a drawtarget with the same size</span>
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < pool.length; i ++){
<span class="keyword">var</span> tgt = pool[i]
<span class="keyword">if</span>(!tgt) <span class="keyword">continue</span>
<span class="keyword">var</span> size = tgt.size
<span class="keyword">if</span>(size[<span class="integer">0</span>] === width && size[<span class="integer">1</span>] === height){
<span class="comment">// lets remove it from the pool</span>
pool.splice(i,<span class="integer">1</span>)
dt = tgt
<span class="keyword">break</span>
}
}
<span class="comment">// then we find a drawtarget with the same passid as last time</span>
<span class="keyword">if</span>(!dt){
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < pool.length; i++){
<span class="keyword">var</span> tgt = pool[i]
<span class="keyword">if</span>(!tgt) <span class="keyword">continue</span>
<span class="keyword">if</span>(passid === tgt.passid){
dt = tgt
pool.splice(i,<span class="integer">1</span>)
<span class="keyword">break</span>
}
}
}
}
<span class="comment">// otherwise we create a new one</span>
<span class="keyword">if</span>(!dt){
dt = <span class="local-variable">this</span>[drawtarget] = Texture.createRenderTarget(view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">2d</span><span class="delimiter">'</span></span>?Texture.RGB:Texture.RGBA|Texture.DEPTH|Texture.STENCIL, width, height, <span class="local-variable">this</span>.device)
}
<span class="keyword">else</span> <span class="local-variable">this</span>[drawtarget] = dt
dt.passid = passid
}
<span class="comment">// make sure the drawtarget has the right size</span>
<span class="keyword">var</span> tsize = <span class="local-variable">this</span>[drawtarget].size
<span class="keyword">if</span>(width !== tsize[<span class="integer">0</span>] || height !== tsize[<span class="integer">1</span>]){
<span class="local-variable">this</span>[drawtarget].<span class="keyword">delete</span>()
<span class="local-variable">this</span>[drawtarget] = Texture.createRenderTarget(view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">2d</span><span class="delimiter">'</span></span>?Texture.RGB:Texture.RGBA|Texture.DEPTH|Texture.STENCIL, width, height, <span class="local-variable">this</span>.device)
}
}
<span class="local-variable">this</span>.<span class="function">calculateDrawMatrices</span> = <span class="keyword">function</span>(isroot, storage, mousex, mousey){
<span class="keyword">var</span> view = <span class="local-variable">this</span>.view
<span class="keyword">var</span> scroll = view._scroll
<span class="keyword">var</span> layout = view._layout
<span class="keyword">if</span>(view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">2d</span><span class="delimiter">'</span></span>){
<span class="keyword">if</span>(isroot && mousex !== <span class="predefined-constant">undefined</span>){
<span class="keyword">var</span> sizel = <span class="integer">0</span>
<span class="keyword">var</span> sizer = <span class="integer">1</span>
mat4.ortho(scroll[<span class="integer">0</span>] + mousex - sizel, scroll[<span class="integer">0</span>] + mousex + sizer, scroll[<span class="integer">1</span>] + mousey - sizer, scroll[<span class="integer">1</span>] + mousey + sizel, -<span class="integer">100</span>, <span class="integer">100</span>, storage.viewmatrix)
mat4.ortho( mousex - sizel, mousex + sizer, mousey - sizer, mousey + sizel, -<span class="integer">100</span>, <span class="integer">100</span>, storage.noscrollmatrix)
}
<span class="keyword">else</span>{
<span class="keyword">var</span> zoom = view._zoom
<span class="keyword">if</span> (isroot){
mat4.ortho(scroll[<span class="integer">0</span>], layout.width*zoom+scroll[<span class="integer">0</span>], scroll[<span class="integer">1</span>], layout.height*zoom+scroll[<span class="integer">1</span>], -<span class="integer">100</span>, <span class="integer">100</span>, storage.viewmatrix)
mat4.ortho(<span class="integer">0</span>, layout.width, <span class="integer">0</span>, layout.height, -<span class="integer">100</span>, <span class="integer">100</span>, storage.noscrollmatrix)
