本文整理汇总了C#中WebGLRenderingContext.enableVertexAttribArray方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.enableVertexAttribArray方法的具体用法?C# WebGLRenderingContext.enableVertexAttribArray怎么用?C# WebGLRenderingContext.enableVertexAttribArray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.enableVertexAttribArray方法的15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.........
var canvas = gl.canvas.AttachToDocument();
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0, size, size);
canvas.width = size;
canvas.height = size;
var gl_viewportWidth = size;
var gl_viewportHeight = size;
// can AssetLibrary create a special type
// and define the variables
// for it we need to parse glsl?
// if we dont parse the code yet,
// do we parse the macros and fields neogh already to do that?
// Geometry
var shaderProgram = gl.createProgram(
new WebGLWindWheel.Shaders.GeometryVertexShader(),
new WebGLWindWheel.Shaders.GeometryFragmentShader()
);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
// new in lesson 02
var shaderProgram_vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray((uint)shaderProgram_vertexColorAttribute);
var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
// https://hacks.mozilla.org/2014/10/introducing-simd-js/
// https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/mat4.js
// http://www.i-programmer.info/news/167-javascript/8578-chrome-to-support-simdjs.html
// https://code.google.com/p/v8/issues/detail?id=2228
//var SIMD_mat4 = new System.Numerics.Matrix4x4();
//var SIMD_mat4s = new Stack<System.Numerics.Matrix4x4>();
// can we convert this code to NDK friendly non GC library?
// for gearVR 90FOV and cardboard wearality 150FOV
#region __mat4
var __mat4 = new
{
// X:\jsc.svn\examples\javascript\Test\TestFloatArray\TestFloatArray\Application.cs
// https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/20150706/20150708
// generic in the sens of caller choosing is the return type a new struct or out ref?
perspective = new Func<float[], float, float, float, float, float[]>(
(that, fovy, aspect, near, far) =>
{
var f = 1.0f / (float)Math.Tan(fovy / 2f);
var nf = 1f / (near - far);
示例2: Application
//.........这里部分代码省略.........
var uniforms = prog.Uniforms(gl);
var nPhi = 100;
var nTheta = 50;
var dPhi = 2 * Math.PI / nPhi;
var dTheta = Math.PI / nTheta;
var vertices = new IArray<float>();
var ind = new IArray<ushort>();
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);
vertices.push((f)(cosPhi * sinTheta));
vertices.push((f)(-sinPhi * sinTheta));
vertices.push((f)(cosTheta));
}
}
for (var j = 0; j < nTheta; j++)
for (var i = 0; i <= nPhi; i++)
{
ind.push((ushort)(j * (nPhi + 1) + i));
ind.push((ushort)((j + 1) * (nPhi + 1) + i));
}
var posLocation = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray((uint)posLocation);
var posBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer((uint)posLocation, 3, gl.FLOAT, false, 0, 0);
var indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(ind.ToArray()),
gl.STATIC_DRAW);
//prMatrix.perspective(45, 1, .1, 100);
gl.uniformMatrix4fv(gl.getUniformLocation(prog, "prMatrix"),
false, new Float32Array(prMatrix.getAsArray()));
var mvMatrix = new CanvasMatrix4();
var mvMatLoc = gl.getUniformLocation(prog, "mvMatrix");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearDepth(1.0f);
gl.clearColor(0, 0, .8f, 1f);
var xOffs = 0;
var yOffs = 0;
var drag = 0;
var xRot = 0f;
var yRot = 1f;
var transl = -15.5f;
示例3: Application
//.........这里部分代码省略.........
