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js/{blit,shader}.js: merged into js/gfx.js.
index.html: updates script URIs.
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@ -138,9 +138,8 @@
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<script src="js/lex.js"></script>
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<script src="js/matrix.js"></script>
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<script src="js/blit.js"></script>
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<script src="js/gfx.js"></script>
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<script src="js/tool.js"></script>
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<script src="js/shader.js"></script>
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<script src="js/draw.js"></script>
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<script src="js/ui/brush.js"></script>
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@ -1,3 +1,62 @@
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var shader = (function(){
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var fn_str, fn, lex
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var exports = {}
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var animating = false
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exports.init = function(){
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lex = new Lex (0, 0)
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exports.build(demo_shader.innerHTML)
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}
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exports.build = function (fn_str){
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try {
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new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
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new_fn(lex, 0, 0, 1, 1, 0)
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}
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catch (e) {
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throw 'Shader execution error'
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}
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exports.fn = fn = new_fn
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return fn
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}
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exports.run = function(canvas){
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var t = +new Date
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shader.canvas = shader.canvas || canvas
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var w = shader.canvas.w, h = shader.canvas.h
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shader.canvas.forEach(function(lex, x, y){
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fn(lex, x, y, w, h, t)
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lex.build()
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})
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}
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exports.toggle = function(state){
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animating = typeof state == "boolean" ? state : ! animating
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shader_fps_el.classList.toggle('hidden')
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return animating
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}
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exports.pause = function(){
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animating = false
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shader_fps_el.classList.add('hidden')
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shader.fps_time = 0
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}
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exports.play = function(){
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animating = true
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shader_fps_el.classList.remove('hidden')
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}
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exports.animate = function (t){
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requestAnimationFrame(exports.animate)
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if (! animating) { return }
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if (shader.fps_time){
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var ms = Date.now() - shader.fps_time
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fps = 1000 / ms
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shader_fps_el.innerHTML = (fps | 0) + ' fps'
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}
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shader.fps_time = Date.now()
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exports.run(canvas)
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}
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return exports
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})()
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var blit = (function(){
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var blit = {}
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blit.and = blit.atop = function(A, B, x, y){
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58
js/shader.js
58
js/shader.js
@ -1,58 +0,0 @@
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var shader = (function(){
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var fn_str, fn, lex
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var exports = {}
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var animating = false
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exports.init = function(){
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lex = new Lex (0, 0)
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exports.build(demo_shader.innerHTML)
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}
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exports.build = function (fn_str){
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try {
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new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
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new_fn(lex, 0, 0, 1, 1, 0)
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}
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catch (e) {
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throw 'Shader execution error'
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}
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exports.fn = fn = new_fn
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return fn
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}
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exports.run = function(canvas){
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var t = +new Date
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shader.canvas = shader.canvas || canvas
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var w = shader.canvas.w, h = shader.canvas.h
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shader.canvas.forEach(function(lex, x, y){
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fn(lex, x, y, w, h, t)
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lex.build()
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})
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}
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exports.toggle = function(state){
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animating = typeof state == "boolean" ? state : ! animating
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shader_fps_el.classList.toggle('hidden')
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return animating
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}
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exports.pause = function(){
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animating = false
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shader_fps_el.classList.add('hidden')
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shader.fps_time = 0
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}
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exports.play = function(){
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animating = true
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shader_fps_el.classList.remove('hidden')
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}
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exports.animate = function (t){
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requestAnimationFrame(exports.animate)
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if (! animating) { return }
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if (shader.fps_time){
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var ms = Date.now() - shader.fps_time
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fps = 1000 / ms
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shader_fps_el.innerHTML = (fps | 0) + ' fps'
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}
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shader.fps_time = Date.now()
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exports.run(canvas)
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}
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return exports
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})()
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