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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.*/ define.class('$system/base/texture', function(exports){ var Texture = exports Texture.Image = typeof window !== 'undefined'? window.Image: function(){} this.atConstructor = function(type, w, h, device){ this.device = device this.type = type this.size = vec2(w, h) } this.ratio = 1 this.frame_buf = null Texture.fromStub = function(stub){ var tex = new Texture(stub.type || Texture.RGBA, stub.size[0], stub.size[1]) tex.array = stub.array tex.image = stub.image return tex } Texture.fromType = function(type){ return new Texture(type,0,0) } Texture.fromImage = function(img){ var tex = new Texture(Texture.RGBA, img.width, img.height) tex.image = img return tex } Texture.fromArray = function(array, w, h, type){ var tex = new Texture(Texture.RGBA, w, h) tex.array = array tex.type = type 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.typeFlagsToGLType = function(gl, type){ 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.FLOAT){ var ext = gl._getExtension('OES_texture_float') if(!ext) throw new Error('No OES_texture_float') this.gldata_type = gl.FLOAT } } this.initAsRendertarget = function(){ var gl = this.device.gl if(!this.type) this.type = Texture.RGBA|Texture.DEPTH|Texture.STENCIL 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.typeFlagsToGLType(gl, this.type) 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(this.type & Texture.DEPTH || this.type & Texture.STENCIL){ this.gldepth_buf = gl.createRenderbuffer() this.gldepth_type = gl.DEPTH_COMPONENT16 this.glattach_type = gl.DEPTH_ATTACHMENT if(this.type & Texture.DEPTH && this.type & Texture.STENCIL){ this.gldepth_type = gl.DEPTH_STENCIL this.glattach_type = gl.DEPTH_STENCIL_ATTACHMENT } else if(this.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 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 } 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){ this.typeFlagsToGLType(gl, this.type) var arraytype = Uint8Array if(this.type & Texture.FLOAT) arraytype = Float32Array gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, new arraytype(this.array)) } else if(this.image){ var image = this.image // lets do a power of two if(samplerdef.MIN_FILTER === 'LINEAR_MIPMAP_NEAREST'){ if (!int.isPowerOfTwo(image.width) || !int.isPowerOfTwo(image.height)) { // Scale up the texture to the next highest power of two dimensions. var canvas = document.createElement("canvas") canvas.width = int.nextHighestPowerOfTwo(image.width) canvas.height = int.nextHighestPowerOfTwo(image.height) var ctx = canvas.getContext("2d") ctx.drawImage(image, 0, 0, canvas.width, canvas.height) image = canvas } } gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, 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]) if(samplerdef.MIN_FILTER === 'LINEAR_MIPMAP_NEAREST'){ gl.generateMipmap(gl.TEXTURE_2D) } this[samplerid] = gltex return gltex } this.updateGLTexture = function(gl, gltex){ if(this.array){ var arraytype = Uint8Array if(this.type & Texture.FLOAT) arraytype = Float32Array gl.texImage2D(gl.TEXTURE_2D, 0, this.glbuf_type, this.size[0], this.size[1], 0, this.glbuf_type, this.gldata_type, new arraytype(this.array)) } 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.pixel2 = function(x, y){ return pixel(vec2(x, y)) } this.pixel = function(v){ return texture2D(this, v / size, { MIN_FILTER: 'LINEAR', MAG_FILTER: 'LINEAR', WRAP_S: 'CLAMP_TO_EDGE', WRAP_T: 'CLAMP_TO_EDGE' }) } this.samplemip = function(v){ return texture2D(this, v, { MIN_FILTER: 'LINEAR_MIPMAP_NEAREST', 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' }) } this.array1d = function(index){ return texture2D(this, vec2(mod(index, this.size.x), floor(index / this.size.x)), { MIN_FILTER: 'NEAREST', MAG_FILTER: 'NEAREST', WRAP_S: 'CLAMP_TO_EDGE', WRAP_T: 'CLAMP_TO_EDGE' }) } this.array2d = function(v){ return texture2D(this, vec2(v.x / this.size.x, v.y / this.size.y), { MIN_FILTER: 'NEAREST', MAG_FILTER: 'NEAREST', WRAP_S: 'CLAMP_TO_EDGE', WRAP_T: 'CLAMP_TO_EDGE' }) } this.nearest = function(v){ return texture2D(this, v, { MIN_FILTER: 'NEAREST', MAG_FILTER: 'NEAREST', WRAP_S: 'CLAMP_TO_EDGE', WRAP_T: 'CLAMP_TO_EDGE' }) } // 1-D convolution with a kernel. // 21 kernel weights are arranged 0, +1, -1, +2, -2, ... away from center. // ksize is the size of the kernel (odd) // scale is a scaling factor to multiple the result by // direction is 'x' or 'y'. // spacing is the vec2 pixel spacing (fractional) between pixels. Typically // this will be vec2(px,0) or vec2(0,py) this.conv1d = function(v, ksize, scale, spacing, k0, kp1, km1, kp2, km2, kp3, km3, kp4, km4, kp5, km5, kp6, km6, kp7, km7, kp8, km8, kp9, km9, kp10, km10) { // Convert pixels spacing to fractional spacing = vec2(spacing.x / this.size.x, spacing.y / this.size.y) // Start with center pixel var sum = texture2D(this, v) * k0 if (ksize > 1.) { sum += texture2D(this, v + spacing) * kp1 sum += texture2D(this, v - spacing) * km1 if (ksize > 3.) { sum += texture2D(this, v + 2 * spacing) * kp2 sum += texture2D(this, v - 2 * spacing) * km2 if (ksize > 5.) { sum += texture2D(this, v + 3 * spacing) * kp3 sum += texture2D(this, v - 3 * spacing) * km3 if (ksize > 7.) { sum += texture2D(this, v + 4 * spacing) * kp4 sum += texture2D(this, v - 4 * spacing) * km4 if (ksize > 9.) { sum += texture2D(this, v + 5 * spacing) * kp5 sum += texture2D(this, v - 5 * spacing) * km5 if (ksize > 11.) { sum += texture2D(this, v + 6 * spacing) * kp6 sum += texture2D(this, v - 6 * spacing) * km6 if (ksize > 13.) { sum += texture2D(this, v + 7 * spacing) * kp7 sum += texture2D(this, v - 7 * spacing) * km7 if (ksize > 15.) { sum += texture2D(this, v + 8 * spacing) * kp8 sum += texture2D(this, v - 8 * spacing) * km8 if (ksize > 17.) { sum += texture2D(this, v + 9 * spacing) * kp9 sum += texture2D(this, v - 9 * spacing) * km9 if (ksize > 19.) { sum += texture2D(this, v + 10 * spacing) * kp10 sum += texture2D(this, v - 10 * spacing) * km10 } } } } } } } } } } sum = scale * sum return sum } })