var textureLocation = default(WebGLUniformLocation);
#region resize
Action resize = delegate
{
canvas.style.SetLocation(0, 0);
canvas.width = Native.window.Width;
canvas.height = Native.window.Height;
parameters_screenWidth = canvas.width;
parameters_screenHeight = canvas.height;
gl.viewport(0, 0, canvas.width, canvas.height);
};
Native.window.onresize +=
delegate
{
if (IsDisposed)
return;
resize();
};
resize();
#endregion
Native.window.onframe +=
delegate
{
if (IsDisposed)
return;
if (program == null) return;
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Load program into GPU
// Get var locations
vertexPositionLocation = gl.getAttribLocation(program, "position");
textureLocation = gl.getUniformLocation(program, "texture");
// Set values to program variables
var program_uniforms = program.Uniforms(gl);
var resolution = new __vec2 { x = parameters_screenWidth, y = parameters_screenHeight };
program_uniforms.time = time.ElapsedMilliseconds / 1000f;
// could the uniform accept anonymous type and infer vec2 based on x and y?
program_uniforms.resolution = resolution;
//gl.uniform1f(gl.getUniformLocation(program, "time"), parameters_time / 1000);
//gl.uniform2f(gl.getUniformLocation(program, "resolution"), parameters_screenWidth, parameters_screenHeight);
gl.uniform1i(textureLocation, 0);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture);
// Render geometry
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.vertexAttribPointer((uint)vertexPositionLocation, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray((uint)vertexPositionLocation);
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.disableVertexAttribArray((uint)vertexPositionLocation);
};
#region requestFullscreen
Native.document.body.ondblclick +=
delegate
{
if (IsDisposed)
return;
// http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/
Native.document.body.requestFullscreen();
};
#endregion
}
示例4: Application
//.........这里部分代码省略.........
// http://www.html5rocks.com/en/tutorials/webgl/webgl_fundamentals/
//gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.viewport(0, 0, viewportxres, viewportyres);
// alpha to zero will only hide the pixel if blending is enabled.
gl.useProgram(mProgram);
// uniform4fv
var mouse = new[] { mousePosX, mousePosY, mouseOriX, mouseOriY };
var l2 = gl.getUniformLocation(mProgram, "iGlobalTime"); if (l2 != null) gl.uniform1f(l2, time);
var l3 = gl.getUniformLocation(mProgram, "iResolution"); if (l3 != null) gl.uniform3f(l3, viewportxres, viewportyres, 1.0f);
var l4 = gl.getUniformLocation(mProgram, "iMouse"); if (l4 != null) gl.uniform4fv(l4, mouse);
//var l7 = gl.getUniformLocation(this.mProgram, "iDate"); if (l7 != null) gl.uniform4fv(l7, dates);
//var l9 = gl.getUniformLocation(this.mProgram, "iSampleRate"); if (l9 != null) gl.uniform1f(l9, this.mSampleRate);
var ich0 = gl.getUniformLocation(mProgram, "iChannel0"); if (ich0 != null) gl.uniform1i(ich0, 0);
var ich1 = gl.getUniformLocation(mProgram, "iChannel1"); if (ich1 != null) gl.uniform1i(ich1, 1);
var ich2 = gl.getUniformLocation(mProgram, "iChannel2"); if (ich2 != null) gl.uniform1i(ich2, 2);
var ich3 = gl.getUniformLocation(mProgram, "iChannel3"); if (ich3 != null) gl.uniform1i(ich3, 3);
//for (var i = 0; i < mInputs.Length; i++)
//{
// var inp = mInputs[i];
// gl.activeTexture((uint)(gl.TEXTURE0 + i));
// if (inp == null)
// {
// gl.bindTexture(gl.TEXTURE_2D, null);
// }
//}
var times = new[] { 0.0f, 0.0f, 0.0f, 0.0f };
var l5 = gl.getUniformLocation(mProgram, "iChannelTime");
if (l5 != null) gl.uniform1fv(l5, times);
var resos = new float[12] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
var l8 = gl.getUniformLocation(mProgram, "iChannelResolution");
if (l8 != null) gl.uniform3fv(l8, resos);
// using ?
