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
<!DOCTYPE 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%) !important;
color: gray !important;
text-decoration: none !important;
}
.CodeRay .line-numbers pre {
word-break: normal;
}
.CodeRay .line-numbers a:target { color: blue !important; }
.CodeRay .line-numbers .highlighted { color: red !important; }
.CodeRay .line-numbers .highlighted a { color: red !important; }
.CodeRay span.line-numbers { padding: 0px 4px; }
.CodeRay .line { display: block; float: left; width: 100%; }
.CodeRay .code { width: 100%; }
.CodeRay .debug { color: white !important; background: blue !important; }
.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>
<td class="line-numbers"><pre><a href="#n1" name="n1">1</a>
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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>
define.<span class="reserved">class</span>(<span class="string"><span class="delimiter">'</span><span class="content">$system/base/shader</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(require, exports){
<span class="keyword">var</span> gltypes = require(<span class="string"><span class="delimiter">'</span><span class="content">$system/base/gltypes</span><span class="delimiter">'</span></span>)
exports.Texture =
<span class="local-variable">this</span>.Texture = require(<span class="string"><span class="delimiter">'</span><span class="content">./texturewebgl</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.<span class="function">compileShader</span> = <span class="keyword">function</span>(gldevice){
<span class="keyword">var</span> vtx_state = <span class="local-variable">this</span>.vtx_state
<span class="keyword">var</span> pix_state = <span class="local-variable">this</span>.pix_state
<span class="keyword">var</span> vtx_code = vtx_state.code
<span class="keyword">var</span> pix_color = pix_state.code_color
<span class="keyword">var</span> pix_pick = pix_state.code_pick
<span class="keyword">var</span> pix_debug = pix_state.code_debug
<span class="keyword">var</span> gl = gldevice.gl
<span class="keyword">var</span> cache_id = vtx_code + pix_color + <span class="local-variable">this</span>.has_pick
<span class="keyword">var</span> shader = gldevice.shadercache[cache_id]
<span class="keyword">if</span>(shader) <span class="keyword">return</span> shader
<span class="keyword">var</span> vtx_shader = gl.createShader(gl.VERTEX_SHADER)
gl.shaderSource(vtx_shader, vtx_code)
gl.compileShader(vtx_shader)
<span class="keyword">if</span> (!gl.getShaderParameter(vtx_shader, gl.COMPILE_STATUS)){
<span class="keyword">var</span> err = gl.getShaderInfoLog(vtx_shader)
console.error(err.toString(), <span class="local-variable">this</span>.annotateLines(vtx_code))
<span class="keyword">return</span>
<span class="comment">//throw new Error(err)</span>
}
<span class="comment">// compile the shader</span>
<span class="keyword">var</span> pix_color_shader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(pix_color_shader, pix_color)
gl.compileShader(pix_color_shader)
<span class="keyword">if</span> (!gl.getShaderParameter(pix_color_shader, gl.COMPILE_STATUS)){
<span class="keyword">var</span> err = gl.getShaderInfoLog(pix_color_shader)
console.error(err.toString(), <span class="local-variable">this</span>.annotateLines(pix_color))
<span class="keyword">return</span>
<span class="comment">//throw new Error(err)</span>
}
shader = gldevice.shadercache[cache_id] = gl.createProgram()
gl.attachShader(shader, vtx_shader)
gl.attachShader(shader, pix_color_shader)
gl.linkProgram(shader)
<span class="keyword">if</span> (!gl.getProgramParameter(shader, gl.LINK_STATUS)){
<span class="keyword">var</span> err = gl.getProgramInfoLog(shader)
console.error(err.toString(), <span class="local-variable">this</span>.annotateLines(pix_color))
