本文整理汇总了C#中WebGLRenderingContext.bindAttribLocation方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.bindAttribLocation方法的具体用法?C# WebGLRenderingContext.bindAttribLocation怎么用?C# WebGLRenderingContext.bindAttribLocation使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WebGLRenderingContext
的用法示例。
在下文中一共展示了WebGLRenderingContext.bindAttribLocation方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Initialize
private void Initialize(IDefault page = null)
{
#region += Launched chrome.app.window
dynamic self = Native.self;
dynamic self_chrome = self.chrome;
object self_chrome_socket = self_chrome.socket;
if (self_chrome_socket != null)
{
if (!(Native.window.opener == null && Native.window.parent == Native.window.self))
{
Console.WriteLine("chrome.app.window.create, is that you?");
// pass thru
}
else
{
// should jsc send a copresence udp message?
chrome.runtime.UpdateAvailable += delegate
{
new chrome.Notification(title: "UpdateAvailable");
};
chrome.app.runtime.Launched += async delegate
{
// 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }}
Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href });
new chrome.Notification(title: "ChromeUDPSendAsync");
var xappwindow = await chrome.app.window.create(
Native.document.location.pathname, options: null
);
//xappwindow.setAlwaysOnTop
xappwindow.show();
await xappwindow.contentWindow.async.onload;
Console.WriteLine("chrome.app.window loaded!");
};
return;
}
}
#endregion
int w = Native.window.Width;
int h = Native.window.Height;
var gl = new WebGLRenderingContext(preserveDrawingBuffer: true);
var canvas = gl.canvas.AttachToDocument();
canvas.style.backgroundColor = JSColor.Black;
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0);
#region Dispose
var IsDisposed = false;
Dispose = delegate
{
if (IsDisposed)
return;
IsDisposed = true;
canvas.Orphanize();
};
#endregion
// http://cs.helsinki.fi/u/ilmarihe/metatunnel.html
var p = gl.createProgram(
new ChocoluxVertexShader(),
new ChocoluxFragmentShader()
);
gl.bindAttribLocation(p, 0, "position");
gl.linkProgram(p);
gl.useProgram(p);
var uniforms = p.Uniforms(gl);
gl.viewport(0, 0, w, h);
gl.enableVertexAttribArray(0);
//.........这里部分代码省略.........
示例2: Application
/// <summary>
/// This is a javascript application.
/// </summary>
/// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
public Application(IDefault page = null)
{
var gl_viewportWidth = Native.window.Width;
var gl_viewportHeight = Native.window.Height;
var gl = new WebGLRenderingContext();
var canvas = gl.canvas.AttachToDocument();
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportWidth);
gl.viewport(0, 0, gl_viewportWidth, gl_viewportWidth);
var prog = gl.createProgram(
new CubicVertexShader(),
new CubicFragmentShader()
);
var posLoc = 0U;
gl.bindAttribLocation(prog, posLoc, "aPos");
var normLoc = 1U;
gl.bindAttribLocation(prog, normLoc, "aNorm");
gl.linkProgram(prog);
gl.useProgram(prog);
#region data
var a = 1.0f; // where is it used? what shall be the type?
var pt0 = new float[] {-a,-a,a, a,-a,a, -a,a,a, a,a,a, // cubic
-a,a,a, a,a,a, -a,a,-a, a,a,-a,
-a,a,-a, a,a,-a, -a,-a,-a, a,-a,-a, -a,-a,-a, a,-a,-a, -a,-a,a, a,-a,a,
a,a,a, a,a,-a, a,-a,a, a,-a,-a, -a,a,a, -a,a,-a, -a,-a,a, -a,-a,-a};
var nt = new float[] {0,0,1, 0,0,1, 0,0,1, 0,0,1, 0,1,0, 0,1,0, 0,1,0, 0,1,0,
0,0,-1, 0,0,-1, 0,0,-1, 0,0,-1, 0,-1,0, 0,-1,0, 0,-1,0, 0,-1,0,
1,0,0, 1,0,0, 1,0,0, 1,0,0, -1,0,0, -1,0,0, -1,0,0, -1,0,0};
var ind = new ushort[] {0,1,2,1,2,3, 4,5,6,5,6,7, 8,9,10,9,10,11,
12,13,14,13,14,15, 16,17,18,17,18,19, 20,21,22,21,22,23};
var nPhi = 25;
var nTheta = 12;
var r = .15;
var dPhi = 2.0 * Math.PI / nPhi;
var dTheta = Math.PI / nTheta;
for (var j = 0; j <= nTheta; j++)
{
var Theta = j * dTheta;
var cosTheta = Math.Cos(Theta);
var sinTheta = Math.Sin(Theta);
for (var i = 0; i <= nPhi; i++)
{
var Phi = i * dPhi;
var cosPhi = Math.Cos(Phi);
var sinPhi = Math.Sin(Phi);
((IArray<float>)(object)pt0).push((float)(r * cosPhi * sinTheta));
((IArray<float>)(object)pt0).push((float)(-r * sinPhi * sinTheta));
((IArray<float>)(object)pt0).push((float)(r * cosTheta));
((IArray<float>)(object)nt).push((float)(cosPhi * sinTheta));
((IArray<float>)(object)nt).push((float)(-sinPhi * sinTheta));
((IArray<float>)(object)nt).push((float)(cosTheta));
}
}
var n1 = nPhi + 1;
var off = 24;
for (var i = 0; i < nTheta; i++)
for (var j = 0; j < nPhi; j++)
{
((IArray<int>)(object)ind).push(i * n1 + j + off);
((IArray<int>)(object)ind).push((i + 1) * n1 + j + 1 + off);
((IArray<int>)(object)ind).push(i * n1 + j + 1 + off);
((IArray<int>)(object)ind).push(i * n1 + j + off);
((IArray<int>)(object)ind).push((i + 1) * n1 + j + off);
((IArray<int>)(object)ind).push((i + 1) * n1 + j + 1 + off);
}
#endregion
gl.enableVertexAttribArray(posLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pt0), gl.STATIC_DRAW);
gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(normLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(nt), gl.STATIC_DRAW);
gl.vertexAttribPointer(normLoc, 3, gl.FLOAT, false, 0, 0);
//.........这里部分代码省略.........