var l1 = (uint)gl.getAttribLocation(mProgram, "pos");
gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
gl.vertexAttribPointer(l1, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(l1);
gl.drawArrays(gl.TRIANGLES, 0, 6);
// first frame is now visible
gl.disableVertexAttribArray(l1);
#endregion
//mFrame++;
};
#endregion
var sw = Stopwatch.StartNew();
do
{
pass1.Paint_Image(
sw.ElapsedMilliseconds / 1000.0f,
mMouseOriX,
mMouseOriY,
mMousePosX,
mMousePosY,
zoom: 1.0f
);
pass0.Paint_Image(
sw.ElapsedMilliseconds / 1000.0f,
mMouseOriX,
mMouseOriY,
mMousePosX,
mMousePosY,
//zoom: 0.5f
zoom: mMousePosX / (float)c.width
);
// what does it do?
gl.flush();
}
while (await Native.window.async.onframe);
}
);
}
示例5: Application
//.........这里部分代码省略.........
var Ny = h;
var N = (float)Math.Sqrt(Nx * Nx + Ny * Ny);
Nx /= N;
Ny /= N;
for (var i = 0; i < nPhi; i++)
{
var cosPhi = Math.Cos(Phi);
var sinPhi = Math.Sin(Phi);
var cosPhi2 = Math.Cos(Phi + dPhi / 2);
var sinPhi2 = Math.Sin(Phi + dPhi / 2);
pt.push(-h / 2);
pt.push((float)(cosPhi * r1));
pt.push((float)(sinPhi * r1)); // points
nt.push(Nx);
nt.push((float)(Ny * cosPhi));
nt.push((float)(Ny * sinPhi)); // normals
pt.push(h / 2);
pt.push((float)(cosPhi2 * r2));
pt.push((float)(sinPhi2 * r2)); // points
nt.push(Nx);
nt.push((float)(Ny * cosPhi2));
nt.push((float)(Ny * sinPhi2)); // normals
Phi += dPhi;
}
var posLoc = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray((uint)posLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(pt.ToArray()), gl.STATIC_DRAW);
gl.vertexAttribPointer((uint)posLoc, 3, gl.FLOAT, false, 0, 0);
var normLoc = gl.getAttribLocation(prog, "aNorm");
gl.enableVertexAttribArray((uint)normLoc);
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(nt), gl.STATIC_DRAW);
gl.vertexAttribPointer((uint)normLoc, 3, gl.FLOAT, false, 0, 0);
var prMatrix = new CanvasMatrix4();
gl.uniformMatrix4fv(gl.getUniformLocation(prog, "prMatrix"),
false, new Float32Array(prMatrix.getAsArray()));
var mvMatrix = new CanvasMatrix4();
var rotMat = new CanvasMatrix4();
rotMat.makeIdentity();
rotMat.rotate(-40, 0, 1, 0);
var mvMatLoc = gl.getUniformLocation(prog, "mvMatrix");
gl.enable(gl.DEPTH_TEST);
gl.depthFunc(gl.LEQUAL);
gl.clearDepth(1.0f);
gl.clearColor(0, 0, .5f, 1);
var xOffs = 0;
var yOffs = 0;
var drag = 0;
var xRot = 0;
var yRot = 0;
var transl = -1.5f;
示例6: Application
//.........这里部分代码省略.........
