本文整理汇总了C#中WebGLRenderingContext.bindFramebuffer方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.bindFramebuffer方法的具体用法?C# WebGLRenderingContext.bindFramebuffer怎么用?C# WebGLRenderingContext.bindFramebuffer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.bindFramebuffer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: InitializeContent
//.........这里部分代码省略.........
#region [uniform] mat3 uNMatrix <- normalMatrix
gl.uniformMatrix3fv(currentProgram.nMatrixUniform, false, normalMatrix);
#endregion
};
#endregion
#region handleLoadedTexture
Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
{
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
// INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size
gl.generateMipmap(gl.TEXTURE_2D);
gl.bindTexture(gl.TEXTURE_2D, null);
};
#endregion
var crateTexture = gl.createTexture();
handleLoadedTexture(crateTexture, crate);
var moonTexture = gl.createTexture();
handleLoadedTexture(moonTexture, moon);
#region initTextureFramebuffer
var rttFramebuffer = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
var rttFramebuffer_width = 512;
var rttFramebuffer_height = 512;
var rttTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, rttTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
var renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer_width, rttFramebuffer_height);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
#endregion
#region initBuffers
var cubeVertexPositionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
var vertices = new f[]{
// Front face
-1.0f, -1.0f, 1.0f,
示例2: Application
//.........这里部分代码省略.........
// verify
if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) == null)
{
Native.window.alert("error in SHADER:\n" + gl.getShaderInfoLog(shader));
throw new InvalidOperationException("shader failed");
return null;
}
return shader;
};
#endregion
var vs = createShader(new GeometryVertexShader());
var fs = createShader(new GeometryFragmentShader());
var shaderProgram = new WebGLProgram(gl);
gl.attachShader(shaderProgram, vs);
gl.attachShader(shaderProgram, fs);
gl.linkProgram(shaderProgram);
var mvMatrix = glMatrix.mat4.create();
var pMatrix = glMatrix.mat4.create();
var vec3aVertexPositionBuffer = new WebGLBuffer(gl);
var vec2aTextureCoordBuffer = new WebGLBuffer(gl);
gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.enable(gl.DEPTH_TEST);
#region initTextureFramebuffer
var xWebGLFramebuffer = new WebGLFramebuffer(gl);
gl.bindFramebuffer(gl.FRAMEBUFFER, xWebGLFramebuffer);
// generateMipmap: level 0 not power of 2 or not all the same size
//var rttFramebuffer_width = canvas.width;
// WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size
var xWebGLTexture = new WebGLTexture(gl);
gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.generateMipmap(gl.TEXTURE_2D);
var xWebGLRenderbuffer = new WebGLRenderbuffer(gl);
gl.bindRenderbuffer(gl.RENDERBUFFER, xWebGLRenderbuffer);
gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer_width, rttFramebuffer_height);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, xWebGLTexture, 0);
gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, xWebGLRenderbuffer);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindRenderbuffer(gl.RENDERBUFFER, null);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
#endregion
var pass = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
gl: gl,
precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl),
supportDerivatives: gl.getExtension("OES_standard_derivatives") != null
);