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 {
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color: inherit;
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body {
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.CodeRay .regexp { background-color:hsla(300,100%,50%,0.06); }
.CodeRay .regexp .content { color:#808 }
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.CodeRay .change .change { color: #88f }
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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>
define.<span class="reserved">class</span>(<span class="string"><span class="delimiter">"</span><span class="content">$server/composition</span><span class="delimiter">"</span></span>,<span class="keyword">function</span>(require, <span class="predefined">$ui$</span>, screen, view) {
<span class="local-variable">this</span>.<span class="function">render</span> = <span class="keyword">function</span>() {
<span class="keyword">return</span> [screen({
<span class="key">clearcolor</span>:<span class="string"><span class="delimiter">'</span><span class="content">black</span><span class="delimiter">'</span></span>
},
view({
<span class="key">flex</span>:<span class="integer">1</span>,
<span class="key">bgcolor</span>:<span class="string"><span class="delimiter">'</span><span class="content">red</span><span class="delimiter">'</span></span>,
<span class="key">mousepos</span>:vec2(<span class="integer">0</span>,<span class="integer">0</span>),
<span class="function">pointermove</span>:<span class="keyword">function</span>(event){
<span class="local-variable">this</span>.mousepos = event.value
},
<span class="key">hardrect</span>:{
<span class="key">dump</span>:<span class="integer">1</span>,
<span class="function">color</span>:<span class="keyword">function</span>(){
<span class="keyword">if</span>(mesh.depth><span class="integer">13</span>.){
<span class="keyword">var</span> len = min(pow(<span class="float">1.5</span>-length(mesh.pos),<span class="integer">8</span>.),<span class="integer">1</span>.)
<span class="keyword">if</span>(mesh.isberry><span class="integer">0</span>.){
<span class="keyword">return</span> mycolor*len
}
<span class="keyword">else</span>{
<span class="keyword">return</span> mycolor*len
}
}
<span class="keyword">return</span> mix(<span class="string"><span class="delimiter">'</span><span class="content">brown</span><span class="delimiter">'</span></span>,mycolor,mesh.depth/<span class="integer">12</span>)*sin(mesh.pos.y*PI)
},
<span class="key">mesh</span>:define.struct({
<span class="key">pos</span>:vec2,
<span class="key">path</span>:<span class="reserved">float</span>,
<span class="key">depth</span>:<span class="reserved">float</span>,
<span class="key">isberry</span>:<span class="reserved">float</span>
}).array(),
<span class="function">position</span>:<span class="keyword">function</span>(){
<span class="keyword">var</span> mainscale = vec2(<span class="integer">50</span>,<span class="integer">50</span>)
<span class="keyword">var</span> mainoffset = vec2(<span class="integer">400</span>,<span class="integer">500</span>)
<span class="keyword">var</span> mousepos = (view.mousepos - mainoffset) / mainscale
<span class="comment">// the path is a set of float 'bits' that can be walked to go left or right</span>
<span class="keyword">var</span> path = mesh.path
<span class="comment">// cumulative position of the tree branch or leaf</span>
<span class="keyword">var</span> pos = vec2(<span class="integer">0</span>,<span class="integer">0</span>)
<span class="comment">// cumulative scale</span>
<span class="keyword">var</span> scale = vec2(<span class="integer">1</span>,<span class="integer">1</span>)
<span class="comment">// the direction vector is rotated as we go</span>
<span class="keyword">var</span> dir = vec2(<span class="integer">0</span>,-<span class="float">0.8</span>)
<span class="comment">// the turbulence factor</span>
<span class="keyword">var</span> turbulence =<span class="integer">3</span>.
<span class="comment">// the depth of the rectangle we are processing</span>
<span class="keyword">var</span> depth = <span class="reserved">int</span>(mesh.depth)
<span class="keyword">var</span> swoosh = mod(view.time, mesh.depth)
<span class="comment">// run over the whole depth, note we don't use i < depth because thats not allowed in webGL, has to be fixed number</span>
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>; i < <span class="integer">14</span>; i++){
<span class="keyword">if</span>(i >= depth) <span class="keyword">break</span>
<span class="comment">// this is like path&1 binary arithmetic done using floats</span>
<span class="keyword">var</span> right = mod(path, <span class="integer">2</span>.)
