当前位置: 首页>>代码示例>>C#>>正文


C# WebGLRenderingContext.getAttribLocation方法代码示例

本文整理汇总了C#中WebGLRenderingContext.getAttribLocation方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.getAttribLocation方法的具体用法?C# WebGLRenderingContext.getAttribLocation怎么用?C# WebGLRenderingContext.getAttribLocation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WebGLRenderingContext的用法示例。


在下文中一共展示了WebGLRenderingContext.getAttribLocation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

        /// <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.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例2: 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



        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例3: Application


//.........这里部分代码省略.........
            var size = 600;
            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;


            // 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);
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例4: Application


//.........这里部分代码省略.........
            var Nx = r1 - r2;
            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;
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例5: Application


//.........这里部分代码省略.........
            gl.useProgram(prog);

            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;

开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:65,代码来源:Application.cs

示例6: 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.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例7: 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);

				}
			);

		}
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例8: Application


//.........这里部分代码省略.........

            #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

            #region getUniformLocation
            Func<string, WebGLUniformLocation> getUniformLocation =
                name => gl.getUniformLocation(shaderProgram, name);
            #endregion

            #endregion





            var mvMatrix = glMatrix.mat4.create();
            var mvMatrixStack = new Stack<Float32Array>();

            var pMatrix = glMatrix.mat4.create();

            #region mvPushMatrix
            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();
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例9: 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();

            canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight);

            canvas.width = gl_viewportWidth;
            canvas.height = gl_viewportHeight;

            #region toolbar
            var toolbar = new Toolbar();

            if (page != null)
            {
                toolbar.Container.AttachToDocument();
                toolbar.Container.style.Opacity = 0.7;
                toolbar.HideButton.onclick +=
                 delegate
                 {
                     // ScriptCoreLib.Extensions
                     toolbar.HideTarget.ToggleVisible();
                 };
            }
            #endregion

            #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

            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);
//.........这里部分代码省略.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

示例10: 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,
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例11: 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
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:66,代码来源:Application.cs

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.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

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,
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

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.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs

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)
        {
            // works in IE11



            style.Content.AttachToHead();

            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_viewportHeight);

            canvas.width = gl_viewportWidth;
            canvas.height = gl_viewportHeight;

            #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

            #region getUniformLocation
            Func<string, WebGLUniformLocation> getUniformLocation =
                name => gl.getUniformLocation(shaderProgram, name);
            #endregion

            #endregion



            var shaderProgram_vertexPositionAttribute = getAttribLocation("aVertexPosition");
            gl.enableVertexAttribArray((uint)shaderProgram_vertexPositionAttribute);

            var shaderProgram_textureCoordAttribute = getAttribLocation("aTextureCoord");
            gl.enableVertexAttribArray((uint)shaderProgram_textureCoordAttribute);

            var shaderProgram_pMatrixUniform = getUniformLocation("uPMatrix");
            var shaderProgram_mvMatrixUniform = getUniformLocation("uMVMatrix");
            var shaderProgram_samplerUniform = getUniformLocation("uSampler");





            var mvMatrix = glMatrix.mat4.create();
//.........这里部分代码省略.........
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:101,代码来源:Application.cs


注:本文中的WebGLRenderingContext.getAttribLocation方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。