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 {
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.CodeRay .change .change { color: #88f }
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.CodeRay {
border: none;
}
</style>
</head>
<body>
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<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="string"><span class="delimiter">"</span><span class="content">use strict</span><span class="delimiter">"</span></span>
define.<span class="reserved">class</span>(<span class="string"><span class="delimiter">'</span><span class="content">$ui/view</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(<span class="predefined">$ui$</span>, label){
<span class="comment">// An implementation of [Conways' Game of Life](https://en.wikipedia.org/wiki/Conway%27s_Game_of_Life) using render passes</span>
<span class="comment">// Must define N RenderPass nested classes below to match this count</span>
<span class="local-variable">this</span>.passes = <span class="integer">1</span>
<span class="comment">// Each pass _must_ be named pass0..9, define based on this.passes, e.g. this.passes = 1</span>
<span class="comment">// must define pass0, 2 must define pass0 and pass1...</span>
define.<span class="reserved">class</span>(<span class="local-variable">this</span>, <span class="string"><span class="delimiter">"</span><span class="content">pass0</span><span class="delimiter">"</span></span>, <span class="local-variable">this</span>.RenderPass, <span class="keyword">function</span>() {
<span class="comment">// set to true to use floating point textures on this pass</span>
<span class="local-variable">this</span>.usefloat = <span class="predefined-constant">true</span>
<span class="comment">// Turn on double-buffering since we want to feed pass0 back into itself</span>
<span class="local-variable">this</span>.doublebuffer = <span class="predefined-constant">true</span>
<span class="comment">// define the color to return in this pass</span>
<span class="local-variable">this</span>.<span class="function">isAlive</span> = <span class="keyword">function</span>(pos) {
<span class="keyword">return</span> <span class="local-variable">this</span>.pass0.pixel(pos).r >= <span class="float">0.7</span>
}
<span class="local-variable">this</span>.<span class="function">color</span> = <span class="keyword">function</span>(){
<span class="comment">// this makes the shader redraw each frame, allowing loopback between the double</span>
<span class="comment">// buffers in pass0</span>
<span class="keyword">var</span> time = view.time
<span class="comment">// convert position floats to pixels</span>
<span class="keyword">var</span> x = mesh.x * view.layout.width
<span class="keyword">var</span> y = mesh.y * view.layout.height
<span class="comment">// account for the pixel ratio</span>
x *= <span class="local-variable">this</span>.pass0.ratio
y *= <span class="local-variable">this</span>.pass0.ratio
<span class="comment">// if this is the first time, read from the framebuffer instead of from our last pass</span>
<span class="keyword">if</span> (<span class="local-variable">this</span>.drawcount == <span class="integer">1</span>.) {
<span class="keyword">return</span> <span class="local-variable">this</span>.framebuffer.pixel(vec2(x,y))
<span class="comment">// or start out with noise</span>
<span class="keyword">return</span> vec4(noise.cheapnoise(mesh.xy))
}
<span class="comment">// count number of neighbors</span>
<span class="keyword">var</span> neighbors = <span class="integer">0</span>
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x - <span class="integer">1</span>, y - <span class="integer">1</span>))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x - <span class="integer">1</span>, y))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x - <span class="integer">1</span>, y + <span class="integer">1</span>))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x, y - <span class="integer">1</span>))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x, y + <span class="integer">1</span>))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x + <span class="integer">1</span>, y - <span class="integer">1</span>))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x + <span class="integer">1</span>, y))) neighbors++
<span class="keyword">if</span> (<span class="local-variable">this</span>.isAlive(vec2(x + <span class="integer">1</span>, y + <span class="integer">1</span>))) neighbors++
<span class="comment">// are we alive?</span>
<span class="keyword">var</span> color = <span class="local-variable">this</span>.pass0.pixel2(x, y)
<span class="keyword">if</span> (color.r >= <span class="float">0.7</span>) {
color = <span class="string"><span class="delimiter">'</span><span class="content">white</span><span class="delimiter">'</span></span>
<span class="comment">// Any live cell with two or three live neighbours lives on to the next generation.</span>
<span class="keyword">if</span> (neighbors < <span class="integer">2</span>) {
<span class="comment">// Any live cell with fewer than two live neighbours dies, as if caused by under-population.</span>
color = vec4(<span class="float">.59</span>,<span class="integer">0</span>,<span class="integer">1</span>.,<span class="integer">1</span>.)