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
var shaderProgram = gl.createProgram();
var vs = createShader(new GeometryVertexShader());
var fs = createShader(new GeometryFragmentShader());
gl.attachShader(shaderProgram, vs);
gl.attachShader(shaderProgram, fs);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
// new in lesson 02
var shaderProgram_vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray((uint)shaderProgram_vertexColorAttribute);
var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
var mvMatrix = glMatrix.mat4.create();
var mvMatrixStack = new Stack<Float32Array>();
var pMatrix = glMatrix.mat4.create();
#region new in lesson 03
Action mvPushMatrix = delegate
{
var copy = glMatrix.mat4.create();
glMatrix.mat4.set(mvMatrix, copy);
mvMatrixStack.Push(copy);
};
Action mvPopMatrix = delegate
{
mvMatrix = mvMatrixStack.Pop();
};
#endregion
#region setMatrixUniforms
Action setMatrixUniforms =
示例7: 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 size = 500;
var gl = new WebGLRenderingContext();
var canvas = gl.canvas.AttachToDocument();
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0, size, size);
canvas.width = size;
canvas.height = size;
var gl_viewportWidth = size;
var gl_viewportHeight = size;
#region requestFullscreen
Native.Document.body.ondblclick +=
delegate
{
if (IsDisposed)
return;
// http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/
Native.Document.body.requestFullscreen();
};
#endregion
var shaderProgram = gl.createProgram();
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
var vs = createShader(new GeometryVertexShader());
var fs = createShader(new GeometryFragmentShader());
gl.attachShader(shaderProgram, vs);
gl.attachShader(shaderProgram, fs);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
// new in lesson 02
var shaderProgram_vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray((uint)shaderProgram_vertexColorAttribute);
var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
var mvMatrix = glMatrix.mat4.create();
var pMatrix = glMatrix.mat4.create();
#region setMatrixUniforms
Action setMatrixUniforms =
delegate
{
gl.uniformMatrix4fv(shaderProgram_pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram_mvMatrixUniform, false, mvMatrix);
};
//.........这里部分代码省略.........
示例8: ApplicationContent
//.........这里部分代码省略.........
var shaderProgram = gl.createProgram();
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
#region initShaders
var vs = createShader(new GeometryVertexShader());
var fs = createShader(new GeometryFragmentShader());
gl.attachShader(shaderProgram, vs);
gl.attachShader(shaderProgram, fs);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
// new in lesson 02
var shaderProgram_vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray((uint)shaderProgram_vertexColorAttribute);
var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
#endregion
var mvMatrix = glMatrix.mat4.create();
var mvMatrixStack = new Stack<Float32Array>();
var pMatrix = glMatrix.mat4.create();
#region new in lesson 03
Action mvPushMatrix = delegate
{
var copy = glMatrix.mat4.create();
glMatrix.mat4.set(mvMatrix, copy);
mvMatrixStack.Push(copy);
};
Action mvPopMatrix = delegate
{
mvMatrix = mvMatrixStack.Pop();
};
#endregion
#region setMatrixUniforms
示例9: Application
//.........这里部分代码省略.........
Action mvPushMatrix = delegate
{
var copy = glMatrix.mat4.create();
glMatrix.mat4.set(mvMatrix, copy);
mvMatrixStack.Push(copy);
};
#endregion
#region mvPopMatrix
Action mvPopMatrix = delegate
{
mvMatrix = mvMatrixStack.Pop();
};
#endregion
#region degToRad
Func<float, float> degToRad = (degrees) =>
{
return degrees * (f)Math.PI / 180f;
};
#endregion
new HTML.Images.FromAssets.crate().InvokeOnComplete(
crate =>
new HTML.Images.FromAssets.moon().InvokeOnComplete(
moon =>
{
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
var shaderProgram_textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray((uint)shaderProgram_textureCoordAttribute);
var shaderProgram_vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray((uint)shaderProgram_vertexNormalAttribute);
var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
var shaderProgram_nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
var shaderProgram_samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
var shaderProgram_useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
var shaderProgram_ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
var shaderProgram_pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
var shaderProgram_pointLightingColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingColor");
#region setMatrixUniforms
Action setMatrixUniforms =
delegate
{
gl.uniformMatrix4fv(shaderProgram_pMatrixUniform, false, pMatrix);
gl.uniformMatrix4fv(shaderProgram_mvMatrixUniform, false, mvMatrix);
var normalMatrix = glMatrix.mat3.create();
glMatrix.mat4.toInverseMat3(mvMatrix, normalMatrix);
glMatrix.mat3.transpose(normalMatrix);
gl.uniformMatrix3fv(shaderProgram_nMatrixUniform, false, normalMatrix);
};
#endregion
#region cubeVertexPositionBuffer
var cubeVertexPositionBuffer = gl.createBuffer();
示例10: 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.........
