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类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.........
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;
}
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.........
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.........
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.........
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();
};
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 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();
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
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.........
};
#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,
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.........
};
#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,
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.........