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/texture</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(require, exports){
<span class="comment">// internal, DaliApi is a static object to access the dali api</span>
DaliApi = require(<span class="string"><span class="delimiter">'</span><span class="content">./dali_api</span><span class="delimiter">'</span></span>)
<span class="keyword">var</span> Texture = exports
Texture.GlobalId = <span class="integer">0</span>
Texture.<span class="function">Image</span> = <span class="keyword">function</span>(path) {
<span class="comment">//console.log('setting path to ', path);</span>
<span class="local-variable">this</span>.path = path;
}
<span class="comment">// Map hash of texture to an existing texture</span>
Texture.Cache = {};
fs = require(<span class="string"><span class="delimiter">'</span><span class="content">fs</span><span class="delimiter">'</span></span>);
<span class="local-variable">this</span>.<span class="function">atConstructor</span> = <span class="keyword">function</span>(type, w, h, device){
<span class="local-variable">this</span>.id = ++Texture.GlobalId;
<span class="local-variable">this</span>.device = device
<span class="local-variable">this</span>.type = type
<span class="local-variable">this</span>.size = vec2(w, h)
}
<span class="local-variable">this</span>.ratio = <span class="integer">1</span>
<span class="local-variable">this</span>.frame_buf = <span class="predefined-constant">null</span>
Texture.<span class="function">fromStub</span> = <span class="keyword">function</span>(stub){
<span class="keyword">return</span> Texture.buildDaliTexture(stub.array, stub.type, stub.size[<span class="integer">0</span>], stub.size[<span class="integer">1</span>]);
}
Texture.<span class="function">fromType</span> = <span class="keyword">function</span>(type){
<span class="comment">//console.log('********** fromType', type);</span>
<span class="keyword">return</span> <span class="keyword">new</span> Texture(type,<span class="integer">0</span>,<span class="integer">0</span>)
}
<span class="comment">// Load from a local image file. Returns the Texture</span>
Texture.<span class="function">fromLocalImage</span> = <span class="keyword">function</span>(path){
<span class="keyword">var</span> dali = DaliApi.dali;
<span class="keyword">var</span> img = <span class="keyword">new</span> dali.ResourceImage({<span class="key">url</span>: path});
<span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(Texture.RGBA, img.getWidth(), img.getHeight())
tex.path = path;
tex.image = img
<span class="keyword">if</span> (DaliApi.emitcode) {
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var texture</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content"> = new dali.ResourceImage({url: </span><span class="char">\'</span><span class="delimiter">'</span></span> + path + <span class="string"><span class="delimiter">'</span><span class="char">\'</span><span class="content">});</span><span class="delimiter">'</span></span>);
}
<span class="keyword">return</span> tex
}
<span class="comment">// Load texture from a local file or remote url.</span>
<span class="comment">// If imagedata is a texture, it is returned immediately.</span>
<span class="comment">// If the image is loaded remotely, the callback function is called when</span>
<span class="comment">// the texture is loaded.</span>
Texture.<span class="function">fromImage</span> = <span class="keyword">function</span>(imagedata, callback){
<span class="comment">// Return immediately if a texture was specified</span>
<span class="keyword">if</span> (imagedata.image || imagedata.array)
<span class="keyword">return</span> imagedata;
<span class="keyword">var</span> dali = DaliApi.dali;
<span class="comment">// With dali, the references should either be absolute, or relative</span>
<span class="comment">// to the path where dali runs.</span>
<span class="keyword">var</span> fullpath = imagedata.path;
<span class="keyword">if</span> (!fullpath) {
console.error(<span class="string"><span class="delimiter">'</span><span class="content">Error: Use require() to load images for DALi platform</span><span class="delimiter">'</span></span>);
<span class="keyword">return</span> <span class="keyword">new</span> Texture(Texture.RGBA, <span class="integer">0</span>, <span class="integer">0</span>);
}
<span class="keyword">if</span> (imagedata.path[<span class="integer">0</span>] !== <span class="string"><span class="delimiter">'</span><span class="content">/</span><span class="delimiter">'</span></span>) fullpath = define.<span class="predefined">$example</span> + fullpath;
<span class="keyword">if</span> (fullpath.indexOf(<span class="string"><span class="delimiter">'</span><span class="content">http</span><span class="delimiter">'</span></span>) < <span class="integer">0</span>) {
<span class="comment">// Local assets</span>
<span class="keyword">return</span> Texture.fromLocalImage(fullpath);
}
<span class="comment">// Remote assets are loaded into the cache</span>
<span class="keyword">var</span> localpath = define.mapToCacheDir(fullpath);
