本文整理汇总了C#中WebGLRenderingContext.disable方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.disable方法的具体用法?C# WebGLRenderingContext.disable怎么用?C# WebGLRenderingContext.disable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.disable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: Application
//.........这里部分代码省略.........
gl.viewport(0, 0, gl_viewportWidth, gl_viewportWidth);
gl.useProgram(prog);
gl.uniformMatrix4fv(gl.getUniformLocation(prog, "prMatrix"),
false, new Float32Array(prMatrix.getAsArray()));
rotMat.rotate(xRot / 5, 1, 0, 0);
rotMat.rotate(yRot / 5, 0, 1, 0);
yRot = 0;
xRot = 0;
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.uniform4f(colorLoc, 1, 1, 0, 1);
drawBall(1, 1, 1); drawBall(-1, 1, 1); drawBall(1, -1, 1);
drawBall(1, 1, -1); drawBall(-1, -1, 1); drawBall(-1, 1, -1);
drawBall(1, -1, -1); drawBall(-1, -1, -1);
mvMatrix.load(rotMat);
mvMatrix.translate(0, 0, transl);
gl.uniformMatrix4fv(mvMatLoc, false,
new Float32Array(mvMatrix.getAsArray()));
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.uniform4f(colorLoc, .0f, .0f, .9f, .7f);
gl.depthMask(false);
gl.drawElements(gl.TRIANGLES, 36, gl.UNSIGNED_SHORT, 0);
gl.depthMask(true);
gl.disable(gl.BLEND);
gl.useProgram(line_prog);
gl.uniformMatrix4fv(gl.getUniformLocation(line_prog, "prMatrix"),
false, new Float32Array(prMatrix.getAsArray()));
gl.uniformMatrix4fv(mvMatLineLoc, false,
new Float32Array(mvMatrix.getAsArray()));
gl.drawArrays(gl.LINES, 0, 24);
gl.flush();
};
#endregion
drawScene();
#region AtResize
Action AtResize = delegate
{
gl_viewportWidth = Native.window.Width;
gl_viewportHeight = Native.window.Height;
prMatrix = new CanvasMatrix4();
//var aspect = (f)gl_viewportWidth / (f)gl_viewportHeight;
var aspect = Native.window.aspect;
示例2: Application
//.........这里部分代码省略.........
glMatrix.mat4.identity(mvMatrix);
glMatrix.mat4.translate(mvMatrix, new float[] { 0.0f, 0.0f, z });
glMatrix.mat4.rotate(mvMatrix, degToRad(xRot), new[] { 1f, 0f, 0f });
glMatrix.mat4.rotate(mvMatrix, degToRad(yRot), new[] { 0f, 1f, 0f });
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, cubeVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);
#region new in lesson 07
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
gl.vertexAttribPointer((uint)shaderProgram_vertexNormalAttribute, cubeVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);
#endregion
gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
gl.vertexAttribPointer((uint)shaderProgram_textureCoordAttribute, cubeVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, textures[filter]);
gl.uniform1i(shaderProgram_samplerUniform, 0);
#region new in lesson 08
var blending = [email protected];
if (blending)
{
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.uniform1f(shaderProgram_alphaUniform, toolbar.alpha);
}
else
{
gl.disable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
}
#endregion
var lighting = [email protected];
gl.uniform1i(shaderProgram_useLightingUniform, lighting.ToInt32());
if (lighting)
{
gl.uniform3f(
shaderProgram_ambientColorUniform,
toolbar.ambientR,
toolbar.ambientG,
toolbar.ambientB
);
var lightingDirection = new float []{
toolbar.lightDirectionX,
toolbar.lightDirectionY,
toolbar.lightDirectionZ
};
var adjustedLD = glMatrix.vec3.create();
glMatrix.vec3.normalize(lightingDirection, adjustedLD);
glMatrix.vec3.scale(adjustedLD, new f[] {-1});
gl.uniform3fv(shaderProgram_lightingDirectionUniform, adjustedLD);