<span class="keyword">return</span>
<span class="comment">//throw new Error(err)</span>
}
<span class="local-variable">this</span>.getLocations(gl, shader, vtx_state, pix_state)
<span class="keyword">if</span>(<span class="local-variable">this</span>.compile_use) <span class="local-variable">this</span>.compileUse(shader)
<span class="keyword">if</span>(pix_debug){
<span class="comment">// compile the pick shader</span>
<span class="keyword">var</span> pix_debug_shader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(pix_debug_shader, pix_debug)
gl.compileShader(pix_debug_shader)
<span class="keyword">if</span> (!gl.getShaderParameter(pix_debug_shader, gl.COMPILE_STATUS)){
<span class="keyword">var</span> err = gl.getShaderInfoLog(pix_debug_shader)
console.log(err.toString(), <span class="local-variable">this</span>.annotateLines(pix_debug))
<span class="keyword">throw</span> <span class="keyword">new</span> Error(err)
}
shader.debug = gl.createProgram()
gl.attachShader(shader.debug, vtx_shader)
gl.attachShader(shader.debug, pix_debug_shader)
gl.linkProgram(shader.debug)
<span class="comment">// add our pick uniform</span>
<span class="local-variable">this</span>.getLocations(gl, shader.debug, vtx_state, pix_state)
<span class="keyword">if</span>(<span class="local-variable">this</span>.compile_use) <span class="local-variable">this</span>.compileUse(shader.debug)
}
<span class="keyword">if</span>(<span class="local-variable">this</span>.has_pick){
<span class="comment">// compile the pick shader</span>
<span class="keyword">var</span> pix_pick_shader = gl.createShader(gl.FRAGMENT_SHADER)
gl.shaderSource(pix_pick_shader, pix_pick)
gl.compileShader(pix_pick_shader)
<span class="keyword">if</span> (!gl.getShaderParameter(pix_pick_shader, gl.COMPILE_STATUS)){
<span class="keyword">var</span> err = gl.getShaderInfoLog(pix_pick_shader)
console.log(err.toString(), <span class="local-variable">this</span>.annotateLines(pix_pick))
<span class="keyword">throw</span> <span class="keyword">new</span> Error(err)
}
shader.pick = gl.createProgram()
gl.attachShader(shader.pick, vtx_shader)
gl.attachShader(shader.pick, pix_pick_shader)
gl.linkProgram(shader.pick)
<span class="comment">// add our pick uniform</span>
pix_state.uniforms[<span class="string"><span class="delimiter">'</span><span class="content">pickguid</span><span class="delimiter">'</span></span>] = vec3
pix_state.uniforms[<span class="string"><span class="delimiter">'</span><span class="content">pickalpha</span><span class="delimiter">'</span></span>] = <span class="reserved">float</span>
<span class="local-variable">this</span>.getLocations(gl, shader.pick, vtx_state, pix_state)
<span class="keyword">if</span>(<span class="local-variable">this</span>.compile_use) <span class="local-variable">this</span>.compileUse(shader.pick)
}
<span class="keyword">return</span> shader
}
<span class="local-variable">this</span>.<span class="function">useShader</span> = <span class="keyword">function</span>(gl, shader){
<span class="keyword">if</span>(!shader) <span class="keyword">return</span>
<span class="keyword">if</span>(shader.use) <span class="keyword">return</span> shader.use(gl, shader, <span class="local-variable">this</span>)
<span class="comment">// use the shader</span>
gl.useProgram(shader)
<span class="comment">// set uniforms</span>
<span class="keyword">var</span> uniset = shader.uniset
<span class="keyword">var</span> unilocs = shader.unilocs
<span class="keyword">for</span>(<span class="keyword">var</span> key <span class="keyword">in</span> uniset){
<span class="keyword">var</span> loc = unilocs[key]
<span class="keyword">var</span> split = loc.split
<span class="keyword">if</span>(split){
