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dreemgl

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DreemGL is an open-source multi-screen prototyping framework for mediated environments, with a visual editor and shader styling for webGL and DALi runtimes written in JavaScript. As a toolkit for gpu-accelerated multiscreen development, DreemGL includes

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<!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> <a href="#n2" name="n2">2</a> <a href="#n3" name="n3">3</a> <a href="#n4" name="n4">4</a> <a href="#n5" name="n5">5</a> <a href="#n6" name="n6">6</a> <a href="#n7" name="n7">7</a> <a href="#n8" name="n8">8</a> <a href="#n9" 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name="n410">410</a></strong> </pre></td> <td class="code"><pre><span class="comment">/* DreemGL is a collaboration between Teeming Society &amp; Samsung Electronics, sponsored by Samsung and others. Copyright 2015-2016 Teeming Society. Licensed under the Apache License, Version 2.0 (the &quot;License&quot;); 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 &quot;AS IS&quot; 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>(exports){ <span class="keyword">var</span> Texture = exports Texture.Image = <span class="keyword">typeof</span> window !== <span class="string"><span class="delimiter">'</span><span class="content">undefined</span><span class="delimiter">'</span></span>? window.<span class="function">Image</span>: <span class="keyword">function</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>.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">var</span> tex = <span class="keyword">new</span> Texture(stub.type || Texture.RGBA, stub.size[<span class="integer">0</span>], stub.size[<span class="integer">1</span>]) tex.array = stub.array tex.image = stub.image <span class="keyword">return</span> tex } Texture.<span class="function">fromType</span> = <span class="keyword">function</span>(type){ <span class="keyword">return</span> <span class="keyword">new</span> Texture(type,<span class="integer">0</span>,<span class="integer">0</span>) } Texture.<span class="function">fromImage</span> = <span class="keyword">function</span>(img){ <span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(Texture.RGBA, img.width, img.height) tex.image = img <span class="keyword">return</span> tex } Texture.<span class="function">fromArray</span> = <span class="keyword">function</span>(array, w, h, type){ <span class="keyword">var</span> tex = <span class="keyword">new</span> Texture(Texture.RGBA, w, h) tex.array = array tex.type = type <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> &lt;&lt;<span class="integer">0</span> Texture.RGBA = <span class="integer">1</span> &lt;&lt; <span class="integer">1</span> Texture.ALPHA = <span class="integer">1</span> &lt;&lt; <span class="integer">3</span> Texture.DEPTH = <span class="integer">1</span> &lt;&lt; <span class="integer">4</span> Texture.STENCIL = <span class="integer">1</span> &lt;&lt; <span class="integer">5</span> Texture.LUMINANCE = <span class="integer">1</span>&lt;&lt; <span class="integer">6</span> Texture.FLOAT = <span class="integer">1</span>&lt;&lt;<span class="integer">10</span> Texture.HALF_FLOAT = <span class="integer">1</span>&lt;&lt;<span class="integer">11</span> Texture.FLOAT_LINEAR = <span class="integer">1</span>&lt;&lt;<span class="integer">12</span> Texture.HALF_FLOAT_LINEAR = <span class="integer">1</span>&lt;&lt;<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> &amp;&amp; value &amp; <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">typeFlagsToGLType</span> = <span class="keyword">function</span>(gl, type){ <span class="local-variable">this</span>.glbuf_type = gl.RGB <span class="keyword">if</span>(type &amp; Texture.LUMINANCE){ <span class="local-variable">this</span>.glbuf_type = gl.LUMINANCE <span class="keyword">if</span>(type &amp; Texture.ALPHA) <span class="local-variable">this</span>.glbuf_type = gl.LUMINANCE_ALPHA } <span class="keyword">else</span> <span class="keyword">if</span>(type &amp; Texture.ALPHA) <span class="local-variable">this</span>.glbuf_type = gl.ALPHA <span class="keyword">else</span> <span class="keyword">if</span>(type &amp; 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 &amp; 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 &amp; 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 &amp; 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 &amp; Texture.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="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="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>.typeFlagsToGLType(gl, <span class="local-variable">this</span>.type) 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>(<span class="local-variable">this</span>.type &amp; Texture.DEPTH || <span class="local-variable">this</span>.type &amp; 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>(<span class="local-variable">this</span>.type &amp; Texture.DEPTH &amp;&amp; <span class="local-variable">this</span>.type &amp; 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>(<span class="local-variable">this</span>.type &amp; 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="keyword">if</span>(<span class="local-variable">this</span>.image &amp;&amp; <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="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="local-variable">this</span>.typeFlagsToGLType(gl, <span class="local-variable">this</span>.type) <span class="keyword">var</span> arraytype = Uint8Array <span class="keyword">if</span>(<span class="local-variable">this</span>.type &amp; Texture.FLOAT) arraytype = Float32Array 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="keyword">new</span> arraytype(<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="keyword">var</span> image = <span class="local-variable">this</span>.image <span class="comment">// lets do a power of two</span> <span class="keyword">if</span>(samplerdef.MIN_FILTER === <span class="string"><span class="delimiter">'</span><span class="content">LINEAR_MIPMAP_NEAREST</span><span class="delimiter">'</span></span>){ <span class="keyword">if</span> (!<span class="reserved">int</span>.isPowerOfTwo(image.width) || !<span class="reserved">int</span>.isPowerOfTwo(image.height)) { <span class="comment">// Scale up the texture to the next highest power of two dimensions.</span> <span class="keyword">var</span> canvas = document.createElement(<span class="string"><span class="delimiter">&quot;</span><span class="content">canvas</span><span class="delimiter">&quot;</span></span>) canvas.width = <span class="reserved">int</span>.nextHighestPowerOfTwo(image.width) canvas.height = <span class="reserved">int</span>.nextHighestPowerOfTwo(image.height) <span class="keyword">var</span> ctx = canvas.getContext(<span class="string"><span class="delimiter">&quot;</span><span class="content">2d</span><span class="delimiter">&quot;</span></span>) ctx.drawImage(image, <span class="integer">0</span>, <span class="integer">0</span>, canvas.width, canvas.height) image = canvas } } gl.texImage2D(gl.TEXTURE_2D, <span class="integer">0</span>, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, 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="keyword">if</span>(samplerdef.MIN_FILTER === <span class="string"><span class="delimiter">'</span><span class="content">LINEAR_MIPMAP_NEAREST</span><span class="delimiter">'</span></span>){ gl.generateMipmap(gl.TEXTURE_2D) } <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="keyword">if</span>(<span class="local-variable">this</span>.array){ <span class="keyword">var</span> arraytype = Uint8Array <span class="keyword">if</span>(<span class="local-variable">this</span>.type &amp; Texture.FLOAT) arraytype = Float32Array 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="keyword">new</span> arraytype(<span class="local-variable">this</span>.array)) } <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">pixel2</span> = <span class="keyword">function</span>(x, y){ <span class="keyword">return</span> pixel(vec2(x, y)) } <span class="local-variable">this</span>.<span class="function">pixel</span> = <span class="keyword">function</span>(v){ <span class="keyword">return</span> texture2D(<span class="local-variable">this</span>, v / size, { <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">samplemip</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_MIPMAP_NEAREST</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">CLA