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C# WebGLRenderingContext.useProgram方法代码示例

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

        /* Source: http://www.ibiblio.org/e-notes/webgl/models/ethanol.html
         * http://www.worldofmolecules.com/3D/dopamine_3d.htm
         */


        /// <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 prMatrix = new CanvasMatrix4();

            var gl_viewportWidth = 500;
            var gl_viewportHeight = 500;

            var gl = new WebGLRenderingContext();
            var canvas = gl.canvas.AttachToDocument();
            #region AtResize
            Action AtResize =
                delegate
                {
                    gl_viewportWidth = Native.window.Width;
                    gl_viewportHeight = Native.window.Height;

                    prMatrix = new CanvasMatrix4();



                    prMatrix.perspective(45f,
                        (f)Native.window.aspect,
                        1f, 100f);

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

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

            Native.window.onresize +=
                e =>
                {
                    AtResize();
                };
            AtResize();
            #endregion

            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;








            var h = 1f;
            var r1 = .5f;
            var r2 = .2f;

            #region requestPointerLock
            var __pointer_x = 0;
            var __pointer_y = 0;

            canvas.onmousedown +=
                delegate
                {
                    canvas.requestPointerLock();
                };

            canvas.onmousemove +=
                e =>
                {
                    if (Native.Document.pointerLockElement == canvas)
                    {

                        __pointer_x += e.movementX;
                        __pointer_y += e.movementY;
                    }
                };

            canvas.onmouseup +=
                delegate
                {
                    //Native.Document.exitPointerLock();
                };
            #endregion



            var prog = gl.createProgram(
                new GeometryVertexShader(),
                new GeometryFragmentShader()
            );

            gl.linkProgram(prog);
            gl.useProgram(prog);

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

示例2: Application

        /// <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3: Application


//.........这里部分代码省略.........
						{
							do
							{
								Native.document.body.style.backgroundColor = "cyan";
								await Task.Delay(500);
								Native.document.body.style.backgroundColor = "yellow";
								await Task.Delay(500);
							} while (await Native.window.async.onframe);
						}
					);



					// https://developer.mozilla.org/en/docs/Web/API/WebGLRenderingContext

					#region Paint_Image
					Paint_ImageDelegate Paint_Image =
					(mProgram, time, mouseOriX, mouseOriY, mousePosX, mousePosY) =>
					{


						var viewportxres = gl.canvas.width;
						var viewportyres = gl.canvas.height;

						#region Paint_Image
						//new IHTMLPre { "enter Paint_Image" }.AttachToDocument();

						// 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");
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

        /// <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();





            #region canvas
            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;
            #endregion




            var h = 1f;
            var r1 = .5f;
            var r2 = .2f;
            var nPhi = 500;


            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 pt = new IArray<float>();
            var nt = new IArray<float>();
            var Phi = 0.0;
            var dPhi = 2 * Math.PI / (nPhi - 1);

            var Nx = r1 - r2;
            var Ny = h;
            var N = (float)Math.Sqrt(Nx * Nx + Ny * Ny);

            Nx /= N;
            Ny /= N;

            for (var i = 0; i < nPhi; i++)
            {
                var cosPhi = Math.Cos(Phi);
                var sinPhi = Math.Sin(Phi);
                var cosPhi2 = Math.Cos(Phi + dPhi / 2);
                var sinPhi2 = Math.Sin(Phi + dPhi / 2);

                pt.push(-h / 2);
                pt.push((float)(cosPhi * r1));
                pt.push((float)(sinPhi * r1));   // points

                nt.push(Nx);
                nt.push((float)(Ny * cosPhi));
                nt.push((float)(Ny * sinPhi));         // normals

                pt.push(h / 2);
                pt.push((float)(cosPhi2 * r2));
                pt.push((float)(sinPhi2 * r2));  // points

