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C# WebGLRenderingContext.linkProgram方法代码示例

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

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150719/chromeudpwindwheel

        /// <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(IApp page)
        {
            #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");

                        // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions
                        var xappwindow = await chrome.app.window.create(
                               Native.document.location.pathname, options: new
                               {
                                   alwaysOnTop = true,
                                   visibleOnAllWorkspaces = true
                               }
                        );

                        //xappwindow.setAlwaysOnTop

                        xappwindow.show();

                        await xappwindow.contentWindow.async.onload;

                        Console.WriteLine("chrome.app.window loaded!");
                    };


                    return;
                }
            }
            #endregion



            // X:\jsc.svn\examples\javascript\WorkerMD5Experiment\WorkerMD5Experiment\Application.cs
            // "C:\Users\Arvo\AppData\Local\Google\Chrome SxS\Application\chrome.exe - es3.lnk"


            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);

//.........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: CreateShader

        static CreateShaderResult CreateShader(
            WebGLRenderingContext gl,
            string tvs,
            string tfs,
            bool nativeDebug
            )
        {
            //new IHTMLPre { "enter CreateShader" }.AttachToDocument();

            //var p = gl.createProgram();

            var vs = new WebGLShader(gl, gl.VERTEX_SHADER);
            var fs = new WebGLShader(gl, gl.FRAGMENT_SHADER);

            gl.shaderSource(vs, tvs);
            gl.shaderSource(fs, tfs);

            gl.compileShader(vs);

            var ok = new CreateShaderResult { mSuccess = true };

            // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_shaders/
            new WebGLDebugShaders(gl).With(x => ok.vsTranslatedShaderSource = x.getTranslatedShaderSource(vs));

            //gl.getExtension("WEBGL_debug_shaders").With(
            //(dynamic WEBGL_debug_shaders) =>
            //	{
            //		ok.vsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)vs);
            //	}
            //);

            gl.compileShader(fs);

            // ipad wont have it available
            new WebGLDebugShaders(gl).With(x => ok.fsTranslatedShaderSource = x.getTranslatedShaderSource(fs));

            //gl.getExtension("WEBGL_debug_shaders").With(
            //	(dynamic WEBGL_debug_shaders) =>
            //	{
            //		ok.fsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)fs);
            //	}
            //);

            if (gl.getShaderParameter(vs, gl.COMPILE_STATUS) == null)
            {
                var infoLog = gl.getShaderInfoLog(vs);

                // does our async rewriter throw async exceptions yet?
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }

            var fsCOMPILE_STATUS = (bool)gl.getShaderParameter(fs, gl.COMPILE_STATUS);
            //new IHTMLPre { "CreateShader " + new { fsCOMPILE_STATUS } }.AttachToDocument();

            if (!fsCOMPILE_STATUS)
            {
                var infoLog = gl.getShaderInfoLog(fs);
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }


            var p = new WebGLProgram(gl);
            gl.attachShader(p, vs);
            gl.attachShader(p, fs);

            // using dispose?
            gl.deleteShader(vs);
            gl.deleteShader(fs);

            gl.linkProgram(p);

            var linkResult = (bool)gl.getProgramParameter(p, gl.LINK_STATUS);

            //new IHTMLPre { "CreateShader " + new { linkResult } }.AttachToDocument();

            if (!linkResult)
            {
                var infoLog = gl.getProgramInfoLog(p);
                gl.deleteProgram(p);
                throw new Exception(message: new { infoLog }.ToString());
                //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument();
                //return new CreateShaderResult { mSuccess = false, mInfo = infoLog };
            }

            // https://msdn.microsoft.com/en-us/library/ie/dn302415(v=vs.85).aspx
            //new IHTMLPre { "exit CreateShader" }.AttachToDocument();

            ok.mProgram = p;
            return ok;
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:94,代码来源:ShaderToy.cs

示例3: 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)
        {
            // view-source:http://mrdoob.com/lab/javascript/webgl/glsl/04/

            var time = new Stopwatch();
            time.Start();

            var parameters_screenWidth = 0;
            var parameters_screenHeight = 0;

            var gl = new WebGLRenderingContext();
            var canvas = gl.canvas.AttachToDocument();


            #region IsDisposed
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                canvas.Orphanize();
            };
            #endregion

            // Create Vertex buffer (2 triangles)

            var buffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f), gl.STATIC_DRAW);

            // Create Program


            var program = gl.createProgram(
                new DisturbVertexShader(),
                new DisturbFragmentShader()
            );

            gl.linkProgram(program);
            gl.useProgram(program);


            #region loadTexture
            Action<IHTMLImage, WebGLTexture> loadTexture =
                async (image, texture_) =>
                {
                    await image;


                    gl.enable(gl.TEXTURE_2D);
                    gl.bindTexture(gl.TEXTURE_2D, texture_);
                    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
                    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_LINEAR);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.REPEAT);
                    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.REPEAT);
                    gl.generateMipmap(gl.TEXTURE_2D);
                    gl.bindTexture(gl.TEXTURE_2D, null);

                };
            #endregion


            var texture = gl.createTexture();

            loadTexture(new HTML.Images.FromAssets.disturb(), texture);


            var vertexPositionLocation = default(long);
            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();
//.........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4: Application

         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);

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

            var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
            var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");

            // new in lesson 05
            var shaderProgram_samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler");
            #endregion



            var mvMatrix = glMatrix.mat4.create();
            var mvMatrixStack = new Stack<Float32Array>();
//.........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5: Application

        // samsung gearvr browser doesnt have webgl enabled yet
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151201/samsungbrowser
        // https://zproxy.wordpress.com/2015/07/04/gearvr-ovrmycubeworldndk/


        /// <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)
        {
            // X:\jsc.svn\examples\java\android\vr\OVRMyCubeWorldNDK\OVRMyCubeWorldNDK\VrCubeWorld.Renderer.cs

            // works for IE11
            //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();


            //if (Native.window.parent != Native.window.self)
            //{
            //    // why stop there. negotiate our own title bar!
            //    Native.document.body.style.backgroundColor = JSColor.Transparent;
            //}
            //else
            //{
            Native.window.document.body.style.backgroundColor = JSColor.Black;
            Native.window.document.body.style.color = JSColor.Yellow;
            //}

            //page.PageContainer.style.color = Color.Blue;

            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;

            #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


            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");
            gl.enableVertexAttribArray((uint)shaderProgram_vertexColorAttribute);

            var shaderProgram_pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix");
            var shaderProgram_mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix");


            // X:\jsc.svn\examples\java\android\vr\OVRMyCubeWorldNDK\OVRMyCubeWorldNDK\References\VrApi.ovrMatrix4f.cs
            // exports.mat4 = require("./gl-matrix/mat4.js");
            // https://github.com/toji/gl-matrix/blob/master/src/gl-matrix.js
            // https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/mat4.js
            // new glMatrix.ARRAY_TYPE(16);
            // https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/common.js
            //  Float32Array : Array
//.........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();
            };
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.........
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: ApplicationContent


//.........这里部分代码省略.........
            var gl_viewportWidth = Native.window.Width;
            var gl_viewportHeight = Native.window.Height;



            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();
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


//.........这里部分代码省略.........
                };
            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 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
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.........
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11: Application


//.........这里部分代码省略.........

                };
            #endregion

            #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,
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.........

                };
            #endregion

            #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,
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)
        {
            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


注:本文中的WebGLRenderingContext.linkProgram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。