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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JavaScript
/* 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.*/
// "Image"-like class for Header that retains the path to the image.
// Texture.Image is another name for this class.
function HeadlessImage(path)
{
this.path = path;
}
define.class('$system/base/texture', function(exports, require){
var Texture = exports
Texture.GlobalId = 0
Texture.Image = HeadlessImage;
// Map hash of texture to an existing texture
Texture.Cache = {};
HeadlessApi = require('./headless_api')
HeadlessUtil = require('./headless_util')
fs = require('fs');
this.atConstructor = function(type, w, h, device){
this.id = ++Texture.GlobalId;
this.device = device
this.type = type
this.size = vec2(w, h)
}
this.ratio = 1
this.frame_buf = null
Texture.fromStub = function(stub){
return Texture.buildHeadlessTexture(stub.array, stub.size[0], stub.size[1]);
}
Texture.fromType = function(type){
//console.log('********** fromType', type);
return new Texture(type,0,0)
}
// imagedata is an instance of HeadlessImage
Texture.fromImage = function(imagedata){
var headless = HeadlessApi.headless;
// With headless, the references should either be absolute, or relative
// to the path where headless runs.
var fullpath = imagedata.path;
if (imagedata.path[0] !== '/') fullpath = define.$example + fullpath;
var img = new headless.ResourceImage({url: fullpath});
var tex = new Texture('rgba', img.getWidth(), img.getHeight())
//console.log('********** fromImage', img.getWidth(), img.getHeight());
tex.image = img
return tex
}
Texture.fromArray = function(array, w, h){
return Texture.buildHeadlessTexture(array, w, h);
}
// Construct a texture from a ArrayBuffer, with a width/height (HEADLESS)
Texture.buildHeadlessTexture = function(array, w, h){
var headless = HeadlessApi.headless;
var texture_key = HeadlessApi.getHash(array);
var tex = Texture.Cache[texture_key];
if (tex)
return tex;
tex = new Texture('rgba', w, h)
tex.array = array
// Simulate an image
var uint8 = new Uint8Array(array);
tex.image = {width: w, height: h, uint8: uint8};
Texture.Cache[texture_key] = tex;
return tex
}
Texture.createRenderTarget = function(type, width, height, device){
var tex = new Texture(type, width, height, device)
tex.initAsRendertarget()
return tex
}
// type flags
Texture.RGB = 1 <<0
Texture.RGBA = 1 << 1
Texture.ALPHA = 1 << 3
Texture.DEPTH = 1 << 4
Texture.STENCIL = 1 << 5
Texture.LUMINANCE = 1<< 6
Texture.FLOAT = 1<<10
Texture.HALF_FLOAT = 1<<11
Texture.FLOAT_LINEAR = 1<<12
Texture.HALF_FLOAT_LINEAR = 1<<13
this.typeString = function(){
var str = ''
for(var key in Texture){
var value = Texture[key]
if(typeof value === 'number' && value & this.type){
if(str) str += '|'
str += 'Texture.'+key
}
}
return str
}
this.initAsRendertarget = function(){
var gl = this.device.gl
if(!this.type) this.type = Texture.RGBA|Texture.DEPTH|Texture.STENCIL
var type = this.type
this.glframe_buf = gl.createFramebuffer()
this.gltex = this.IL_AL_SC_TC = gl.createTexture()
// our normal render to texture thing
gl.bindTexture(gl.TEXTURE_2D, this.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)
this.glbuf_type = gl.RGB
if(type & Texture.LUMINANCE){
this.glbuf_type = gl.LUMINANCE
if(type & TEXTURE.ALPHA) this.glbuf_type = gl.LUMINANCE_ALPHA
}
else if(type & Texture.ALPHA) this.glbuf_type = gl.ALPHA
else if(type & Texture.RGBA) this.glbuf_type = gl.RGBA
this.gldata_type = gl.UNSIGNED_BYTE
if(type & Texture.HALF_FLOAT_LINEAR){
var ext = gl._getExtension('OES_texture_half_float_linear')
if(!ext) throw new Error('No OES_texture_half_float_linear')
this.gldata_type = ext.HALF_FLOAT_LINEAR_OES
}
else if(type & Texture.FLOAT_LINEAR){
var ext = gl._getExtension('OES_texture_float_linear')
if(!ext) throw new Error('No OES_texture_float_linear')
this.gldata_type = ext.FLOAT_LINEAR_OES
}
else if(type & Texture.HALF_FLOAT){
var ext = gl._getExtension('OES_texture_half_float')
if(!ext) throw new Error('No OES_texture_half_float')
this.gldata_type = ext.HALF_FLOAT_OES
}
else if(type & Texture.HALF_FLOAT){
var ext = gl._getExtension('OES_texture_float')
if(!ext) throw new Error('No OES_texture_float')
this.gldata_type = gl.FLOAT
}
// Create a layer object and attach to the texture. This will be
