UNPKG

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

168 lines (131 loc) 4.95 kB
/* 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.*/ define.class("../webgl/devicewebgl", function(require, exports, baseclass){ this.Keyboard = require('./keyboardnodegl') this.Pointer = require('./pointernodegl') // require embedded classes this.Shader = require('./shadernodegl') this.Texture = require('./texturenodegl') this.DrawPass = require('./drawpassnodegl') var WebGL = require('node-webgl/lib/webgl') var Image = this.Image = require('node-webgl/lib/image') var GLFW = require('node-glfw') this.atConstructor = function(){ this.window = this.document = this baseclass.atConstructor.call(this) } // make a fake window/document interface this.addEventListener = function(name, callback){ if(!callback) throw new Error('invalid listener') this['on' + name] = callback } this.removeEventListener = function (name, callback) { if (callback && typeof(callback) === "function") { this['on' + name] = undefined } } this.requestAnimationFrame = function (callback, delay) { this.req_anim_frame = callback } this.Texture.Image = Image // create nodegl context this.createContext = function(){ var width = 800, height = 600 if (process.platform !== 'win32') process.on('SIGINT', function () { process.exit(0) }) GLFW.Init() GLFW.events.on('mousemove', function(event){ event.pageX = event.x, event.pageY = event.y if(this.onmousemove) this.onmousemove(event) }.bind(this)) GLFW.events.on('mousedown', function(event){ event.pageX = event.x, event.pageY = event.y if(this.onmousedown) this.onmousedown(event) }.bind(this)) GLFW.events.on('mouseup', function(event){ event.pageX = event.x, event.pageY = event.y if(this.onmouseup) this.onmouseup(event) }.bind(this)) GLFW.events.on('keydown', function(event){ if(this.onkeydown) this.onkeydown(event) }.bind(this)) GLFW.events.on('keyup', function(event){ if(this.onkeyup) this.onkeyup(event) }.bind(this)) GLFW.events.on('quit', function () { process.exit(0) }) GLFW.events.on("keydown", function (evt) { if (evt.keyCode === 'C'.charCodeAt(0) && evt.ctrlKey) { process.exit(0); }// Control+C if (evt.keyCode === 27) process.exit(0); // ESC }); GLFW.DefaultWindowHints() GLFW.WindowHint(GLFW.RESIZABLE, 1) GLFW.WindowHint(GLFW.VISIBLE, 1) GLFW.WindowHint(GLFW.DECORATED, 1) GLFW.WindowHint(GLFW.RED_BITS, 8) GLFW.WindowHint(GLFW.GREEN_BITS, 8) GLFW.WindowHint(GLFW.BLUE_BITS, 8) GLFW.WindowHint(GLFW.DEPTH_BITS, 24) GLFW.WindowHint(GLFW.REFRESH_RATE, 0) if (!(this.glfwindow = GLFW.CreateWindow(width, height))) { GLFW.Terminate() throw "Can't initialize GL surface" } GLFW.MakeContextCurrent(this.glfwindow) GLFW.SetWindowTitle(this.glfwindow,"WebGL") // make sure GLEW is initialized WebGL.Init() this.gl = WebGL this.clear(0,0,0,1.) GLFW.SwapBuffers(this.glfwindow) GLFW.SwapInterval(1) //for (var l = 0, ln = resizeListeners.length; l < ln; ++l) GLFW.events.addListener("framebuffer_resize", function(){ this.doSize() //this.redrawCall() }.bind(this)) this.getExtension('OES_standard_derivatives') this.doSize() var last_anim, last_time this.redrawCall = function(){ if(last_anim) GLFW.SwapBuffers(this.glfwindow) GLFW.PollEvents() // renderloop var anim_frame = last_anim = this.req_anim_frame if(anim_frame){ this.req_anim_frame = undefined var time = GLFW.GetTime() //console.log((last_time - time)*1000) last_time = time anim_frame(time*1000) } } setInterval(function(){ this.redrawCall() }.bind(this), 0) } this.doSize = function(width, height){ var sizeWin = GLFW.GetWindowSize(this.glfwindow) var sizeFB = GLFW.GetFramebufferSize(this.glfwindow) this.ratio = sizeFB.width / sizeWin.width this.width = sizeWin.width this.height = sizeWin.height //var sw = width //var sh = height this.gl.viewport(0, 0, sizeFB.width, sizeFB.height) // store our w/h and pixelratio on our frame this.main_frame.ratio = this.ratio this.size = vec2(sizeWin.width, sizeWin.height) this.main_frame.size = vec2(sizeFB.width, sizeFB.height) // actual size //this.ratio = this.main_frame.ratio this.atResize () } this.initResize = function(){ } })