} <span class="keyword">else</span> <span class="keyword">if</span> (neighbors > <span class="integer">3</span>) {
<span class="comment">// Any live cell with more than three live neighbours dies, as if by over-population.</span>
color = vec4(<span class="float">.59</span>,<span class="integer">0</span>,<span class="integer">1</span>.,<span class="integer">1</span>.)
}
} <span class="keyword">else</span> {
<span class="keyword">if</span> (neighbors == <span class="integer">3</span>) {
<span class="comment">// Any dead cell with exactly three live neighbours becomes a live cell, as if by reproduction.</span>
color = <span class="string"><span class="delimiter">'</span><span class="content">white</span><span class="delimiter">'</span></span>
}
}
<span class="comment">// fade colors over time</span>
<span class="keyword">if</span> (color.g > <span class="float">.001</span>) {
color.g -= <span class="float">.004</span>;
}
<span class="keyword">if</span> (color.b > <span class="float">.001</span>) {
color.b -= <span class="float">.002</span>;
}
<span class="keyword">if</span> (color.r > <span class="float">.001</span> && color.r < <span class="float">.7</span>) {
color.r -= <span class="float">.002</span>;
}
<span class="keyword">return</span> color
}
})
<span class="keyword">var</span> lifeview = <span class="local-variable">this</span>.constructor;
<span class="local-variable">this</span>.constructor.examples = {
<span class="function">Usage</span>: <span class="keyword">function</span> () {
<span class="keyword">return</span> [
lifeview({
<span class="key">width</span>:<span class="integer">300</span>,
<span class="key">height</span>:<span class="integer">200</span>,
<span class="key">flexdirection</span>:<span class="string"><span class="delimiter">"</span><span class="content">column</span><span class="delimiter">"</span></span>
},
label({<span class="key">flex</span>:<span class="integer">1</span>, <span class="key">fontsize</span>:<span class="integer">20</span>, <span class="key">text</span>:<span class="string"><span class="delimiter">"</span><span class="content">Dreem GL IS ALIVE!!!</span><span class="delimiter">"</span></span>}),
label({<span class="key">flex</span>:<span class="integer">1</span>, <span class="key">fontsize</span>:<span class="integer">20</span>, <span class="key">text</span>:<span class="string"><span class="delimiter">"</span><span class="content">Dreem GL IS ALIVE!!!</span><span class="delimiter">"</span></span>}),
label({<span class="key">flex</span>:<span class="integer">1</span>, <span class="key">fontsize</span>:<span class="integer">20</span>, <span class="key">text</span>:<span class="string"><span class="delimiter">"</span><span class="content">Dreem GL IS ALIVE!!!</span><span class="delimiter">"</span></span>}),
label({<span class="key">flex</span>:<span class="integer">1</span>, <span class="key">fontsize</span>:<span class="integer">20</span>, <span class="key">text</span>:<span class="string"><span class="delimiter">"</span><span class="content">Dreem GL IS ALIVE!!!</span><span class="delimiter">"</span></span>}),
label({<span class="key">flex</span>:<span class="integer">1</span>, <span class="key">fontsize</span>:<span class="integer">20</span>, <span class="key">text</span>:<span class="string"><span class="delimiter">"</span><span class="content">Dreem GL IS ALIVE!!!</span><span class="delimiter">"</span></span>})
)
]
}
}
})
</pre></td>
</tr></table>
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