<span class="keyword">for</span>(<span class="keyword">var</span> i = <span class="integer">0</span>, prop = <span class="local-variable">this</span>; i < split.length; i ++) prop = prop[split[i]]
<span class="keyword">if</span>(loc.last !== prop){
loc.last = prop
uniset[key](gl, loc.loc, prop)
}
}
<span class="keyword">else</span>{
<span class="keyword">var</span> prop = <span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">_</span><span class="delimiter">'</span></span> + key]
<span class="comment">//if(this.dbg) console.log(key, prop)</span>
<span class="keyword">if</span>(loc.last !== prop){
loc.last = prop
uniset[key](gl, loc.loc, prop)
}
}
}
<span class="comment">// textures</span>
<span class="keyword">var</span> texlocs = shader.texlocs
<span class="keyword">var</span> texid = <span class="integer">0</span>
<span class="keyword">for</span>(<span class="keyword">var</span> key <span class="keyword">in</span> texlocs){
<span class="keyword">var</span> texinfo = texlocs[key]
<span class="keyword">var</span> split = texinfo.split
<span class="keyword">if</span>(split){
<span class="keyword">for</span>(<span class="keyword">var</span> texture = <span class="local-variable">this</span>, i = <span class="integer">0</span>; i < split.length; i ++) texture = texture[split[i]]
}
<span class="keyword">else</span>{
<span class="keyword">var</span> texture = <span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">_</span><span class="delimiter">'</span></span> + texinfo.name] || <span class="local-variable">this</span>[texinfo.name]
}
<span class="comment">// lets fetch the sampler</span>
<span class="keyword">var</span> gltex = texture[texinfo.samplerid]
<span class="comment">// lets do the texture slots correct</span>
<span class="keyword">if</span>(!gltex){
gltex = texture.createGLTexture(gl, texid, texinfo)
<span class="keyword">if</span>(!gltex){
gltex = <span class="local-variable">this</span>.default_texture.createGLTexture(gl, texid, texinfo)
}
}
<span class="keyword">else</span>{
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
<span class="keyword">if</span>(texture.updateid !== gltex.updateid){
texture.updateGLTexture(gl, gltex)
}
}
gl.uniform1i(texinfo.loc, texid)
texid++
}
<span class="comment">// set attributes</span>
<span class="keyword">var</span> attrlocs = shader.attrlocs
<span class="keyword">var</span> len = <span class="integer">0</span> <span class="comment">// pull the length out of the buffers</span>
<span class="keyword">var</span> lastbuf
<span class="keyword">for</span>(<span class="keyword">var</span> key <span class="keyword">in</span> attrlocs){
<span class="keyword">var</span> attrloc = attrlocs[key]
<span class="keyword">if</span>(attrloc.name){
<span class="keyword">var</span> buf = <span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">_</span><span class="delimiter">'</span></span> + attrloc.name]
}
<span class="keyword">else</span>{
<span class="keyword">var</span> buf = <span class="local-variable">this</span>[<span class="string"><span class="delimiter">'</span><span class="content">_</span><span class="delimiter">'</span></span> + key]
}
<span class="keyword">if</span>(lastbuf !== buf){
lastbuf = buf
<span class="keyword">if</span>(!buf.glvb) buf.glvb = gl.createBuffer()
<span class="keyword">if</span>(buf.length > len) len = buf.length
gl.bindBuffer(gl.ARRAY_BUFFER, buf.glvb)
<span class="keyword">if</span>(!buf.clean){
gl.bufferData(gl.ARRAY_BUFFER, buf.array.buffer, gl.STREAM_DRAW )
buf.clean = <span class="predefined-constant">true</span>
}
}
<span class="keyword">var</span> loc = attrloc.loc
gl.enableVertexAttribArray(loc)
<span class="keyword">if</span>(attrloc.name){ <span class="comment">// ok so. lets set the vertexAttribPointer</span>
gl.vertexAttribPointer(loc, attrloc.slots, gl.FLOAT, <span class="predefined-constant">false</span>, buf.stride, attrloc.offset)