//.........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: Initialize

        private void Initialize(IDefault page = null)
        {
			#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");

						var xappwindow = await chrome.app.window.create(
							   Native.document.location.pathname, options: null
						);

						//xappwindow.setAlwaysOnTop

						xappwindow.show();

						await xappwindow.contentWindow.async.onload;

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


					return;
				}
			}
			#endregion


			int w = Native.window.Width;
            int h = Native.window.Height;



            var gl = new WebGLRenderingContext(preserveDrawingBuffer: true);

            var canvas = gl.canvas.AttachToDocument();
            canvas.style.backgroundColor = JSColor.Black;
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            canvas.style.SetLocation(0, 0);


            #region Dispose
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                canvas.Orphanize();
            };
            #endregion


            // http://cs.helsinki.fi/u/ilmarihe/metatunnel.html


            var p = gl.createProgram(
                new ChocoluxVertexShader(),
                new ChocoluxFragmentShader()
            );


            gl.bindAttribLocation(p, 0, "position");
            gl.linkProgram(p);

            gl.useProgram(p);

            var uniforms = p.Uniforms(gl);

            gl.viewport(0, 0, w, h);

            gl.enableVertexAttribArray(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6: drawObject

        void drawObject(WebGLRenderingContext gl, foo shader, bar @object)
        {
            gl.useProgram(shader.program);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.vertex_buffer);
            gl.vertexAttribPointer((uint)shader.aVertexPosition, 3, gl.FLOAT, false, 0, 0);

            gl.bindBuffer(gl.ARRAY_BUFFER, @object.texturecoord_buffer);
            gl.vertexAttribPointer((uint)shader.aTextureCoord, 2, gl.FLOAT, false, 0, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture1"]);
            gl.uniform1i(shader.u["uSamplerDiffuse1"], 0);

            gl.activeTexture(gl.TEXTURE1);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture2"]);
            gl.uniform1i(shader.u["uSamplerDiffuse2"], 1);

            gl.activeTexture(gl.TEXTURE2);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture3"]);
            gl.uniform1i(shader.u["uSamplerDiffuse3"], 2);

            gl.activeTexture(gl.TEXTURE3);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture4"]);
            gl.uniform1i(shader.u["uSamplerDiffuse4"], 3);

            gl.activeTexture(gl.TEXTURE4);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture5"]);
            gl.uniform1i(shader.u["uSamplerDiffuse5"], 4);

            gl.activeTexture(gl.TEXTURE5);
            gl.bindTexture(gl.TEXTURE_2D, @object.t["texture6"]);
            gl.uniform1i(shader.u["uSamplerDiffuse6"], 5);

            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, @object.index_buffer);

            gl.uniformMatrix4fv(shader.u["uProjectionMatrix"], false, shader.PROJECTION_MATRIX);
            gl.uniformMatrix4fv(shader.u["uModelViewMatrix"], false, shader.MV_MATRIX);

            gl.drawElements(gl.TRIANGLES, @object.n_elements, gl.UNSIGNED_SHORT, 0);
        }
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:41,代码来源:Application.cs

示例7: ApplicationContent


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

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IDefault page = null)
        {
            // works in IE11



            style.Content.AttachToHead();

            var gl_viewportWidth = Native.window.Width;
            var gl_viewportHeight = Native.window.Height;




            var gl = new WebGLRenderingContext();


            var canvas = gl.canvas.AttachToDocument();

            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight);

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

            #region IsDisposed
            var IsDisposed = false;

            this.Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                canvas.Orphanize();
            };
            #endregion

            #region requestFullscreen
            Native.Document.body.ondblclick +=
                delegate
                {
                    if (IsDisposed)
                        return;

                    // http://tutorialzine.com/2012/02/enhance-your-website-fullscreen-api/

                    Native.Document.body.requestFullscreen();


                };
            #endregion



            #region init shaders


            var shaderProgram = gl.createProgram(
                new Shaders.GeometryVertexShader(),
                new Shaders.GeometryFragmentShader()
            );

            gl.linkProgram(shaderProgram);
            gl.useProgram(shaderProgram);

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

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

            #endregion



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

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

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





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

示例9: Application

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IDefault page = null)
        {
            var gl_viewportWidth = Native.window.Width;
            var gl_viewportHeight = Native.window.Height;




            var gl = new WebGLRenderingContext();


            var canvas = gl.canvas.AttachToDocument();

            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10: Application


//.........这里部分代码省略.........