}
<span class="keyword">else</span>{
mat4.ortho(scroll[<span class="integer">0</span>], layout.width*zoom+scroll[<span class="integer">0</span>], layout.height*zoom+scroll[<span class="integer">1</span>], scroll[<span class="integer">1</span>], -<span class="integer">100</span>, <span class="integer">100</span>, storage.viewmatrix)
mat4.ortho(<span class="integer">0</span>, layout.width, layout.height, <span class="integer">0</span>, -<span class="integer">100</span>, <span class="integer">100</span>, storage.noscrollmatrix)
}
}
}
<span class="keyword">else</span> <span class="keyword">if</span>(view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">3d</span><span class="delimiter">'</span></span>){
storage.perspectivematrix = mat4.perspective(view._fov * PI * <span class="integer">2</span>/<span class="float">360.0</span> , layout.width/layout.height, view._nearplane, view._farplane)
storage.lookatmatrix = mat4.lookAt(view._camera, view._lookat, view._up)
storage.viewmatrix = mat4.mat4_mul_mat4(storage.lookatmatrix,storage.perspectivematrix);
}
}
<span class="keyword">function</span> <span class="function">isInBounds2D</span>(view, draw){
<span class="keyword">if</span>(draw.noboundscheck) <span class="keyword">return</span> <span class="predefined-constant">true</span>
<span class="keyword">var</span> height = view._layout.height
<span class="keyword">var</span> width = view._layout.width
<span class="keyword">var</span> drawlayout = draw._layout
<span class="keyword">if</span>(draw.parent && draw.parent !== view){
drawlayout.absx = draw.parent._layout.absx + drawlayout.left
drawlayout.absy = draw.parent._layout.absy + drawlayout.top
}
<span class="keyword">else</span>{
drawlayout.absx = drawlayout.left
drawlayout.absy = drawlayout.top
}
<span class="comment">// if(draw === view && view.sublayout){</span>
<span class="comment">// width = view.sublayout.width</span>
<span class="comment">// height = view.sublayout.height</span>
<span class="comment">// }</span>
<span class="comment">// early out check</span>
<span class="comment">// if(draw !== view && !draw.noscroll){</span>
<span class="comment">// var scroll = view._scroll</span>
<span class="comment">// var zoom = view._zoom</span>
<span class="comment">// if( drawlayout.absy - scroll[1] > height * zoom || drawlayout.absy + drawlayout.height - scroll[1] < 0){</span>
<span class="comment">// return false</span>
<span class="comment">// }</span>
<span class="comment">// if(drawlayout.absx - scroll[0] > width * zoom || drawlayout.absx + drawlayout.width - scroll[0] < 0){</span>
<span class="comment">// return false</span>
<span class="comment">// }</span>
<span class="comment">// }</span>
<span class="keyword">return</span> <span class="predefined-constant">true</span>
}
<span class="local-variable">this</span>.<span class="function">nextItem</span> = <span class="keyword">function</span>(draw){
<span class="keyword">var</span> view = <span class="local-variable">this</span>.view
<span class="keyword">var</span> next = (draw === view || (!draw._viewport && draw._visible)) && draw.children[<span class="integer">0</span>], next_index = <span class="integer">0</span>
<span class="keyword">while</span>(!next){ <span class="comment">// skip to parent next</span>
<span class="keyword">if</span>(draw === view) <span class="keyword">break</span>
next_index = draw.draw_index + <span class="integer">1</span>
draw = draw.parent
next = draw.children[next_index]
}
<span class="keyword">if</span>(next === view) <span class="keyword">return</span> <span class="predefined-constant">undefined</span>
<span class="keyword">if</span>(next) next.draw_index = next_index
<span class="keyword">return</span> next
}
<span class="local-variable">this</span>.<span class="function">drawPick</span> = <span class="keyword">function</span>(isroot, passid, mousex, mousey, debug){
<span class="keyword">var</span> view = <span class="local-variable">this</span>.view
<span class="keyword">var</span> device = <span class="local-variable">this</span>.device
<span class="keyword">var</span> layout = view._layout
