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C# WebGLRenderingContext.uniform3fv方法代码示例

本文整理汇总了C#中WebGLRenderingContext.uniform3fv方法的典型用法代码示例。如果您正苦于以下问题:C# WebGLRenderingContext.uniform3fv方法的具体用法?C# WebGLRenderingContext.uniform3fv怎么用?C# WebGLRenderingContext.uniform3fv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.uniform3fv方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Application


//.........这里部分代码省略.........
						// 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2: Application


//.........这里部分代码省略.........
					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, xres, yres, 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);


					// what if there are other textures too?
					// X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeWebGLFrameBuffer\ChromeWebGLFrameBuffer\Application.cs

					//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 vec2pos = (uint)gl.getAttribLocation(mProgram, "pos");
					//gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO);
					gl.bindBuffer(gl.ARRAY_BUFFER, vbo);


					#region vertices
					float left = -1.0f;
					// y reversed?
					float bottom = -1.0f;
					float right = 1.0f;
					float top = 1.0f;

					var fvertices =
						new float[]
						{
							// left top
							left, bottom,

							// right top
							//right, -1.0f,
							right, bottom,

							// left bottom
							left, top,

							// right top
							//right, -1.0f,
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3: Application


//.........这里部分代码省略.........
                        #region new in lesson 07
                        gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
                        gl.vertexAttribPointer((uint)shaderProgram_vertexNormalAttribute, cubeVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);
                        #endregion

                        gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
                        gl.vertexAttribPointer((uint)shaderProgram_textureCoordAttribute, cubeVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);


                        gl.activeTexture(gl.TEXTURE0);
                        gl.bindTexture(gl.TEXTURE_2D, textures[filter]);
                        gl.uniform1i(shaderProgram_samplerUniform, 0);

                        #region new in lesson 07
                        var lighting = [email protected];
                        gl.uniform1i(shaderProgram_useLightingUniform, lighting.ToInt32());
                        if (lighting)
                        {
                            gl.uniform3f(
                                shaderProgram_ambientColorUniform,
                                toolbar.ambientR,
                                toolbar.ambientG,
                                toolbar.ambientB
                            );

                            var lightingDirection = new float[]{
                                toolbar.lightDirectionX,
                                toolbar.lightDirectionY,
                                toolbar.lightDirectionZ
                            };
                            var adjustedLD = glMatrix.vec3.create();
                            glMatrix.vec3.normalize(lightingDirection, adjustedLD);
                            glMatrix.vec3.scale(adjustedLD, new f[] {-1});
                            gl.uniform3fv(shaderProgram_lightingDirectionUniform, adjustedLD);

                            gl.uniform3f(
                                shaderProgram_directionalColorUniform,
                                toolbar.directionalR,
                                toolbar.directionalG,
                                toolbar.directionalB
                            );
                        }

                        #endregion

                        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
                        setMatrixUniforms();
                        gl.drawElements(gl.TRIANGLES, cubeVertexIndexBuffer_numItems, gl.UNSIGNED_SHORT, 0);



                    };
                    drawScene();
                    #endregion



                    #region handleKeys
                    Action handleKeys =
                        delegate
                        {
                            if (currentlyPressedKeys[33])
                            {
                                // Page Up
                                z -= 0.05f;
                            }
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.........


                    gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
                    gl.enable(gl.DEPTH_TEST);




                    #region drawScene
                    Action drawScene = () =>
                    {
                        gl.viewport(0, 0, gl_viewportWidth, gl_viewportHeight);
                        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                        glMatrix.mat4.perspective(45, gl_viewportWidth / gl_viewportHeight, 0.1f, 100.0f, pMatrix);

                        var lighting = [email protected];
                        #region [uniform] bool uUseLighting <- lighting
                        gl.uniform1i(shaderProgram_useLightingUniform, Convert.ToInt32(lighting));
                        #endregion

                        if (lighting)
                        {
                            #region [uniform] vec3 uAmbientColor <- (f ambientR, f ambientG, f ambientB)
                            gl.uniform3f(
                                shaderProgram_ambientColorUniform,
                                float.Parse(toolbar.ambientR.value),
                                float.Parse(toolbar.ambientG.value),
                                float.Parse(toolbar.ambientB.value)
                            );
                            #endregion

                            var lightingDirection = new[]{
                                    float.Parse(toolbar.lightDirectionX.value),
                                    float.Parse(toolbar.lightDirectionY.value),
                                    float.Parse(toolbar.lightDirectionZ.value)
                                };

                            var adjustedLD = glMatrix.vec3.create();
                            glMatrix.vec3.normalize(lightingDirection, adjustedLD);
                            glMatrix.vec3.scale(adjustedLD, new f[] { -1 });

                            #region [uniform] vec3 uLightingDirection <- vec3
                            gl.uniform3fv(shaderProgram_lightingDirectionUniform, adjustedLD);
                            #endregion

                            #region [uniform] vec3 uDirectionalColor <- (f directionalR, f directionalG, f directionalB)
                            gl.uniform3f(
                                shaderProgram_directionalColorUniform,
                                float.Parse(toolbar.directionalR.value),
                                float.Parse(toolbar.directionalG.value),
                                float.Parse(toolbar.directionalB.value)
                            );
                            #endregion

                        }

                        glMatrix.mat4.identity(mvMatrix);

                        glMatrix.mat4.translate(mvMatrix, new f[] { 0, 0, -6 });

                        glMatrix.mat4.multiply(mvMatrix, moonRotationMatrix);

                        gl.activeTexture(gl.TEXTURE0);
                        gl.bindTexture(gl.TEXTURE_2D, moonTexture);
                        gl.uniform1i(shaderProgram_samplerUniform, 0);

                        gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
                        gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, moonVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);

                        gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
                        gl.vertexAttribPointer((uint)shaderProgram_textureCoordAttribute, moonVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);

                        gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
                        gl.vertexAttribPointer((uint)shaderProgram_vertexNormalAttribute, moonVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);

                        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
                        setMatrixUniforms();
                        gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer_numItems, gl.UNSIGNED_SHORT, 0);
                    };
                    #endregion



                    Native.window.onframe += delegate
                    {
                        if (IsDisposed)
                            return;

                        RotateAtDelta(1, 1);

                        drawScene();


                    };


                }
            );
        }
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.uniform3fv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。