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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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/* 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.*/ /** * @class DaliShader * Layer between DreemGL and Dali. Although Dali has a complete api, this * class is used to encapsulate the api to simplify how it is embedded into * the dreemgl dali platform. * * Each instance of DaliShader contains a dali.Shader object, and is extended * with information about the uniforms and attributes used by the shader. */ /** * @property dalishader * dali.Shader object */ define.class(function(require, exports){ // internal, DaliApi is a static object to access the dali api DaliApi = require('./dali_api') // Assign a unique id to each dalishader object var DaliShader = exports DaliShader.GlobalId = 0 /** * @method constructor * Create a dali.Shader object * You can access the dali.Shader object as this.dalishader * @param {string} vertexShader VertexShader code * @param {string} fragmentShader FragmentShader code */ this.atConstructor = function(vertexShader, fragmentShader) { this.object_type = 'DaliShader' var vs = vertexShader; var fs = fragmentShader; var shaderOptions = { vertexShader : vs, fragmentShader: fs }; var dali = DaliApi.dali; this.id = ++DaliShader.GlobalId; this.dalishader = new dali.Shader(shaderOptions); this.vertexshader = vertexShader; this.fragmentShader = fragmentShader; if (DaliApi.emitcode) { // Simplify the shader by removing comments and empty lines vs = this.trimShader(vs); fs = this.trimShader(fs); // #extension lines must have a \n at the end to compile vs = vs.replace(/(\#extension.*)\n/g, '$1\\n\\\n'); fs = fs.replace(/(\#extension.*)\n/g, '$1\\n\\\n'); // Each line needs a separate DALICODE statement vs = vs.replace(/\n/g, "\nDALICODE: "); fs = fs.replace(/\n/g, "\nDALICODE: "); console.log('DALICODE: var vertexShader' + this.id + ' = "' + vs + '"'); console.log('DALICODE: var fragmentShader' + this.id + ' = "' + fs + '"'); console.log('DALICODE: var shaderOptions' + this.id + ' = {vertexShader : vertexShader' + this.id + ', fragmentShader: fragmentShader' + this.id + ' };'); console.log('DALICODE: var ' + this.name() + ' = new dali.Shader(shaderOptions' + this.id + ');'); } } // Internal method to remove comments and empty lines from a shader. This // is to prevent issues when the dalicode is replayed. this.trimShader = function(code) { var str = code; // Remove blank lines str = str.replace(/\n\n/g, "\\n"); // Remove comments //var str = code.replace(//*.+?*/|//.*(?=[nr])/g, ''); str = str.replace(/\/\/.*\n/g, ''); // Remove trailing new line if (str[str.length-1] == "\n") str = str.substring(0, str.length-1); // Remove new lines str = str.replace(/\n/g, "\\n"); // Create a multi-line string str = str.replace(/\\n/g, "\\\n"); // Add an additional newline for #extension (or else it won't compile) str = str.replace(/(\#extension.*)\\\n/g, '$1\n\\\n'); return str; } this.name = function() { return 'dalishader' + this.id; } this.inspect = function(depth) { var obj = {daliShader:this.id, vertex:this.vertexshader.length, fragment:this.fragmentShader.length}; var util = require('util') return util.inspect(obj, {depth: null}); } });