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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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 }
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.CodeRay .class { color:#B06; font-weight:bold }
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.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 }
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.CodeRay .function .delimiter { color:#024; font-weight:bold }
.CodeRay .global-variable { color:#d70 }
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.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 }
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.CodeRay .operator { }
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.CodeRay .regexp .content { color:#808 }
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.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; }
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.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>
<span class="comment">/**
* @class HeadlessMaterial
* Simulate a materital (an array of textures with blending)
*/</span>
define.<span class="reserved">class</span>(<span class="keyword">function</span>(require, exports){
<span class="comment">// internal, HeadlessApi is a static object to access the headless api</span>
HeadlessApi = require(<span class="string"><span class="delimiter">'</span><span class="content">./headless_api</span><span class="delimiter">'</span></span>)
<span class="comment">// Assign a unique id to each headlessmaterial object</span>
<span class="keyword">var</span> HeadlessMaterial = exports
HeadlessMaterial.GlobalId = <span class="integer">0</span>
<span class="comment">/**
* @method constructor
* Create a headless.Material object.
* You can access the headless.Material object as this.headlessmaterial.
* The passed shader object is available as this.headlessshader.
* @param {object} shader HeadlessShader object
*/</span>
<span class="local-variable">this</span>.<span class="function">atConstructor</span> = <span class="keyword">function</span>(shader) {
<span class="local-variable">this</span>.object_type = <span class="string"><span class="delimiter">'</span><span class="content">HeadlessMaterial</span><span class="delimiter">'</span></span>
<span class="comment">// Current values</span>
<span class="local-variable">this</span>.props = {};
<span class="local-variable">this</span>.textures = [];
<span class="comment">// Cache the property values (blend-related)</span>
<span class="local-variable">this</span>.property_cache = {};
<span class="local-variable">this</span>.id = ++HeadlessMaterial.GlobalId;
<span class="local-variable">this</span>.headlessshader = shader;
}
<span class="comment">/**
* @method addTexture
* Forward request to headless.Material object
* @param {object} texture Texture object
* @param {object} name Uniform name
* @param {object} sampler Headless.Sampler object
*/</span>
<span class="local-variable">this</span>.<span class="function">addTexture</span> = <span class="keyword">function</span>(texture, name, sampler) {
<span class="keyword">var</span> tex = {<span class="key">texture</span>: texture.image, <span class="key">name</span>: name, <span class="key">sampler</span>: sampler};
<span class="local-variable">this</span>.textures.push(tex);
<span class="keyword">return</span> <span class="local-variable">this</span>.textures.length-<span class="integer">1</span>;
}
<span class="comment">/**
* @method removeTexture
* Forward request to headless.Material object
* @param {number} index Index of texture to remove
*/</span>
<span class="local-variable">this</span>.<span class="function">removeTexture</span> = <span class="keyword">function</span>(index) {
<span class="local-variable">this</span>.textures[index] = <span class="predefined-constant">null</span>;
}
<span class="comment">/**
* @method setBlendMode
* Forward request to headless.Material object. headless enumerations match webgl.