<span class="comment">// its the right branch</span>
<span class="keyword">var</span> angle = <span class="integer">25</span>.*math.DEG+<span class="float">0.01</span> *turbulence*sin(view.time)
<span class="keyword">if</span>(right><span class="integer">0</span>.){
angle = -<span class="integer">1</span>.*angle
}
<span class="comment">// rotate by mouse position</span>
<span class="keyword">var</span> dist = max(<span class="integer">50</span>.-<span class="integer">10</span>.*length(mousepos - pos)-sin(view.time),<span class="integer">0</span>.)
angle -= dist*<span class="float">0.01</span>
dir = math.rotate2d(dir,angle)
<span class="comment">// accumulate position scale</span>
pos += (dir * scale)*<span class="float">1.9</span>
scale = scale * vec2(<span class="float">0.85</span>,<span class="float">0.85</span>)
<span class="comment">// this is like path = path >>1 in float</span>
path = floor(path / <span class="integer">2</span>.)
}
<span class="comment">// our colornoise varying</span>
colornoise = <span class="integer">0</span>.
<span class="comment">// the leaves have a different scale/center than the branches so make it tweakable</span>
<span class="keyword">var</span> vscale = vec2(<span class="integer">1</span>.,<span class="float">.5</span>)
<span class="keyword">var</span> vcen = vec2(-<span class="float">.8</span>,-<span class="float">.4</span>)
<span class="comment">// we are a leaf or berry</span>
<span class="keyword">if</span>(depth > <span class="integer">13</span>){
<span class="keyword">var</span> noise = noise.noise3d(vec3(pos.x*<span class="float">.1</span>,pos.y*<span class="float">.1</span>,<span class="float">0.5</span>*view.time)) * turbulence
colornoise = noise
<span class="comment">// only rotate the leaves</span>
<span class="keyword">if</span>(mesh.isberry > <span class="integer">0</span>.){
mycolor = <span class="string"><span class="delimiter">'</span><span class="content">blue</span><span class="delimiter">'</span></span>
scale *= vec2(<span class="float">1.5</span>,<span class="float">1.5</span>)
}
<span class="keyword">else</span>{
dir = math.rotate2d(dir, -<span class="integer">50</span>.*math.DEG*noise)
mycolor = pal.pal5(<span class="float">0.1</span>*colornoise+<span class="float">0.1</span>*view.time)
}
scale *= vec2(<span class="integer">1</span>,<span class="integer">4</span>.)
vscale = vec2(<span class="integer">3</span>.,<span class="float">.5</span>)
vcen = vec2(<span class="float">0.8</span>,<span class="integer">0</span>.)
}
<span class="keyword">else</span>{
mycolor = pal.pal5(<span class="float">0.1</span>*colornoise + mesh.pos.y+mesh.depth/<span class="integer">14</span>+<span class="float">0.1</span>*view.time)
}
<span class="comment">// compute the final position</span>
<span class="keyword">var</span> p = (math.rotate2d((mesh.pos*vscale+vcen)*scale, atan(dir.y,dir.x)) + pos) * mainscale + mainoffset
<span class="keyword">return</span> vec4(p, <span class="integer">0</span>, <span class="integer">1</span>) * view.totalmatrix * view.viewmatrix
},
<span class="function">update</span>:<span class="keyword">function</span>(){
<span class="keyword">var</span> mesh = <span class="local-variable">this</span>.mesh = <span class="local-variable">this</span>.mesh.struct.array()
<span class="keyword">function</span> <span class="function">recur</span>(path, depth){
<span class="keyword">var</span> isberry = <span class="integer">0</span>
<span class="comment">// probabilistically spread the berries through the tree</span>
<span class="keyword">if</span>(depth > <span class="integer">13</span> && Math.random()<<span class="float">0.1</span>) isberry = <span class="integer">1</span>
<span class="comment">// we push plain rectangles in the geometry buffer with just the path + depth added</span>
mesh.pushQuad(
-<span class="integer">1</span>,-<span class="integer">1</span>, path, depth, isberry,
<span class="integer">1</span>,-<span class="integer">1</span>, path, depth, isberry,
-<span class="integer">1</span>,<span class="integer">1</span>, path, depth, isberry,
<span class="integer">1</span>,<span class="integer">1</span>, path, depth, isberry
)
<span class="comment">// bail when at level 14</span>
<span class="keyword">if</span>(depth><span class="integer">13</span>)<span class="keyword">return</span>
<span class="comment">// recur left and right, encode the 'right' with a power of 2 'flag' in the path boolean</span>
recur(path, depth+<span class="integer">1</span>)
recur(path + Math.pow(<span class="integer">2</span>, depth), depth+<span class="integer">1</span>)
}
recur(<span class="integer">0</span>,<span class="integer">0</span>)
}
}
})
)]
}
})
</pre></td>
</tr></table>
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