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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<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">// Parts copyright 2012 Google, Inc. All Rights Reserved. (APACHE 2.0 license)</span>
define.<span class="reserved">class</span>(<span class="string"><span class="delimiter">'</span><span class="content">$system/platform/$platform/shader$platform</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(require){
<span class="local-variable">this</span>.view = {<span class="key">totalmatrix</span>:mat4(), <span class="key">viewmatrix</span>:mat4(), <span class="key">markercolor</span>:vec4()}
<span class="local-variable">this</span>.border_radius = <span class="float">2.5</span>
<span class="local-variable">this</span>.gloop = <span class="integer">8</span>
<span class="local-variable">this</span>.<span class="function">position</span> = <span class="keyword">function</span>(){
<span class="keyword">return</span> mesh.pos * view.totalmatrix * view.viewmatrix
}
<span class="local-variable">this</span>.<span class="function">color</span> = <span class="keyword">function</span>(){
<span class="keyword">var</span> pos = mesh.pos
<span class="keyword">var</span> rect = mesh.rect
<span class="keyword">var</span> rel = pos - rect.xy
<span class="comment">// do pixel antialias calc</span>
<span class="keyword">var</span> edge = <span class="float">0.1</span><span class="comment">//min(length(vec2(length(dFdx(rel)), length(dFdy(rel)))) * SQRT_1_2,1.)</span>
<span class="keyword">var</span> other = mesh.other
<span class="keyword">var</span> px1 = other.x
<span class="keyword">var</span> px2 = other.y
<span class="keyword">var</span> nx1 = other.z
<span class="keyword">var</span> nx2 = other.w
<span class="comment">// main shape</span>
<span class="keyword">var</span> field = shape.roundbox(rel, <span class="integer">0</span>,<span class="integer">0</span>, rect.z, rect.w, border_radius)
<span class="keyword">if</span>(px1 != px2){
<span class="keyword">var</span> field2 = shape.roundbox(rel, px1 - rect.x, -rect.w, px2 - px1, rect.w, border_radius)
field = shape.smoothpoly(field, field2, gloop)
}
<span class="keyword">if</span>(nx1 != nx2){
<span class="keyword">var</span> field2 = shape.roundbox(rel, nx1 - rect.x, rect.w, nx2 - nx1, rect.w, border_radius)
field = shape.smoothpoly(field, field2, gloop)
}
<span class="comment">//dump = field</span>
<span class="comment">//field = marker_style(field, pos)</span>
<span class="keyword">var</span> alpha = smoothstep(edge, -edge, field)
<span class="keyword">if</span>(alpha < <span class="float">0.001</span>) discard;
<span class="keyword">return</span> vec4(view.markercolor.rgb, alpha)
}
<span class="local-variable">this</span>.vertexstruct = define.struct({
<span class="key">pos</span>:vec2,
<span class="key">rect</span>:vec4,
<span class="key">other</span>:vec4,
<span class="key">data</span>:<span class="reserved">float</span>,
<span class="key">corner</span>:<span class="reserved">float</span>
}).extend(<span class="keyword">function</span>(struct){
<span class="comment">// static helper function to pull out marker set from text</span>
struct.<span class="function">getMarkersFromText</span> = <span class="keyword">function</span>(textbuf, start, end, deltay){
<span class="keyword">var</span> array = []
<span class="keyword">if</span>(deltay === <span class="predefined-constant">undefined</span>) deltay = <span class="integer">0</span>
<span class="keyword">if</span>(end < start){
<span class="keyword">var</span> t = start
start = end
end = t
}
<span class="comment">// lets access the textbuf geometry</span>
<span class="keyword">var</span> length = textbuf.lengthQuad()
<span class="keyword">if</span>(end > length) end = length
<span class="keyword">var</span> min = <span class="predefined-constant">Infinity</span>
<span class="comment">//if(textbuf.charCodeAt(start) === 10) start--</span>
<span class="comment">//console.log(">>>", textbuf.cursorRect(start), start, end, deltay)</span>
<span class="keyword">var</span> ch, lasty;
<span class="keyword">for</span>(<span class="keyword">var</span> o = start, last = o; o < end; o++){
ch = textbuf.charCodeAt(o)
<span class="comment">//next = textbuf.charCodeAt(o+1)</span>
<span class="keyword">if</span>(o == end - <span class="integer">1</span> || ch == <span class="integer">10</span>){
<span class="keyword">var</span> r = textbuf.cursorRect(last)
<span class="keyword">var</span> r2 = textbuf.cursorRect(o)
<span class="keyword">if</span> (!lasty) {
lasty = r.y
}
<span class="keyword">var</span> prev = array[array.length -<span class="integer">1</span>]
<span class="keyword">if</span> (lasty < r.y) {
<span class="keyword">var</span> coords= textbuf.charCoords(last - <span class="integer">2</span>)
<span class="keyword">if</span> (prev) {
prev.w = (coords.x + coords.w) - prev.x
prev.x2 = prev.x + prev.w
}
}
lasty = r.y
<span class="keyword">var</span> x = ch === <span class="integer">10</span> ? r2.x : r2.x + r2.w;<span class="comment">//ch === 10? textbuf.char_tl_x(o-1): textbuf.char_tr_x(o)</span>
r.start = last + <span class="integer">1</span>
r.end = o
<span class="keyword">if</span> (r.x < min) min = r.x
r.x = min
r.w = x - r.x
<span class="keyword">if</span> (r.w < <span class="integer">4</span>) r.w = <span class="integer">4</span>
r.x2 = r.x + r.w
r.y2 = r.y + r.h
r.y += deltay
r.y2 += deltay
<span class="comment">// check if the previous item is on the same r.y</span>
<span class="comment">// ifso fuse it with this marker</span>
<span class="keyword">if</span>(prev && abs(prev.y-r.y) < <span class="float">1e-4</span>){ <span class="comment">// fuse marker</span>
prev.x2 = r.x2
prev.w += r.w
}
<span class="keyword">else</span>{
array.push(r)
}
last = o+<span class="integer">1</span>
}
}
<span class="keyword">return</span> array
}
<span class="local-variable">this</span>.<span class="function">addMarker</span> = <span class="keyword">function</span>(prev, self, next, font_size, data){
<span class="keyword">var</span> px1 = <span class="integer">0</span>,px2 = <span class="integer">0</span>,nx1 = <span class="integer">0</span>,nx2 = <span class="integer">0</span>
<span class="keyword">if</span>(prev) px1 = prev.x, px2 = prev.x2
<span class="keyword">if</span>(next) nx1 = next.x, nx2 = next.x2
<span class="local-variable">this</span>.pushQuad(
self.x - font_size * <span class="integer">3</span>, self.y, self.x, self.y, self.w, self.h, px1, px2, nx1, nx2, data, <span class="integer">0</span>,
self.x2 + font_size * <span class="integer">3</span>, self.y, self.x, self.y, self.w, self.h, px1, px2, nx1, nx2, data, <span class="integer">1</span>,
self.x - font_size * <span class="integer">3</span>, self.y2, self.x, self.y, self.w, self.h, px1, px2, nx1, nx2, data, <span class="integer">2</span>,
self.x2 + font_size * <span class="integer">3</span>, self.y2, self.x, self.y, self.w, self.h, px1, px2, nx1, nx2, data, <span class="integer">3</span>
)
}
})
<span class="local-variable">this</span>.mesh = <span class="local-variable">this</span>.vertexstruct.array()
<span class="local-variable">this</span>.fgcolor = vec4(<span class="string"><span class="delimiter">"</span><span class="content">oceanboatblue</span><span class="delimiter">"</span></span>);
})
</pre></td>
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