示例11: Application
//.........这里部分代码省略.........
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
#region programs
var programs =
new[]
{
gl.createProgram(new Shaders.PerFragmentLightingVertexShader(),
new Shaders.PerFragmentLightingFragmentShader()
)
}.Select(
shaderProgram =>
{
gl.linkProgram(shaderProgram);
var vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)vertexPositionAttribute);
var vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray((uint)vertexNormalAttribute);
var textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray((uint)textureCoordAttribute);
var pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
var nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
var samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
var materialShininessUniform = gl.getUniformLocation(shaderProgram, "uMaterialShininess");
var showSpecularHighlightsUniform = gl.getUniformLocation(shaderProgram, "uShowSpecularHighlights");
var useTexturesUniform = gl.getUniformLocation(shaderProgram, "uUseTextures");
var useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
var ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
var pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
var pointLightingSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingSpecularColor");
var pointLightingDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingDiffuseColor");
return new
{
program = shaderProgram,
vertexPositionAttribute,
vertexNormalAttribute,
textureCoordAttribute,
pMatrixUniform,
mvMatrixUniform,
nMatrixUniform,
samplerUniform,
示例12: 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 size = 500;
var gl = new WebGLRenderingContext();
var canvas = gl.canvas.AttachToDocument();
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0, size, size);
canvas.width = size;
canvas.height = size;
var gl_viewportWidth = size;
var gl_viewportHeight = size;
#region IsDisposed
var IsDisposed = false;
this.Dispose = delegate
{
if (IsDisposed)
return;
IsDisposed = true;
canvas.Orphanize();
};
#endregion
#region AtResize
Action AtResize =
delegate
{
gl_viewportWidth = Native.window.Width;
gl_viewportHeight = Native.window.Height;
canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight);
canvas.width = gl_viewportWidth;
canvas.height = gl_viewportHeight;
};
Native.window.onresize +=
e =>
{
AtResize();
};
AtResize();
#endregion
#region requestFullscreen
Native.Document.body.ondblclick +=
delegate
{
if (IsDisposed)
return;
// http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/
Native.Document.body.requestFullscreen();
};
#endregion
#region initShaders
var shaderProgram = gl.createProgram(
new GeometryVertexShader(),
new GeometryFragmentShader()
);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
var shaderProgram_vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
// new in lesson 02
var shaderProgram_vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
//.........这里部分代码省略.........
示例13: Application
//.........这里部分代码省略.........
