1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
/* 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("$server/composition",function(require, $ui$, screen, view) {
        this.render = function() {
                return [screen(
                        view({
                                flex:1,
                                init:function(){
                                        console.log('here')
                                },
                                bgcolor:'red',
                                hardrect:{
                                        color:function(){
                                                return mix('brown',pal.pal1(mesh.depth/14+0.1*view.time),mesh.depth/12)*sin(mesh.pos.y*PI)*pow(abs(sin(mesh.pos.x*PI)),0.2)
                                        },
                                        mesh:define.struct({
                                                pos:vec2,
                                                path:float,
                                                depth:float
                                        }).array(),
                                        position:function(){

                                                // lets walk
                                                var path = mesh.path
                                                var pos = vec2(0,0)
                                                var scale = vec2(1,1)
                                                var dir = vec2(0,-1)
                                                var depth = int(mesh.depth)
                                                for(var i = 0; i < 14; i++){
                                                        if(i >= depth) break
                                                        var right = mod(path, 2.)
                                                    if(right>0.){
                                                            dir = math.rotate2d(dir, 30.*math.DEG*sin(view.time))
                                                    }
                                                    else{
                                                            dir = math.rotate2d(dir, -30.*math.DEG*sin(1.2*view.time+0.1*mesh.depth))
                                                    }
                                                    pos += (dir * scale)*1.9
                                                    scale = scale * vec2(0.8,0.8)
                                                        path = floor(path / 2.)
                                                }
                                                // alright we found a pos and dir

                                                var p = (math.rotate2d(mesh.pos*scale, atan(dir.y,dir.x)) + pos)  * vec2(30,30) + vec2(200,300)

                                                return vec4(p, 0, 1) * view.totalmatrix * view.viewmatrix
                                        },
                                        update:function(){
                                                var mesh = this.mesh = this.mesh.struct.array()

                                                // first triangle
                                                function recur(path, depth){

                                                        mesh.pushQuad(
                                                                -1,-1, path, depth,
                                                                1,-1, path, depth,
                                                                -1,1, path, depth,
                                                                1,1, path, depth
                                                        )
                                                        if(depth>13)return

                                                        recur(path, depth+1)
                                                        recur(path + Math.pow(2, depth), depth+1)
                                                }
                                                recur(0,0)

                                                10101101

                                        }
                                }
                        })
                )]
        }
})