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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<title>CodeRay output</title>
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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>
define.<span class="reserved">class</span>(<span class="keyword">function</span>(require, <span class="predefined">$ui$</span>, view){
<span class="comment">// Morphing 3d geometry class.</span>
<span class="comment">// Target geometries are specified as children.</span>
<span class="comment">// Both target geometries should have the same vertex attribues and vertex count.</span>
<span class="local-variable">this</span>.attributes = {
<span class="comment">// Morph weight - determines the interpolation between target shapes</span>
<span class="key">morphweight</span>: Config({<span class="key">type</span>: <span class="reserved">float</span>, <span class="key">value</span>: <span class="integer">0</span>}),
<span class="comment">// Shape color</span>
<span class="key">bgcolor</span>: Config({<span class="key">type</span>: vec4, <span class="key">value</span>: vec4(<span class="integer">1</span>, <span class="integer">1</span>, <span class="integer">1</span>, <span class="integer">1</span>)}),
<span class="comment">// Shape opacity</span>
<span class="key">opacity</span>: Config({<span class="key">value</span>: <span class="float">1.0</span>, <span class="key">type</span>: <span class="reserved">float</span>})
}
<span class="comment">// Overridable bgcolor function</span>
<span class="local-variable">this</span>.<span class="function">bgcolorfn</span> = <span class="keyword">function</span>(pos){
<span class="keyword">return</span> <span class="local-variable">this</span>.bgcolor
}
define.<span class="reserved">class</span>(<span class="local-variable">this</span>, <span class="string"><span class="delimiter">'</span><span class="content">shape3d</span><span class="delimiter">'</span></span>, <span class="local-variable">this</span>.Shader, <span class="keyword">function</span>(){
<span class="local-variable">this</span>.draworder = <span class="integer">0</span>
<span class="local-variable">this</span>.depth_test = <span class="string"><span class="delimiter">'</span><span class="content">src_depth < dst_depth</span><span class="delimiter">'</span></span>
<span class="local-variable">this</span>.vertexstruct = define.struct({
<span class="key">pos</span>: vec3,
<span class="key">norm</span>: vec3,
<span class="key">uv</span>: vec2,
<span class="key">data</span>: vec4
})
<span class="local-variable">this</span>.diffusecolor = vec4(<span class="string"><span class="delimiter">"</span><span class="content">#ffffff</span><span class="delimiter">"</span></span>)
<span class="local-variable">this</span>.mesh0 = <span class="local-variable">this</span>.vertexstruct.array()
<span class="local-variable">this</span>.mesh1 = <span class="local-variable">this</span>.vertexstruct.array()
<span class="local-variable">this</span>.<span class="function">update</span> = <span class="keyword">function</span> () {
<span class="keyword">var</span> t0 = <span class="local-variable">this</span>.view.children[<span class="integer">0</span>]
<span class="keyword">var</span> t1 = <span class="local-variable">this</span>.view.children[<span class="integer">1</span>]
t0.shaders.shape3d.update()
t1.shaders.shape3d.update()
<span class="local-variable">this</span>.mesh0 = t0.shaders.shape3d.mesh
<span class="local-variable">this</span>.mesh1 = t1.shaders.shape3d.mesh
<span class="keyword">if</span> (<span class="local-variable">this</span>.mesh0.array.length !== <span class="local-variable">this</span>.mesh1.array.length) {
<span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">Morph geometries mismatch buffer length.</span><span class="delimiter">'</span></span>)
} <span class="keyword">else</span> <span class="keyword">if</span> (<span class="local-variable">this</span>.mesh0.array.length % <span class="integer">8</span> !== <span class="integer">0</span>) {
<span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">Morph targets should encode pos (vec3), norm (vec3), uv (vec2).</span><span class="delimiter">'</span></span>)
}
}
<span class="local-variable">this</span>.<span class="function">position</span> = <span class="keyword">function</span>(){
pos = mesh0.pos * view.morphweight
pos += mesh1.pos * (<span class="integer">1</span> - view.morphweight)
norm = mesh0.norm * view.morphweight
norm += mesh1.norm * (<span class="integer">1</span> - view.morphweight)
uv = mesh0.uv * view.morphweight
uv += mesh1.uv * (<span class="integer">1</span> - view.morphweight)
<span class="keyword">return</span> vec4(pos, <span class="integer">1</span>) * 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> col = view.bgcolorfn(uv)
<span class="keyword">return</span> vec4(col.rgb, col.a * view.opacity)
}
})
<span class="local-variable">this</span>.shape3d = <span class="predefined-constant">true</span>
<span class="local-variable">this</span>.hardrect = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.<span class="function">render</span> = <span class="keyword">function</span> () {
<span class="keyword">if</span> (<span class="local-variable">this</span>.children.length !== <span class="integer">2</span>) {
<span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">Morphtargets attribute should have exatly 2 elements.</span><span class="delimiter">'</span></span>)
}
<span class="local-variable">this</span>.children[<span class="integer">0</span>].visible = <span class="predefined-constant">false</span>
<span class="local-variable">this</span>.children[<span class="integer">1</span>].visible = <span class="predefined-constant">false</span>
<span class="keyword">return</span> <span class="local-variable">this</span>.children
}
<span class="keyword">var</span> morph3d = <span class="local-variable">this</span>.constructor;
<span class="keyword">var</span> circle = require(<span class="string"><span class="delimiter">"</span><span class="content">$3d/circle</span><span class="delimiter">"</span></span>)
<span class="keyword">var</span> rect = require(<span class="string"><span class="delimiter">"</span><span class="content">$3d/rect</span><span class="delimiter">"</span></span>)
<span class="local-variable">this</span>.constructor.examples = {
<span class="function">Usage</span>: <span class="keyword">function</span> () {
<span class="keyword">return</span> [
morph3d({
<span class="key">bgcolor</span>: vec4(<span class="string"><span class="delimiter">'</span><span class="content">blue</span><span class="delimiter">'</span></span>),
<span class="key">top</span>:<span class="integer">100</span>,
<span class="key">left</span>:<span class="integer">100</span>,
<span class="function">oninit</span>: <span class="keyword">function</span> () {
<span class="local-variable">this</span>.morphweight = Animate({
<span class="key">repeat</span>: <span class="predefined-constant">Infinity</span>,
<span class="integer">0</span>: {<span class="key">value</span>: <span class="integer">1</span>, <span class="key">motion</span>: <span class="string"><span class="delimiter">"</span><span class="content">sine</span><span class="delimiter">"</span></span>},
<span class="integer">1</span>: {<span class="key">value</span>: <span class="integer">0</span>, <span class="key">motion</span>: <span class="string"><span class="delimiter">"</span><span class="content">sine</span><span class="delimiter">"</span></span>},
<span class="integer">2</span>: {<span class="key">value</span>: <span class="integer">1</span>, <span class="key">motion</span>: <span class="string"><span class="delimiter">"</span><span class="content">sine</span><span class="delimiter">"</span></span>}
})
}
},
circle({<span class="key">radius</span>: <span class="integer">100</span>, <span class="key">detail</span>: <span class="integer">64</span>}),
rect({<span class="key">width</span>: <span class="integer">100</span>, <span class="key">height</span>: <span class="integer">100</span>, <span class="key">radius</span>: <span class="integer">4</span>, <span class="key">detail</span>: <span class="integer">64</span>})
)
]
}
}
})
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