* @param {number} mode Set the blending mode
*/</span>
<span class="local-variable">this</span>.<span class="function">setBlendMode</span> = <span class="keyword">function</span>(mode) {
<span class="keyword">var</span> val = <span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendmode</span><span class="delimiter">'</span></span>];
<span class="keyword">if</span> (val && val == mode)
<span class="keyword">return</span>;
<span class="local-variable">this</span>.props[<span class="string"><span class="delimiter">'</span><span class="content">blendmode</span><span class="delimiter">'</span></span>] = mode;
<span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendmode</span><span class="delimiter">'</span></span>] = mode;
}
<span class="comment">/**
* @method setBlendEquation
* Forward request to headless.Material object
* @param {number} equationRgb Equation for combining rgb components
* @param {number} equationAlpha Equation for combining alpha component
*/</span>
<span class="local-variable">this</span>.<span class="function">setBlendEquation</span> = <span class="keyword">function</span>(equationRgb, equationAlpha) {
<span class="keyword">var</span> hash = HeadlessApi.getHash([equationRgb, equationAlpha]);
<span class="keyword">var</span> val = <span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendequation</span><span class="delimiter">'</span></span>];
<span class="keyword">if</span> (val && val == hash)
<span class="keyword">return</span>;
<span class="local-variable">this</span>.props[<span class="string"><span class="delimiter">'</span><span class="content">blendequation</span><span class="delimiter">'</span></span>] = {<span class="key">equationRgb</span>: equationRgb, <span class="key">equationAlpha</span>: equationAlpha};
<span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendequation</span><span class="delimiter">'</span></span>] = hash;
}
<span class="comment">/**
* @method setBlendFunc
* Forward request to headless.Material object
* @param {number} srcFactorRgb Source blending rgb
* @param {number} dstFactorRgb Destination blending rgb
* @param {number} srcFactorAlpha Source blending alpha
* @param {number} dstFactorAlpha Destination blending alpha
*/</span>
<span class="local-variable">this</span>.<span class="function">setBlendFunc</span> = <span class="keyword">function</span>(srcFactorRgb, dstFactorRgb, srcFactorAlpha, dstFactorAlpha) {
<span class="keyword">var</span> hash = HeadlessApi.getHash([srcFactorRgb, dstFactorRgb, srcFactorAlpha, dstFactorAlpha]);
<span class="keyword">var</span> val = <span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendfunc</span><span class="delimiter">'</span></span>];
<span class="keyword">if</span> (val && val == hash)
<span class="keyword">return</span>;
<span class="local-variable">this</span>.props[<span class="string"><span class="delimiter">'</span><span class="content">blendfunc</span><span class="delimiter">'</span></span>] = {<span class="key">srcFactorRgb</span>: srcFactorRgb, <span class="key">datFactorRgb</span>: dstFactorRgb, <span class="key">srcFactorAlpha</span>: srcFactorAlpha, <span class="key">dstFactorAlpha</span>: dstFactorAlpha};
<span class="local-variable">this</span>.property_cache[<span class="string"><span class="delimiter">'</span><span class="content">blendfunc</span><span class="delimiter">'</span></span>] = hash;
}
<span class="local-variable">this</span>.<span class="function">name</span> = <span class="keyword">function</span>() {
<span class="keyword">return</span> <span class="string"><span class="delimiter">'</span><span class="content">headlessmaterial</span><span class="delimiter">'</span></span> + <span class="local-variable">this</span>.id;
}
<span class="local-variable">this</span>.<span class="function">currentstate</span> = <span class="keyword">function</span>(verbose) {
<span class="keyword">var</span> states = [];
<span class="keyword">if</span> (!HeadlessApi.isShown(<span class="local-variable">this</span>.name())) {
states = <span class="local-variable">this</span>.headlessshader.currentstate(verbose);
<span class="keyword">var</span> state = [
{<span class="key">name</span>: <span class="local-variable">this</span>.name()}
,{<span class="key">shader</span>: <span class="local-variable">this</span>.headlessshader.name()}
]
<span class="comment">// Add textures</span>
<span class="keyword">var</span> textures = [];
<span class="keyword">for</span> (<span class="keyword">var</span> i <span class="keyword">in</span> <span class="local-variable">this</span>.textures) {
<span class="keyword">var</span> tex = <span class="local-variable">this</span>.textures[i];
<span class="keyword">var</span> texture = [
{<span class="key">name</span>: tex.name}
,{<span class="key">texture</span>: tex.texture}
,{<span class="key">sampler</span>: tex.sampler}
];
textures.push(texture);
}
<span class="keyword">if</span> (textures.length)
state.push({<span class="key">textures</span>: textures});
states.push(state);
HeadlessApi.shownObject(<span class="local-variable">this</span>.name());
}
<span class="keyword">return</span> states;
}
<span class="local-variable">this</span>.<span class="function">inspect</span> = <span class="keyword">function</span>(depth) {
<span class="comment">//HACK</span>
<span class="local-variable">this</span>.currentstate();
<span class="keyword">var</span> obj = {<span class="key">headlessMaterial</span>:<span class="local-variable">this</span>.id, <span class="key">obj</span>:[<span class="local-variable">this</span>.headlessshader.inspect(depth)]};
<span class="keyword">var</span> util = require(<span class="string"><span class="delimiter">'</span><span class="content">util</span><span class="delimiter">'</span></span>)
<span class="keyword">return</span> util.inspect(obj, {<span class="key">depth</span>: <span class="predefined-constant">null</span>});
}
});
</pre></td>
</tr></table>
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