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
#region programs
var programs =
new[]
{
gl.createProgram(
new Shaders.PerFragmentLightingVertexShader(),
new Shaders.PerFragmentLightingFragmentShader()
)
}.Select(
shaderProgram =>
{
gl.linkProgram(shaderProgram);
var vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray((uint)vertexPositionAttribute);
var vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
gl.enableVertexAttribArray((uint)vertexNormalAttribute);
var textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
gl.enableVertexAttribArray((uint)textureCoordAttribute);
var pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
var mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");
var nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix");
var colorMapSamplerUniform = gl.getUniformLocation(shaderProgram, "uColorMapSampler");
var specularMapSamplerUniform = gl.getUniformLocation(shaderProgram, "uSpecularMapSampler");
var useColorMapUniform = gl.getUniformLocation(shaderProgram, "uUseColorMap");
var useSpecularMapUniform = gl.getUniformLocation(shaderProgram, "uUseSpecularMap");
var useLightingUniform = gl.getUniformLocation(shaderProgram, "uUseLighting");
var ambientColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientColor");
var pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation");
var pointLightingSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingSpecularColor");
var pointLightingDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingDiffuseColor");
return new
{
program = shaderProgram,
vertexPositionAttribute,
vertexNormalAttribute,
textureCoordAttribute,
pMatrixUniform,
mvMatrixUniform,
nMatrixUniform,
示例14: Application
/* Source: http://www.ibiblio.org/e-notes/webgl/models/ethanol.html
*
*/
/// <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 = 500;
var gl_viewportHeight = 500;
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_viewportHeight);
canvas.width = gl_viewportWidth;
canvas.height = gl_viewportHeight;
var h = 1f;
var r1 = .5f;
var r2 = .2f;
var prog = gl.createProgram();
#region createShader
Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
{
var shader = gl.createShader(src);
// 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 shader;
};
#endregion
var vs = createShader(new GeometryVertexShader());
var fs = createShader(new GeometryFragmentShader());
gl.attachShader(prog, vs);
gl.attachShader(prog, fs);
gl.linkProgram(prog);
gl.useProgram(prog);
var nPhi = 100;
var nTheta = 50;
var dPhi = 2 * Math.PI / nPhi;
var dTheta = Math.PI / nTheta;
var vertices = new IArray<float>();
var ind = new IArray<ushort>();
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);
vertices.push((f)(cosPhi * sinTheta));
vertices.push((f)(-sinPhi * sinTheta));
vertices.push((f)(cosTheta));
}
}
for (var j = 0; j < nTheta; j++)
for (var i = 0; i <= nPhi; i++)
{
ind.push((ushort)(j * (nPhi + 1) + i));
ind.push((ushort)((j + 1) * (nPhi + 1) + i));
}
var posLocation = gl.getAttribLocation(prog, "aPos");
gl.enableVertexAttribArray((uint)posLocation);
var posBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.vertexAttribPointer((uint)posLocation, 3, gl.FLOAT, false, 0, 0);
//.........这里部分代码省略.........
示例15: 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 size = 500;
var gl = new WebGLRenderingContext();
var canvas = gl.canvas.AttachToDocument();
Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
canvas.style.SetLocation(0, 0, size, size);
canvas.width = size;
canvas.height = size;
var gl_viewportWidth = size;
var gl_viewportHeight = size;
#region IsDisposed
var IsDisposed = false;
this.Dispose = delegate
{
if (IsDisposed)
return;
IsDisposed = true;
canvas.Orphanize();
};
#endregion
#region requestFullscreen
Native.Document.body.ondblclick +=
delegate
{
if (IsDisposed)
return;
// http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/
Native.Document.body.requestFullscreen();
};
#endregion
#region init shaders
var shaderProgram = gl.createProgram(
new Shaders.GeometryVertexShader(),
new Shaders.GeometryFragmentShader()
);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
#region getAttribLocation
Func<string, long> getAttribLocation =
name => gl.getAttribLocation(shaderProgram, name);
#endregion
var shaderProgram_vertexPositionAttribute = getAttribLocation("aVertexPosition");
gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);
var shaderProgram_textureCoordAttribute = getAttribLocation("aTextureCoord");
gl.enableVertexAttribArray((uint)shaderProgram_textureCoordAttribute);
#region getUniformLocation
Func<string, WebGLUniformLocation> getUniformLocation =
name => gl.getUniformLocation(shaderProgram, name);
#endregion
var shaderProgram_pMatrixUniform = getUniformLocation("uPMatrix");
var shaderProgram_mvMatrixUniform = getUniformLocation("uMVMatrix");
var shaderProgram_samplerUniform = getUniformLocation("uSampler");
var shaderProgram_colorUniform = getUniformLocation("uColor");
#endregion
var mvMatrix = glMatrix.mat4.create();
var mvMatrixStack = new Stack<Float32Array>();
var pMatrix = glMatrix.mat4.create();
//.........这里部分代码省略.........