// activated when headlessdevice#bindFramebuffer is called. The layer's
// parent will be the current layer
HeadlessLayer = require('./headless_layer')
this.headless_layer = new HeadlessLayer(HeadlessApi.currentlayer, this.size[0], this.size[1]);
console.log('textureheadless.initAsRendertarget texture NOT implemented');
gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, this.glframe_buf)
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.gltex, 0)
if(type & Texture.DEPTH || type & Texture.STENCIL){
this.gldepth_buf = gl.createRenderbuffer()
this.gldepth_type = gl.DEPTH_COMPONENT16
this.glattach_type = gl.DEPTH_ATTACHMENT
if(type & Texture.DEPTH && type & Texture.STENCIL){
this.gldepth_type = gl.DEPTH_STENCIL
this.glattach_type = gl.DEPTH_STENCIL_ATTACHMENT
}
else if(type & Texture.STENCIL){
this.gldepth_type = gl.STENCIL_INDEX
this.glattach_type = gl.STENCIL_ATTACHMENT
}
gl.bindRenderbuffer(gl.RENDERBUFFER, this.gldepth_buf)
gl.renderbufferStorage(gl.RENDERBUFFER, this.gldepth_type, this.size[0], this.size[1])
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, this.glattach_type, gl.RENDERBUFFER, this.gldepth_buf)
gl.bindRenderbuffer(gl.RENDERBUFFER, null)
}
gl.bindTexture(gl.TEXTURE_2D, null)
gl.bindFramebuffer(gl.FRAMEBUFFER, null)
}
this.delete = function(){
if(!this.device) return
var gl = this.device.gl
if(this.glframe_buf){
gl.deleteFramebuffer(this.glframe_buf)
this.glframe_buf = undefined
}
if(this.gltex){
gl.deleteTexture(this.gltex)
this.gltex = undefined
}
if(this.depth_buf){
gl.deleteRenderbuffer(this.gldepth_buf)
}
}
this.resize = function(width, height){
this.delete
this.size = vec2(width, height)
this.initAsRendertarget()
}
this.size = vec2(0, 0)
this.createGLTexture = function(gl, texid, texinfo){
var samplerid = texinfo.samplerid
//console.log('**** createGLTexture', samplerid)
if(this.image && this.image[samplerid]){
this[samplerid] = this.image[samplerid]
}
var gltex = this[samplerid]
if(gltex){
gl.activeTexture(gl.TEXTURE0 + texid)
gl.bindTexture(gl.TEXTURE_2D, gltex)
return gltex
}
// Add to material
//TODO
var samplerdef = texinfo.samplerdef
var 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 || false)
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, samplerdef.UNPACK_PREMULTIPLY_ALPHA_WEBGL || false)
if(this.array){
//console.log('textureheadless.createGLTexture texture NOT implemented from array', this.size[0], this.size[1]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.size[0], this.size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(this.array))
}
else if(this.image){
//console.log('textureheadless.createGLTexture texture NOT implemented from image', this.size[0], this.size[1]);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image)
this.image[samplerid] = gltex
}
else{
return undefined
}
gltex.updateid = this.updateid
// set up sampler parameters
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])
this[samplerid] = gltex
return gltex
}
this.updateGLTexture = function(gl, gltex){
//console.log('+++++updateGLTexture');
if(this.array){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, this.size[0], this.size[1], 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(this.data))
}
else if(this.image){
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, this.image)
}
gltex.updateid = this.updateid
}
// Shders
this.sample2 = function(x, y){ return sample(vec2(x, y)) }
this.sample = function(v){
return texture2D(this, v, {
MIN_FILTER: 'LINEAR',
MAG_FILTER: 'LINEAR',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.flipped2 = function(x,y){ return flipped(vec2(x,y)) }
this.flipped = function(v){
return texture2D(this, vec2(v.x, 1. - v.y), {
MIN_FILTER: 'LINEAR',
MAG_FILTER: 'LINEAR',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.point2 = function(x, y){ return point(vec2(x, y)) }
this.point = function(v){
return texture2D(this, vec2(v.x, v.y), {
MIN_FILTER: 'NEAREST',
MAG_FILTER: 'NEAREST',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
this.point_flipped2 = function(x, y){ return point_flipped(vec2(x, y)) }
this.point_flipped = function(v){
return texture2D(this, vec2(v.x, 1. - v.y), {
MIN_FILTER: 'NEAREST',
MAG_FILTER: 'NEAREST',
WRAP_S: 'CLAMP_TO_EDGE',
WRAP_T: 'CLAMP_TO_EDGE'
})
}
})