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="keyword">function</span>(require, exports, module){
module.<span class="function">exports</span> = <span class="keyword">function</span> <span class="function">generateSDFCache</span>(font){
vec4[] buf = vec4[]()
buf.quad.length = font.count
buf.length = <span class="integer">0</span>
<span class="comment">// we have to allocate actual texture positions</span>
<span class="keyword">var</span> font_size = <span class="float">.2</span>
<span class="comment">// if we render to a font we go -1,-1 bottom left to 1,1 top right</span>
<span class="keyword">var</span> width = <span class="integer">2048</span>
<span class="keyword">var</span> height = <span class="integer">2048</span>
<span class="keyword">var</span> margin = <span class="integer">8</span>. <span class="regexp"><span class="delimiter">/</span><span class="content"> width
var glyphs = font.glyphs
var left = -1 + 0.03
var top = -1 + font_size
var px = left
var py = 1
var o = 0
var maxh = 0
var ct = 0
for(var k in glyphs){
var info = glyphs[k]
</span><span class="delimiter">/</span></span>/ <span class="integer">0</span>___14
<span class="comment">// | /|</span>
<span class="comment">// | / |</span>
<span class="comment">// | / |</span>
<span class="comment">// |/ | </span>
<span class="comment">// 23---5</span>
<span class="comment">// lets add some vertices</span>
<span class="keyword">var</span> gx = ((info.atlas_x<<<span class="integer">6</span>) | info.nominal_w)<<<span class="integer">1</span>
<span class="keyword">var</span> gy = ((info.atlas_y<<<span class="integer">6</span>) | info.nominal_h)<<<span class="integer">1</span>
<span class="keyword">var</span> o = buf.quad.length++
buf.quad_tl[o] = vec4(info.tmin_x = px, info.tmin_y = py, gx, gy)
buf.quad_tr[o] = vec4(info.tmax_x = px + font_size * info.width, py, gx|<span class="integer">1</span>, gy)
buf.quad_bl[o] = vec4(px, info.tmax_y = py - font_size * info.height, gx, gy|<span class="integer">1</span>)
buf.quad_br[o] = vec4(px + font_size * info.width, py - font_size * info.height, gx|<span class="integer">1</span>, gy|<span class="integer">1</span>)
px += (info.tmax_x - info.tmin_x) + margin<span class="comment">//glyph.advance * font_size</span>
<span class="comment">// scale it into texture coordinates</span>
<span class="keyword">var</span> my_h = (info.tmin_y - info.tmax_y) + margin
<span class="keyword">if</span>(my_h > maxh) maxh = my_h
info.tmin_x = info.tmin_x *<span class="float">.5</span> + <span class="float">.5</span>
info.tmin_y = info.tmin_y *<span class="float">.5</span> + <span class="float">.5</span>
info.tmax_x = info.tmax_x *<span class="float">.5</span> + <span class="float">.5</span>
info.tmax_y = info.tmax_y *<span class="float">.5</span> + <span class="float">.5</span>
<span class="keyword">if</span>(px + font_size > <span class="integer">1</span>) px = left, py -= maxh, maxh = <span class="integer">0</span>
}
genWhitespace(font)
<span class="comment">// lets do a font scaling, and then just stack em horizontally</span>
sdf_texture = Texture.rgba(width, height)
sdf_mesh = buf
font.sdf_texture = sdf_texture
<span class="keyword">if</span>(dump_sdf){
mymesh = vec2Rect(<span class="integer">0</span>,<span class="integer">0</span>,<span class="integer">1</span>,<span class="integer">1</span>)
vertex: mymesh[]*vec2(<span class="integer">8</span>.,<span class="integer">8</span>.) * (m_mesh * m_world * device.m_camera)
pixel: sdf_texture.sample(pixel mymesh[])<span class="comment">// + mix(#black,#red,pixel mymesh[].y)</span>
}
glyphy_coords: sdf_mesh[].zw
<span class="keyword">if</span>(sdf_bake){
<span class="comment">// lets re-encode our glyph table</span>
<span class="keyword">var</span> header = <span class="integer">12</span> + font.count * <span class="integer">10</span> * <span class="integer">4</span>
<span class="keyword">var</span> body = sdf_texture.w_ * sdf_texture.h_ * <span class="integer">4</span>
<span class="keyword">var</span> data = <span class="keyword">new</span> Uint8Array(header + body)
<span class="keyword">var</span> vuint32 = <span class="keyword">new</span> Uint32Array(data.buffer)
<span class="keyword">var</span> vfloat32 = <span class="keyword">new</span> Float32Array(data.buffer)
<span class="keyword">var</span> vuint16 = <span class="keyword">new</span> Uint16Array(data.buffer)
<span class="keyword">var</span> off = <span class="integer">0</span>
vuint32[off++] = <span class="hex">0x02F01175</span>
vuint16[<span class="integer">2</span>] = sdf_texture.w_
vuint16[<span class="integer">3</span>] = sdf_texture.h_
off++
vuint32[off++] = font.count
<span class="keyword">var</span> glyphs = font.glyphs
<span class="keyword">var</span> check = <span class="integer">0</span>
<span class="keyword">for</span>(<span class="keyword">var</span> unicode <span class="keyword">in</span> glyphs){
<span class="keyword">var</span> info = glyphs[unicode]
check++
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++] = info.tmin_x
vfloat32[off++] = info.tmin_y
vfloat32[off++] = info.tmax_x
vfloat32[off++] = info.tmax_y
}
data._t_ = <span class="integer">1</span>
<span class="comment">// lets send the data over</span>
sdf_header = data
sdf_header_offset = header
once:(){
<span class="comment">// in this once, we generate our font texture.</span>
sdf_texture{
clearAll(<span class="error">#</span>black)
<span class="local-variable">this</span>{
<span class="key">vertex</span>:sdf_mesh[].xy
pixel: glyphy_sdf_generate(pixel sdf_mesh[])
}
<span class="keyword">var</span> data = sdf_header.subarray(sdf_header_offset)
<span class="local-variable">this</span>.gl.readPixels(<span class="integer">0</span>,<span class="integer">0</span>,sdf_texture.w, sdf_texture.h, <span class="local-variable">this</span>.gl.RGBA, <span class="local-variable">this</span>.gl.UNSIGNED_BYTE, data)
console.log(sdf_texture.w, sdf_texture.h)
<span class="comment">// ok lets dump the header and the data to disk</span>
<span class="keyword">var</span> xhr = <span class="keyword">new</span> XMLHttpRequest()
xhr.open(<span class="string"><span class="delimiter">"</span><span class="content">POST</span><span class="delimiter">"</span></span>, <span class="string"><span class="delimiter">"</span><span class="content">/bake</span><span class="delimiter">"</span></span>, <span class="predefined-constant">false</span>)
xhr.send(sdf_header)
}
}
}
<span class="keyword">else</span>{
<span class="key">once</span>:(){
<span class="comment">// in this once, we generate our font texture.</span>
sdf_texture{
clearAll(<span class="error">#</span>black)
<span class="local-variable">this</span>{
<span class="key">vertex</span>:sdf_mesh[].xy
pixel: glyphy_sdf_generate(pixel sdf_mesh[])
}
}
}
}
}
})</pre></td>
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