<span class="keyword">try</span> {
<span class="keyword">if</span> (fs.statSync(localpath).isFile()) {
<span class="comment">// File is already in the cache</span>
<span class="keyword">return</span> Texture.fromLocalImage(localpath);
}
}
<span class="keyword">catch</span> (e) {
}
<span class="comment">// Load the image into the cache.</span>
define.httpGetCached(fullpath).then(<span class="keyword">function</span>(result){
<span class="keyword">var</span> img = <span class="keyword">new</span> dali.ResourceImage({<span class="key">url</span>: result.path});
<span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(Texture.RGBA, img.getWidth(), img.getHeight());
tex.image = img;
<span class="keyword">if</span> (callback)
callback(tex);
});
}
Texture.<span class="function">fromArray</span> = <span class="keyword">function</span>(array, w, h){
<span class="keyword">return</span> Texture.buildDaliTexture(array, Texture.RGBA, w, h);
}
<span class="comment">// Construct a texture from a ArrayBuffer, with a width/height (DALI)</span>
Texture.<span class="function">buildDaliTexture</span> = <span class="keyword">function</span>(array, type, w, h){
<span class="keyword">var</span> dali = DaliApi.dali;
<span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(type, w, h)
tex.array = array
<span class="comment">// Dali wants a byte array. Use a checksum + size to cache the data</span>
<span class="keyword">var</span> uint8 = <span class="keyword">new</span> Uint8Array(array);
<span class="keyword">var</span> sum = <span class="integer">0</span>;
<span class="keyword">var</span> offset = <span class="integer">0</span>;
<span class="keyword">var</span> nbytes = w * h * ((type == Texture.RGBA) ? <span class="integer">4</span> : <span class="integer">1</span>);
<span class="keyword">for</span> (<span class="keyword">var</span> i=<span class="integer">0</span>; i<nbytes; i++) {
sum += uint8[offset++];
}
<span class="comment">// Cache the texture based upon its size and texture data</span>
<span class="keyword">var</span> texture_key = w + <span class="string"><span class="delimiter">'</span><span class="content">:</span><span class="delimiter">'</span></span> + h + <span class="string"><span class="delimiter">'</span><span class="content">:</span><span class="delimiter">'</span></span> + sum;
<span class="keyword">if</span> (texture_key <span class="keyword">in</span> Texture.Cache) {
tex = Texture.Cache[texture_key];
<span class="comment">//console.log('Found cached texture', type, w, h, texture_key);</span>
<span class="keyword">return</span> tex;
}
<span class="comment">//console.log('buildDaliTexture', type, w, h, texture_key);</span>
<span class="comment">// Support 1-byte per pixel and 4-byte per pixel textures.</span>
<span class="keyword">var</span> pixel_type = (type == Texture.LUMINANCE) ? dali.PIXEL_FORMAT_L8 : dali.PIXEL_FORMAT_RGBA8888;
<span class="keyword">var</span> image_options = {
<span class="key">width</span>: w,
<span class="key">height</span>: h,
<span class="key">pixelFormat</span> : pixel_type
};
<span class="comment">//console.log('********** fromArray', image_options, uint8.length);</span>
<span class="keyword">var</span> img = <span class="keyword">new</span> dali.BufferImage(uint8, image_options);
tex.image = img;
Texture.Cache[texture_key] = tex;
<span class="keyword">if</span> (DaliApi.emitcode) {
<span class="comment">// Write font_<INDEX>.bin</span>
<span class="keyword">var</span> buffer = <span class="keyword">new</span> Buffer(uint8);
fs.writeFile(<span class="string"><span class="delimiter">'</span><span class="content">font_</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">.bin</span><span class="delimiter">'</span></span>, buffer, <span class="string"><span class="delimiter">'</span><span class="content">binary</span><span class="delimiter">'</span></span>, <span class="keyword">function</span>(err) {
<span class="keyword">if</span> (err) {
console.log(<span class="string"><span class="delimiter">'</span><span class="content">File ERROR</span><span class="delimiter">'</span></span>, err);
<span class="keyword">throw</span> err;
}
<span class="comment">//console.log('File Saved');</span>
});
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var texture</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">;</span><span class="delimiter">'</span></span>);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var fs = require(</span><span class="char">\'</span><span class="content">fs</span><span class="char">\'</span><span class="content">);</span><span class="delimiter">'</span></span>);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var texturedata</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content"> = fs.readFileSync(</span><span class="char">\'</span><span class="content">font_</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">.bin</span><span class="char">\'</span><span class="content">);</span><span class="delimiter">'</span></span>);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var image_options</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content"> = {width: </span><span class="delimiter">'</span></span> + w + <span class="string"><span class="delimiter">'</span><span class="content">, height: </span><span class="delimiter">'</span></span> + h + <span class="string"><span class="delimiter">'</span><span class="content">, pixelFormat : </span><span class="delimiter">'</span></span> + pixel_type + <span class="string"><span class="delimiter">'</span><span class="content">}</span><span class="delimiter">'</span></span>);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var uint8_</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content"> = new Uint8Array(texturedata</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">);</span><span class="delimiter">'</span></span>);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">DALICODE: var texture</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content"> = new dali.BufferImage(uint8_</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">, image_options</span><span class="delimiter">'</span></span> + tex.id + <span class="string"><span class="delimiter">'</span><span class="content">)</span><span class="delimiter">'</span></span>);
tex.img = img;
}
<span class="keyword">return</span> tex
}
Texture.<span class="function">createRenderTarget</span> = <span class="keyword">function</span>(type, width, height, device){
<span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(type, width, height, device)
tex.initAsRendertarget()
<span class="keyword">return</span> tex
}
<span class="comment">// type flags</span>
Texture.RGB = <span class="integer">1</span> <<<span class="integer">0</span>
Texture.RGBA = <span class="integer">1</span> << <span class="integer">1</span>
Texture.ALPHA = <span class="integer">1</span> << <span class="integer">3</span>
Texture.DEPTH = <span class="integer">1</span> << <span class="integer">4</span>
Texture.STENCIL = <span class="integer">1</span> << <span class="integer">5</span>
Texture.LUMINANCE = <span class="integer">1</span><< <span class="integer">6</span>
Texture.FLOAT = <span class="integer">1</span><<<span class="integer">10</span>
Texture.HALF_FLOAT = <span class="integer">1</span><<<span class="integer">11</span>
Texture.FLOAT_LINEAR = <span class="integer">1</span><<<span class="integer">12</span>
Texture.HALF_FLOAT_LINEAR = <span class="integer">1</span><<<span class="integer">13</span>
<span class="local-variable">this</span>.<span class="function">typeString</span> = <span class="keyword">function</span>(){
<span class="keyword">var</span> str = <span class="string"><span class="delimiter">'</span><span class="delimiter">'</span></span>
<span class="keyword">for</span>(<span class="keyword">var</span> key <span class="keyword">in</span> Texture){
<span class="keyword">var</span> value = Texture[key]
<span class="keyword">if</span>(<span class="keyword">typeof</span> value === <span class="string"><span class="delimiter">'</span><span class="content">number</span><span class="delimiter">'</span></span> && value & <span class="local-variable">this</span>.type){
<span class="keyword">if</span>(str) str += <span class="string"><span class="delimiter">'</span><span class="content">|</span><span class="delimiter">'</span></span>
str += <span class="string"><span class="delimiter">'</span><span class="content">Texture.</span><span class="delimiter">'</span></span>+key
}
}
<span class="keyword">return</span> str
}
<span class="local-variable">this</span>.<span class="function">initAsRendertarget</span> = <span class="keyword">function</span>(){
<span class="keyword">var</span> gl = <span class="local-variable">this</span>.device.gl
<span class="keyword">if</span>(!<span class="local-variable">this</span>.type) <span class="local-variable">this</span>.type = Texture.RGBA|Texture.DEPTH|Texture.STENCIL
<span class="keyword">var</span> type = <span class="local-variable">this</span>.type
<span class="local-variable">this</span>.glframe_buf = gl.createFramebuffer()
<span class="local-variable">this</span>.gltex = <span class="local-variable">this</span>.IL_AL_SC_TC = gl.createTexture()
<span class="comment">// our normal render to texture thing</span>
gl.bindTexture(gl.TEXTURE_2D, <span class="local-variable">this</span>.gltex)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
<span class="local-variable">this</span>.glbuf_type = gl.RGB
<span class="keyword">if</span>(type & Texture.LUMINANCE){
<span class="local-variable">this</span>.glbuf_type = gl.LUMINANCE
<span class="keyword">if</span>(type & TEXTURE.ALPHA) <span class="local-variable">this</span>.glbuf_type = gl.LUMINANCE_ALPHA
}
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.ALPHA) <span class="local-variable">this</span>.glbuf_type = gl.ALPHA
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.RGBA) <span class="local-variable">this</span>.glbuf_type = gl.RGBA
<span class="local-variable">this</span>.gldata_type = gl.UNSIGNED_BYTE
<span class="keyword">if</span>(type & Texture.HALF_FLOAT_LINEAR){