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

                                    var teapotAngle = 180f;

                                    var lastTime = 0L;

                                    #region animate
                                    Action animate = () =>
                                    {
                                        var timeNow = new IDate().getTime();
                                        if (lastTime != 0)
                                        {
                                            var elapsed = timeNow - lastTime;

                                            teapotAngle += 0.05f * elapsed;
                                        }
                                        lastTime = timeNow;
                                    };
                                    #endregion



                                    //Func<string, f> parseFloat = Convert.ToSingle;
                                    Func<string, f> parseFloat = x => float.Parse(x);


                                    #region drawScene
                                    Action drawScene = () =>
                                    {
                                        gl.useProgram(currentProgram.program);

                                        gl.viewport(0, 0, gl_viewportWidth, gl_viewportHeight);
                                        gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                                        //if (teapotVertexPositionBuffer == null || teapotVertexNormalBuffer == null || teapotVertexTextureCoordBuffer == null || teapotVertexIndexBuffer == null) {
                                        //    return;
                                        //}

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

                                        var shaderProgram = currentProgram;

                                        var specularHighlights = [email protected];

                                        #region [uniform] bool uShowSpecularHighlights <-  [email protected]
                                        gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, Convert.ToInt32(specularHighlights));
                                        #endregion

                                        var lighting = [email protected];

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

                                        if (lighting)
                                        {

                                            #region [uniform] uAmbientColor <- ambientR, ambientG, ambientB
                                            gl.uniform3f(
                                                shaderProgram.ambientColorUniform,
                                                parseFloat(toolbar.ambientR.value),
                                                parseFloat(toolbar.ambientG.value),
开发者ID:exaphaser,项目名称:JSC-Cross-Compiler,代码行数:67,代码来源:Application.cs

示例11: 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12: Application


//.........这里部分代码省略.........

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

                            var earthAngle = 180f;

                            var lastTime = 0L;

                            #region animate
                            Action animate = () =>
                            {
                                var timeNow = new IDate().getTime();
                                if (lastTime != 0)
                                {
                                    var elapsed = timeNow - lastTime;

                                    earthAngle += 0.05f * elapsed;
                                }
                                lastTime = timeNow;
                            };
                            #endregion



                            //Func<string, f> parseFloat = Convert.ToSingle;
                            //Func<string, f> parseFloat = x => float.Parse(x);


                            #region drawScene
                            Action drawScene = () =>
                            {
                                var shaderProgram = currentProgram;

                                gl.useProgram(shaderProgram.program);

                                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);

                                #region [uniform] uUseColorMap <- color_map
                                var useColorMap = [email protected];
                                gl.uniform1i(shaderProgram.useColorMapUniform, Convert.ToInt32(useColorMap));
                                #endregion

                                #region [uniform] uUseSpecularMap <- specular_map
                                var useSpecularMap = [email protected];
                                gl.uniform1i(shaderProgram.useSpecularMapUniform, Convert.ToInt32(useSpecularMap));
                                #endregion

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


                                if (lighting)
                                {
                                    #region [uniform] uAmbientColor <- ambientR, ambientG, ambientB
                                    gl.uniform3f(
                                        shaderProgram.ambientColorUniform,
                                        float.Parse(toolbar.ambientR.value),
                                        float.Parse(toolbar.ambientG.value),
                                        float.Parse(toolbar.ambientB.value)
                                    );
                                    #endregion
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13: 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14: 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15: 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

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


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