}
<span class="keyword">else</span>{
gl.vertexAttribPointer(loc, buf.slots, gl.FLOAT, <span class="predefined-constant">false</span>, buf.stride, <span class="integer">0</span>)
}
}
<span class="comment">// set up blend mode</span>
<span class="keyword">if</span>(<span class="local-variable">this</span>.alpha_blend_eq.op){
<span class="keyword">var</span> constant = <span class="local-variable">this</span>.constant
<span class="keyword">if</span>(constant) gl.blendColor(constant[<span class="integer">0</span>], constant[<span class="integer">1</span>], constant[<span class="integer">2</span>], constant.length><span class="integer">3</span>?constant[<span class="integer">3</span>]:<span class="integer">1</span>)
gl.enable(gl.BLEND)
gl.blendEquationSeparate(<span class="local-variable">this</span>.color_blend_eq.op, <span class="local-variable">this</span>.alpha_blend_eq.op)
gl.blendFuncSeparate(
<span class="local-variable">this</span>.color_blend_eq.src,
<span class="local-variable">this</span>.color_blend_eq.dst,
<span class="local-variable">this</span>.alpha_blend_eq.src,
<span class="local-variable">this</span>.alpha_blend_eq.dst
)
}
<span class="keyword">else</span> <span class="keyword">if</span>(<span class="local-variable">this</span>.color_blend_eq.op){
<span class="keyword">var</span> constant = <span class="local-variable">this</span>.constant
<span class="keyword">if</span>(constant) gl.blendColor(constant[<span class="integer">0</span>], constant[<span class="integer">1</span>], constant[<span class="integer">2</span>], constant.length><span class="integer">3</span>?constant[<span class="integer">3</span>]:<span class="integer">1</span>)
gl.enable(gl.BLEND)
gl.blendEquation(<span class="local-variable">this</span>.color_blend_eq.op)
gl.blendFunc(<span class="local-variable">this</span>.color_blend_eq.src, <span class="local-variable">this</span>.color_blend_eq.dst)
}
<span class="keyword">else</span>{
gl.disable(gl.BLEND)
}
<span class="comment">// set up depth test</span>
<span class="keyword">if</span>(<span class="local-variable">this</span>.depth_test_eq.func > <span class="integer">1</span>){
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(<span class="local-variable">this</span>.depth_test_eq.func)
}
<span class="keyword">else</span>{
gl.disable(gl.DEPTH_TEST)
}
<span class="keyword">return</span> len
}
<span class="local-variable">this</span>.compile_use = <span class="predefined-constant">true</span>
<span class="local-variable">this</span>.<span class="function">useShaderTemplate</span> = <span class="keyword">function</span>(gl, shader, root){
<span class="comment">// use the shader</span>
gl.useProgram(shader)
<span class="comment">// set uniforms</span>
SET_UNIFORMS
<span class="comment">// textures</span>
TEXTURE_START
<span class="keyword">var</span> texture = TEXTURE_VALUE
<span class="comment">// lets fetch the sampler</span>
<span class="keyword">var</span> gltex = texture.TEXTURE_SAMPLER
<span class="comment">// lets do the texture slots correct</span>
<span class="keyword">if</span>(!gltex){
<span class="keyword">if</span>(!texture.createGLTexture) texture = TEXTURE_VALUE = root.Texture.fromStub(texture)
gltex = texture.createGLTexture(gl, TEXTURE_ID, TEXTURE_INFO)
<span class="keyword">if</span>(!gltex) <span class="keyword">return</span> <span class="integer">0</span>
gltex.updateid = texture.updateid
}
<span class="keyword">else</span>{
gl.activeTexture(TEXTUREGL_ID) <span class="comment">// gl.TEXTURE0 + TEXTURE_ID</span>
gl.bindTexture(gl.TEXTURE_2D, gltex)
<span class="keyword">if</span>(texture.updateid !== gltex.updateid){
texture.updateGLTexture(gl, gltex)
}
}
gl.uniform1i(TEXTURE_LOC, TEXTURE_ID)
TEXTURE_END
<span class="comment">// attributes</span>