<span class="keyword">var</span> gl = device.gl
<span class="keyword">if</span>(!layout || layout.width === <span class="integer">0</span> || isNaN(layout.width) || layout.height === <span class="integer">0</span> || isNaN(layout.height)) <span class="keyword">return</span>
<span class="keyword">if</span>(isroot){
<span class="keyword">if</span>(!debug) <span class="local-variable">this</span>.allocDrawTarget(<span class="integer">1</span>, <span class="integer">1</span>, <span class="local-variable">this</span>.view, <span class="string"><span class="delimiter">'</span><span class="content">pick_buffer</span><span class="delimiter">'</span></span>, passid)
}
<span class="keyword">else</span>{
<span class="keyword">var</span> ratio = view._pixelratio
<span class="keyword">if</span>(isNaN(ratio)) ratio = device.main_frame.ratio
ratio = <span class="integer">1</span>
<span class="keyword">var</span> twidth = layout.width * ratio, theight = layout.height * ratio
<span class="local-variable">this</span>.allocDrawTarget(twidth, theight, <span class="local-variable">this</span>.view, <span class="string"><span class="delimiter">'</span><span class="content">pick_buffer</span><span class="delimiter">'</span></span>, passid)
}
gl.disable(gl.SCISSOR_TEST)
device.bindFramebuffer(<span class="local-variable">this</span>.pick_buffer || <span class="predefined-constant">null</span>)
device.clear(<span class="integer">0</span>,<span class="integer">0</span>,<span class="integer">0</span>,<span class="integer">0</span>)
<span class="keyword">var</span> matrices = <span class="local-variable">this</span>.pickmatrices
<span class="local-variable">this</span>.calculateDrawMatrices(isroot, matrices, debug?<span class="predefined-constant">undefined</span>:mousex, mousey)
<span class="comment">// calculate the colormatrices too</span>
<span class="comment">//if(!this.colormatrices.initialized){</span>
<span class="comment">// this.calculateDrawMatrices(isroot, this.colormatrices)</span>
<span class="comment">//}</span>
<span class="keyword">var</span> pickguid = vec3()
pickguid[<span class="integer">0</span>] = passid/<span class="integer">255</span><span class="comment">//(((passid)*131)%256)/255</span>
<span class="comment">// modulo inverse: http://www.wolframalpha.com/input/?i=multiplicative+inverse+of+31+mod+256</span>
<span class="keyword">var</span> pick_id = <span class="integer">0</span>
<span class="keyword">var</span> draw = view
<span class="keyword">while</span>(draw){
draw.draw_dirty &= <span class="integer">1</span>
pick_id+= draw.pickrange;
<span class="keyword">if</span>(!draw._visible || draw._first_draw_pick && view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">2d</span><span class="delimiter">'</span></span> && draw.boundscheck && !isInBounds2D(view, draw)){ <span class="comment">// do early out check using bounding boxes</span>
}
<span class="keyword">else</span>{
draw._first_draw_pick = <span class="integer">1</span>
<span class="keyword">var</span> id = pick_id<span class="comment">//(pick_id*29401)%65536</span>
pickguid[<span class="integer">1</span>] = (id&<span class="integer">255</span>)/<span class="integer">255</span>
pickguid[<span class="integer">2</span>] = (id>><span class="integer">8</span>)/<span class="integer">255</span>
draw.pickguid = pickguid[<span class="integer">0</span>]*<span class="integer">255</span><<<span class="integer">16</span> | pickguid[<span class="integer">1</span>]*<span class="integer">255</span> << <span class="integer">8</span> | pickguid[<span class="integer">2</span>]*<span class="integer">255</span>
draw.viewmatrix = matrices.viewmatrix
<span class="keyword">if</span>(!draw._visible) <span class="keyword">continue</span>
<span class="keyword">if</span>(draw._viewport && draw.drawpass !== <span class="local-variable">this</span> && draw.drawpass.pick_buffer){
<span class="comment">// ok so the pick pass needs the alpha from the color buffer</span>
<span class="comment">// and then hard forward the color</span>
<span class="keyword">var</span> blendshader = draw.shaders.viewportblend
