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">// "Image"-like class for Header that retains the path to the image.</span>
<span class="comment">// Texture.Image is another name for this class.</span>
<span class="keyword">function</span> <span class="function">HeadlessImage</span>(path)
{
<span class="local-variable">this</span>.path = path;
}
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>(exports, require){
<span class="keyword">var</span> Texture = exports
Texture.GlobalId = <span class="integer">0</span>
Texture.Image = HeadlessImage;
<span class="comment">// Map hash of texture to an existing texture</span>
Texture.Cache = {};
HeadlessApi = require(<span class="string"><span class="delimiter">'</span><span class="content">./headless_api</span><span class="delimiter">'</span></span>)
HeadlessUtil = require(<span class="string"><span class="delimiter">'</span><span class="content">./headless_util</span><span class="delimiter">'</span></span>)
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.buildHeadlessTexture(stub.array, 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">// imagedata is an instance of HeadlessImage</span>
Texture.<span class="function">fromImage</span> = <span class="keyword">function</span>(imagedata){
<span class="keyword">var</span> headless = HeadlessApi.headless;
<span class="comment">// With headless, the references should either be absolute, or relative</span>
<span class="comment">// to the path where headless runs.</span>
<span class="keyword">var</span> fullpath = imagedata.path;
<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">var</span> img = <span class="keyword">new</span> headless.ResourceImage({<span class="key">url</span>: fullpath});
<span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(<span class="string"><span class="delimiter">'</span><span class="content">rgba</span><span class="delimiter">'</span></span>, img.getWidth(), img.getHeight())
<span class="comment">//console.log('********** fromImage', img.getWidth(), img.getHeight());</span>
tex.image = img
<span class="keyword">return</span> tex
}
Texture.<span class="function">fromArray</span> = <span class="keyword">function</span>(array, w, h){
<span class="keyword">return</span> Texture.buildHeadlessTexture(array, w, h);
}
<span class="comment">// Construct a texture from a ArrayBuffer, with a width/height (HEADLESS)</span>
Texture.<span class="function">buildHeadlessTexture</span> = <span class="keyword">function</span>(array, w, h){
<span class="keyword">var</span> headless = HeadlessApi.headless;
<span class="keyword">var</span> texture_key = HeadlessApi.getHash(array);
<span class="keyword">var</span> tex = Texture.Cache[texture_key];
<span class="keyword">if</span> (tex)
<span class="keyword">return</span> tex;
tex = <span class="keyword">new</span> Texture(<span class="string"><span class="delimiter">'</span><span class="content">rgba</span><span class="delimiter">'</span></span>, w, h)
tex.array = array
<span class="comment">// Simulate an image</span>
<span class="keyword">var</span> uint8 = <span class="keyword">new</span> Uint8Array(array);
tex.image = {<span class="key">width</span>: w, <span class="key">height</span>: h, <span class="key">uint8</span>: uint8};
Texture.Cache[texture_key] = tex;
<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 headlessdevice#bindFramebuffer is called. The layer's</span>
<span class="comment">// parent will be the current layer</span>
HeadlessLayer = require(<span class="string"><span class="delimiter">'</span><span class="content">./headless_layer</span><span class="delimiter">'</span></span>)
<span class="local-variable">this</span>.headless_layer = <span class="keyword">new</span> HeadlessLayer(HeadlessApi.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">textureheadless.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 class="keyword">if</span>(!<span class="local-variable">this</span>.device) <span class="keyword">return</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>.glframe_buf){
gl.deleteFramebuffer(<span class="local-variable">this</span>.glframe_buf)
<span class="local-variable">this</span>.glframe_buf = <span class="predefined-constant">undefined</span>
}
<span class="keyword">if</span>(<span class="local-variable">this</span>.gltex){
gl.deleteTexture(<span class="local-variable">this</span>.gltex)
<span class="local-variable">this</span>.gltex = <span class="predefined-constant">undefined</span>
}
<span class="keyword">if</span>(<span class="local-variable">this</span>.depth_buf){
gl.deleteRenderbuffer(<span class="local-variable">this</span>.gldepth_buf)
}
}
<span class="local-variable">this</span>.<span class="function">resize</span> = <span class="keyword">function</span>(width, height){
<span class="local-variable">this</span>.<span class="keyword">delete</span>
<span class="local-variable">this</span>.size = vec2(width, height)
<span class="local-variable">this</span>.initAsRendertarget()
}
<span class="local-variable">this</span>.size = vec2(<span class="integer">0</span>, <span class="integer">0</span>)
<span class="local-variable">this</span>.<span class="function">createGLTexture</span> = <span class="keyword">function</span>(gl, texid, texinfo){
<span class="keyword">var</span> samplerid = texinfo.samplerid
<span class="comment">//console.log('**** createGLTexture', samplerid)</span>
<span class="keyword">if</span>(<span class="local-variable">this</span>.image && <span class="local-variable">this</span>.image[samplerid]){
<span class="local-variable">this</span>[samplerid] = <span class="local-variable">this</span>.image[samplerid]
}
<span class="keyword">var</span> gltex = <span class="local-variable">this</span>[samplerid]
<span class="keyword">if</span>(gltex){
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
<span class="keyword">return</span> gltex
}
<span class="comment">// Add to material</span>
<span class="comment">//TODO</span>
<span class="keyword">var</span> samplerdef = texinfo.samplerdef
<span class="keyword">var</span> gltex = gl.createTexture()