<span class="keyword">var</span> len = <span class="integer">0</span> <span class="comment">// pull the length out of the buffers</span>
<span class="keyword">var</span> lastbuf
ATTRLOC_START
<span class="keyword">var</span> buf = ATTRLOC_BUF
<span class="keyword">if</span> (!buf) <span class="keyword">return</span> <span class="integer">0</span>;
<span class="keyword">if</span>(lastbuf !== buf){
lastbuf = buf
<span class="keyword">if</span>(buf.length > len) len = buf.length
<span class="keyword">if</span>(len === <span class="integer">0</span>) <span class="keyword">return</span> <span class="integer">0</span>
<span class="keyword">if</span>(!buf.glvb){
buf.glvb = gl.createBuffer()
buf.clean = <span class="predefined-constant">false</span>
}
gl.bindBuffer(gl.ARRAY_BUFFER, buf.glvb)
<span class="keyword">if</span>(!buf.clean){
<span class="keyword">var</span> dt = Date.now()
gl.bufferData(gl.ARRAY_BUFFER, buf.array, gl.STATIC_DRAW)
buf.clean = <span class="predefined-constant">true</span>
}
}
<span class="keyword">var</span> loc = ATTRLOC_LOC
gl.enableVertexAttribArray(loc)
ATTRLOC_ATTRIBPTR
ATTRLOC_END
<span class="comment">// set up blend mode</span>
<span class="keyword">if</span>(root.alpha_blend_eq.op){
<span class="keyword">var</span> constant = root.constant
<span class="keyword">if</span>(constant) gl.blendColor(constant[<span class="integer">0</span>], constant[<span class="integer">1</span>], constant[<span class="integer">2</span>], constant.length><span class="integer">3</span>? constant[<span class="integer">3</span>]: <span class="integer">1</span>)
gl.enable(gl.BLEND)
gl.blendEquationSeparate(root.color_blend_eq.op, root.alpha_blend_eq.op)
gl.blendFuncSeparate(
root.color_blend_eq.src,
root.color_blend_eq.dst,
root.alpha_blend_eq.src,
root.alpha_blend_eq.dst
)
}
<span class="keyword">else</span> <span class="keyword">if</span>(root.color_blend_eq.op){
<span class="keyword">var</span> constant = root.constant
<span class="keyword">if</span>(constant) gl.blendColor(constant[<span class="integer">0</span>], constant[<span class="integer">1</span>], constant[<span class="integer">2</span>], constant.length><span class="integer">3</span>? constant[<span class="integer">3</span>]: <span class="integer">1</span>)
gl.enable(gl.BLEND)
gl.blendEquation(root.color_blend_eq.op)
gl.blendFunc(root.color_blend_eq.src, root.color_blend_eq.dst)
}
<span class="keyword">else</span>{
gl.disable(gl.BLEND)
}
<span class="comment">// set up depth test</span>
<span class="keyword">if</span>(root.depth_test_eq.func > <span class="integer">1</span>){
<span class="comment">//console.log(root.depth_test_eq)</span>
gl.enable(gl.DEPTH_TEST)
gl.depthFunc(root.depth_test_eq.func)
}
<span class="keyword">else</span>{
gl.disable(gl.DEPTH_TEST)
}
<span class="comment">// set up depth mask</span>
<span class="keyword">if</span>(root.depth_mask === <span class="predefined-constant">false</span>){
gl.depthMask(<span class="predefined-constant">false</span>)
}
<span class="keyword">else</span>{
gl.depthMask(<span class="predefined-constant">true</span>)
}
<span class="keyword">return</span> len
}
<span class="local-variable">this</span>.<span class="function">compileUse</span> = <span class="keyword">function</span>(shader){
<span class="comment">// alright lets compile our useShader from</span>
<span class="keyword">var</span> tpl = <span class="local-variable">this</span>.useShaderTemplate.toString()
tpl = tpl.replace(<span class="regexp"><span class="delimiter">/</span><span class="content">^function</span><span class="delimiter">/</span></span>, <span class="string"><span class="delimiter">"</span><span class="content">function useshader_</span><span class="delimiter">"</span></span> + (<span class="local-variable">this</span>.view?<span class="local-variable">this</span>.view.constructor.name:<span clas