<span class="keyword">if</span> (view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">3d</span><span class="delimiter">'</span></span>){
<span class="comment">// dont do this!</span>
blendshader.depth_test = <span class="string"><span class="delimiter">'</span><span class="content">src_depth <= dst_depth</span><span class="delimiter">'</span></span>
}
<span class="keyword">else</span>{
blendshader.depth_test = <span class="string"><span class="delimiter">'</span><span class="delimiter">'</span></span>
}
blendshader.texture = draw.drawpass.pick_buffer
blendshader._width = draw.layout.width
blendshader._height = draw.layout.height
blendshader.drawArrays(<span class="local-variable">this</span>.device)
}
<span class="keyword">else</span>{
<span class="comment">//draw.updateShaders()</span>
<span class="comment">// alright lets iterate the shaders and call em</span>
<span class="keyword">var</span> shaders = draw.shader_draw_list
<span class="keyword">for</span>(<span class="keyword">var</span> j = <span class="integer">0</span>; j < shaders.length; j++){
<span class="keyword">var</span> shader = shaders[j]
shader.pickguid = pickguid
<span class="keyword">if</span>(!shader.visible) <span class="keyword">continue</span>
<span class="keyword">if</span>(draw.pickalpha !== <span class="predefined-constant">undefined</span>)shader.pickalpha = draw.pickalpha
<span class="keyword">if</span>(shader.noscroll) draw.viewmatrix = matrices.noscrollmatrix
<span class="keyword">else</span> draw.viewmatrix = matrices.viewmatrix
shader.drawArrays(<span class="local-variable">this</span>.device, <span class="string"><span class="delimiter">'</span><span class="content">pick</span><span class="delimiter">'</span></span>)
}
}
}
draw = <span class="local-variable">this</span>.nextItem(draw)
}
}
<span class="local-variable">this</span>.<span class="function">getDrawID</span> = <span class="keyword">function</span>(id){
<span class="keyword">var</span> view = <span class="local-variable">this</span>.view
<span class="keyword">var</span> draw = view
<span class="keyword">var</span> pick_id = <span class="integer">0</span>
<span class="keyword">while</span>(draw){
<span class="keyword">if</span>(id > pick_id && id <= pick_id + draw.pickrange){
draw.last_pick_id = (pick_id + draw.pickrange) - id
<span class="keyword">return</span> draw
}
pick_id += draw.pickrange
draw = <span class="local-variable">this</span>.nextItem(draw)
}
}
<span class="local-variable">this</span>.<span class="function">drawBlend</span> = <span class="keyword">function</span>(draw){
<span class="keyword">if</span>(!draw.drawpass.color_buffer){
console.error(<span class="string"><span class="delimiter">"</span><span class="content">Null color_buffer detected</span><span class="delimiter">"</span></span>)
}
<span class="keyword">else</span> {
<span class="comment">// ok so when we are drawing a pick pass, we just need to 1 on 1 forward the color data</span>
<span class="comment">// lets render the view as a layer</span>
<span class="keyword">var</span> blendshader = draw.shaders.viewportblend
<span class="keyword">if</span> (<span class="local-variable">this</span>.view._viewport === <span class="string"><span class="delimiter">'</span><span class="content">3d</span><span class="delimiter">'</span></span>){
blendshader.depth_test = <span class="string"><span class="delimiter">'</span><span class="content">src_depth <= dst_depth</span><span class="delimiter">'</span></span>
}
<span class="keyword">else</span>{
blendshader.depth_test = <span class="string"><span class="delimiter">'</span><span class="delimiter">'</span></span>
}
blendshader.texture = draw.drawpass.color_buffer
blendshader.width = draw._layout.width
blendshader.height = draw._layout.height
blendshader.drawArrays(<span class="local-variable">this</span>.device)
}
}
<span class="local-variable">this</span>.<span class="function">drawNormal</span> = <span class="keyword">function</span>(draw, matrices){
draw.updateShaders()
<span class="keyword">var</span> count = <span class="integer">0</span>
<span class="comment">// alright lets iterate the shaders and call em</span>
<span class="keyword">var</span> shader