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, samplerdef.UNPACK_FLIP_Y_WEBGL || <span class="predefined-constant">false</span>)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, samplerdef.UNPACK_PREMULTIPLY_ALPHA_WEBGL || <span class="predefined-constant">false</span>)
<span class="keyword">if</span>(<span class="local-variable">this</span>.array){
<span class="comment">//console.log('textureheadless.createGLTexture texture NOT implemented from array', this.size[0], this.size[1]);</span>
gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, gl.RGBA, <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>, gl.RGBA, gl.UNSIGNED_BYTE, <span class="keyword">new</span> Uint8Array(<span class="local-variable">this</span>.array))
}
<span class="keyword">else</span> <span class="keyword">if</span>(<span class="local-variable">this</span>.image){
<span class="comment">//console.log('textureheadless.createGLTexture texture NOT implemented from image', this.size[0], this.size[1]);</span>
gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, <span class="local-variable">this</span>.image)
<span class="local-variable">this</span>.image[samplerid] = gltex
}
<span class="keyword">else</span>{
<span class="keyword">return</span> <span class="predefined-constant">undefined</span>
}
gltex.updateid = <span class="local-variable">this</span>.updateid
<span class="comment">// set up sampler parameters</span>
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl[samplerdef.MIN_FILTER])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl[samplerdef.MAG_FILTER])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl[samplerdef.WRAP_S])
gl.texParameterf(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl[samplerdef.WRAP_T])
<span class="local-variable">this</span>[samplerid] = gltex
<span class="keyword">return</span> gltex
}
<span class="local-variable">this</span>.<span class="function">updateGLTexture</span> = <span class="keyword">function</span>(gl, gltex){
<span class="comment">//console.log('+++++updateGLTexture');</span>
<span class="keyword">if</span>(<span class="local-variable">this</span>.array){
gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, gl.RGBA, <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>, gl.RGBA, gl.UNSIGNED_BYTE, <span class="keyword">new</span> Uint8Array(<span class="local-variable">this</span>.data))
}
<span class="keyword">else</span> <span class="keyword">if</span>(<span class="local-variable">this</span>.image){
gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, <span class="local-variable">this</span>.image)
}
gltex.updateid = <span class="local-variable">this</span>.updateid
}
<span class="comment">// Shders</span>
<span class="local-variable">this</span>.<span class="function">sample2</span> = <span class="keyword">function</span>(x, y){ <span class="keyword">return</span> sample(vec2(x, y)) }
<span class="local-variable">this</span>.<span class="function">sample</span> = <span class="keyword">function</span>(v){
<span class="keyword">return</span> texture2D(<span class="local-variable">this</span>, v, {
<span class="key">MIN_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">LINEAR</span><span class="delimiter">'</span></span>,
<span class="key">MAG_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">LINEAR</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_S</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_T</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>
})
}
<span class="local-variable">this</span>.<span class="function">flipped2</span> = <span class="keyword">function</span>(x,y){ <span class="keyword">return</span> flipped(vec2(x,y)) }
<span class="local-variable">this</span>.<span class="function">flipped</span> = <span class="keyword">function</span>(v){
<span class="keyword">return</span> texture2D(<span class="local-variable">this</span>, vec2(v.x, <span class="integer">1</span>. - v.y), {
<span class="key">MIN_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">LINEAR</span><span class="delimiter">'</span></span>,
<span class="key">MAG_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">LINEAR</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_S</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_T</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>
})
}
<span class="local-variable">this</span>.<span class="function">point2</span> = <span class="keyword">function</span>(x, y){ <span class="keyword">return</span> point(vec2(x, y)) }
<span class="local-variable">this</span>.<span class="function">point</span> = <span class="keyword">function</span>(v){
<span class="keyword">return</span> texture2D(<span class="local-variable">this</span>, vec2(v.x, v.y), {
<span class="key">MIN_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">NEAREST</span><span class="delimiter">'</span></span>,
<span class="key">MAG_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">NEAREST</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_S</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_T</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>
})
}
<span class="local-variable">this</span>.<span class="function">point_flipped2</span> = <span class="keyword">function</span>(x, y){ <span class="keyword">return</span> point_flipped(vec2(x, y)) }
<span class="local-variable">this</span>.<span class="function">point_flipped</span> = <span class="keyword">function</span>(v){
<span class="keyword">return</span> texture2D(<span class="local-variable">this</span>, vec2(v.x, <span class="integer">1</span>. - v.y), {
<span class="key">MIN_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">NEAREST</span><span class="delimiter">'</span></span>,
<span class="key">MAG_FILTER</span>: <span class="string"><span class="delimiter">'</span><span class="content">NEAREST</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_S</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>,
<span class="key">WRAP_T</span>: <span class="string"><span class="delimiter">'</span><span class="content">CLAMP_TO_EDGE</span><span class="delimiter">'</span></span>
})
}
})
</pre></td>
</tr></table>
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