<span class="keyword">var</span> ext = gl._getExtension(<span class="string"><span class="delimiter">'</span><span class="content">OES_texture_half_float_linear</span><span class="delimiter">'</span></span>)
<span class="keyword">if</span>(!ext) <span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">No OES_texture_half_float_linear</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.gldata_type = ext.HALF_FLOAT_LINEAR_OES
}
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.FLOAT_LINEAR){
<span class="keyword">var</span> ext = gl._getExtension(<span class="string"><span class="delimiter">'</span><span class="content">OES_texture_float_linear</span><span class="delimiter">'</span></span>)
<span class="keyword">if</span>(!ext) <span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">No OES_texture_float_linear</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.gldata_type = ext.FLOAT_LINEAR_OES
}
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.HALF_FLOAT){
<span class="keyword">var</span> ext = gl._getExtension(<span class="string"><span class="delimiter">'</span><span class="content">OES_texture_half_float</span><span class="delimiter">'</span></span>)
<span class="keyword">if</span>(!ext) <span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">No OES_texture_half_float</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.gldata_type = ext.HALF_FLOAT_OES
}
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.HALF_FLOAT){
<span class="keyword">var</span> ext = gl._getExtension(<span class="string"><span class="delimiter">'</span><span class="content">OES_texture_float</span><span class="delimiter">'</span></span>)
<span class="keyword">if</span>(!ext) <span class="keyword">throw</span> <span class="keyword">new</span> Error(<span class="string"><span class="delimiter">'</span><span class="content">No OES_texture_float</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.gldata_type = gl.FLOAT
}
<span class="comment">// Create a layer object and attach to the texture. This will be</span>
<span class="comment">// activated when dalidevice#bindFramebuffer is called. The layer's</span>
<span class="comment">// parent will be the current layer</span>
DaliLayer = require(<span class="string"><span class="delimiter">'</span><span class="content">./dali_layer</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.dali_layer = <span class="keyword">new</span> DaliLayer(DaliApi.currentlayer, <span class="local-variable">this</span>.size[<span class="integer">0</span>], <span class="local-variable">this</span>.size[<span class="integer">1</span>]);
console.log(<span class="string"><span class="delimiter">'</span><span class="content">texturedali.initAsRendertarget texture NOT implemented</span><span class="delimiter">'</span></span>);
gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, <span class="local-variable">this</span>.glbuf_type, <span class="local-variable">this</span>.size[<span class="integer">0</span>], <span class="local-variable">this</span>.size[<span class="integer">1</span>], <span class="integer">0</span>, <span class="local-variable">this</span>.glbuf_type, <span class="local-variable">this</span>.gldata_type, <span class="predefined-constant">null</span>)
gl.bindFramebuffer(gl.FRAMEBUFFER, <span class="local-variable">this</span>.glframe_buf)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, <span class="local-variable">this</span>.gltex, <span class="integer">0</span>)
<span class="keyword">if</span>(type & Texture.DEPTH || type & Texture.STENCIL){
<span class="local-variable">this</span>.gldepth_buf = gl.createRenderbuffer()
<span class="local-variable">this</span>.gldepth_type = gl.DEPTH_COMPONENT16
<span class="local-variable">this</span>.glattach_type = gl.DEPTH_ATTACHMENT
<span class="keyword">if</span>(type & Texture.DEPTH && type & Texture.STENCIL){
<span class="local-variable">this</span>.gldepth_type = gl.DEPTH_STENCIL
<span class="local-variable">this</span>.glattach_type = gl.DEPTH_STENCIL_ATTACHMENT
}
<span class="keyword">else</span> <span class="keyword">if</span>(type & Texture.STENCIL){
<span class="local-variable">this</span>.gldepth_type = gl.STENCIL_INDEX
<span class="local-variable">this</span>.glattach_type = gl.STENCIL_ATTACHMENT
}
gl.bindRenderbuffer(gl.RENDERBUFFER, <span class="local-variable">this</span>.gldepth_buf)
gl.renderbufferStorage(gl.RENDERBUFFER, <span class="local-variable">this</span>.gldepth_type, <span class="local-variable">this</span>.size[<span class="integer">0</span>], <span class="local-variable">this</span>.size[<span class="integer">1</span>])
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, <span class="local-variable">this</span>.glattach_type, gl.RENDERBUFFER, <span class="local-variable">this</span>.gldepth_buf)
gl.bindRenderbuffer(gl.RENDERBUFFER, <span class="predefined-constant">null</span>)
}
gl.bindTexture(gl.TEXTURE_2D, <span class="predefined-constant">null</span>)
gl.bindFramebuffer(gl.FRAMEBUFFER, <span class="predefined-constant">null</span>)
}
<span class="local-variable">this</span>.<span class="keyword">delete</span> = <span class="keyword">function</span>(){
<span cl