// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150720 // "X:\jsc.svn\examples\java\android\vr\OVRWindWheelNDK\UDPWindWheel.sln" static void drawElements(Action<float[]> uniformMatrix4fv) { //Matrix4x4 // 15680 udp var rWind = sw.ElapsedMilliseconds * 0.01f; var rCube = sw.ElapsedMilliseconds * 0.09f; #region __mat4 var __mat4 = new { // X:\jsc.svn\examples\javascript\Test\TestFloatArray\TestFloatArray\Application.cs // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/20150706/20150708 // generic in the sens of caller choosing is the return type a new struct or out ref? perspective = new Func<float[], float, float, float, float, float[]>( (that, fovy, aspect, near, far) => { var f = 1.0f / (float)Math.Tan(fovy / 2f); var nf = 1f / (near - far); that[0] = f / aspect; that[1] = 0; that[2] = 0; that[3] = 0; that[4] = 0; that[5] = f; that[6] = 0; that[7] = 0; that[8] = 0; that[9] = 0; that[10] = (far + near) * nf; that[11] = -1; that[12] = 0; that[13] = 0; that[14] = (2 * far * near) * nf; that[15] = 0; return that; }), // reset content of mat4 identity = new Func<float[], float[]>( that => { //Array.Copy() //var xx =&that; var xx = new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; //is this the best way to update array contents? xx.CopyTo(that, 0); return xx; } ), create = new Func<float[]>( () => //new mat4() new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, } ), #region not used? clone = new Func<float[], float[]>( smat4 => //new mat4() new float[] { smat4[0], smat4[1], smat4[2], smat4[3], smat4[4], smat4[5], smat4[6], smat4[7], smat4[8], smat4[9], smat4[10], smat4[11], smat4[12], smat4[13], smat4[14], smat4[15], } ) #endregion , // X:\jsc.svn\examples\java\android\vr\OVRWindWheelNDK\OVRWindWheelNDK\References\VrApi.ovrMatrix4f.cs translate = new Func<float[], float[], float[], float[]>( (float[] that, float[] output, float[] xyz) => { float xx = xyz[0], y = xyz[1], z = xyz[2]; if (output == that) { that[12] = output[0] * xx + output[4] * y + output[8] * z + output[12]; that[13] = output[1] * xx + output[5] * y + output[9] * z + output[13]; that[14] = output[2] * xx + output[6] * y + output[10] * z + output[14]; that[15] = output[3] * xx + output[7] * y + output[11] * z + output[15]; return that; } float a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23; a00 = output[0]; a01 = output[1]; a02 = output[2]; a03 = output[3]; a10 = output[4]; a11 = output[5]; a12 = output[6]; a13 = output[7]; a20 = output[8]; a21 = output[9]; a22 = output[10]; a23 = output[11]; that[0] = a00; that[1] = a01; that[2] = a02; that[3] = a03; that[4] = a10; that[5] = a11; that[6] = a12; that[7] = a13; that[8] = a20; that[9] = a21; that[10] = a22; that[11] = a23; that[12] = a00 * xx + a10 * y + a20 * z + output[12]; that[13] = a01 * xx + a11 * y + a21 * z + output[13]; that[14] = a02 * xx + a12 * y + a22 * z + output[14]; that[15] = a03 * xx + a13 * y + a23 * z + output[15]; return that; } ), rotate = new Func<float[], float[], float, float[], float[]>( (that, a, rad, axis) => { float x = axis[0], y = axis[1], z = axis[2]; float len = (float)Math.Sqrt(x * x + y * y + z * z), s, c, t, a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23, b00, b01, b02, b10, b11, b12, b20, b21, b22; if (Math.Abs(len) < float.Epsilon) return that; len = 1f / len; x *= len; y *= len; z *= len; s = (float)Math.Sin(rad); c = (float)Math.Cos(rad); t = 1 - c; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; // Construct the elements of the rotation matrix b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; // Perform rotation-specific matrix multiplication that[0] = a00 * b00 + a10 * b01 + a20 * b02; that[1] = a01 * b00 + a11 * b01 + a21 * b02; that[2] = a02 * b00 + a12 * b01 + a22 * b02; that[3] = a03 * b00 + a13 * b01 + a23 * b02; that[4] = a00 * b10 + a10 * b11 + a20 * b12; that[5] = a01 * b10 + a11 * b11 + a21 * b12; that[6] = a02 * b10 + a12 * b11 + a22 * b12; that[7] = a03 * b10 + a13 * b11 + a23 * b12; that[8] = a00 * b20 + a10 * b21 + a20 * b22; that[9] = a01 * b20 + a11 * b21 + a21 * b22; that[10] = a02 * b20 + a12 * b21 + a22 * b22; that[11] = a03 * b20 + a13 * b21 + a23 * b22; if (a != that) { // If the source and destination differ, copy the unchanged last row that[12] = a[12]; that[13] = a[13]; that[14] = a[14]; that[15] = a[15]; } return that; } ) }; #endregion var mvMatrix = __mat4.create(); var mvMatrixStack = new Stack<float[]>(); // set to perspective var pMatrix = __mat4.create(); #region new in lesson 03 // how would this translate to non GC, NDK? Action mvPushMatrix = delegate { var copy = __mat4.create(); mvMatrix.CopyTo(copy, 0); //glMatrix.mat4.set(mvMatrix, copy); mvMatrixStack.Push(copy); }; Action mvPopMatrix = delegate { mvMatrix = mvMatrixStack.Pop(); }; #endregion #region degToRad Func<float, float> degToRad = (degrees) => { return degrees * (float)Math.PI / 180f; }; #endregion //var cubesize = 8; // X:\jsc.svn\examples\java\android\vr\OVRWindWheelNDK\OVRWindWheelNDK\VrCubeWorld.Geometry.cs //var cubesize = 0.125f; var cubesize = 16 / 128f; __mat4.identity(mvMatrix); __mat4.translate(mvMatrix, mvMatrix, new float[] { // left 1.0f, // up? 3.0f, // distance -6.0f }); #region windwheel mvPushMatrix(); __mat4.rotate(mvMatrix, mvMatrix, degToRad(rWind), new float[] { 0, 1f, 0f }); #region DrawFrameworkWingAtX Action<float, float> DrawFrameworkWingAtX = (WingX, WingY) => { mvPushMatrix(); __mat4.translate(mvMatrix, mvMatrix, new float[] { cubesize * WingX, cubesize * WingY, 0 }); uniformMatrix4fv(mvMatrix); mvPopMatrix(); }; #endregion #region DrawWingAtX Action<int, int, float, float> DrawWingAtX = (WingX, WingSize, WingRotationMultiplier, WingRotationOffset) => { mvPushMatrix(); __mat4.translate(mvMatrix, mvMatrix, new float[] { cubesize * WingX, 0, 0 }); if (WingRotationOffset == 0) { DrawFrameworkWingAtX(0, 0); } #region DrawWingPart Action<float> DrawWingPart = PartIndex => { mvPushMatrix(); __mat4.rotate(mvMatrix, mvMatrix, degToRad(WingRotationOffset + (rCube * WingRotationMultiplier)), new float[] { 1f, 0f, 0f }); __mat4.translate(mvMatrix, mvMatrix, new float[] { 0f, cubesize * PartIndex * 2, 0 }); uniformMatrix4fv(mvMatrix); mvPopMatrix(); }; #endregion #region DrawWingWithSize Action<int> DrawWingWithSize = length => { for (int i = 4; i < length; i++) { DrawWingPart(i * 1.0f); DrawWingPart(-i * 1.0f); } }; #endregion DrawWingWithSize(WingSize); mvPopMatrix(); }; #endregion { var x = 8; DrawFrameworkWingAtX(x - 8, 0); for (int i = 0; i < 24; i++) { DrawFrameworkWingAtX(x - 8, -2.0f * i); } DrawWingAtX(x - 6, 0, 1f, 0); DrawWingAtX(x - 4, 0, 1f, 0); DrawWingAtX(x - 2, 0, 1f, 0); DrawWingAtX(x + 0, 16, 1f, 0); DrawWingAtX(x + 0, 16, 1f, 30); DrawWingAtX(x + 0, 16, 1f, 60); DrawWingAtX(x + 0, 16, 1f, 90); DrawWingAtX(x + 0, 16, 1f, 120); DrawWingAtX(x + 0, 16, 1f, 150); DrawWingAtX(x + 2, 0, 1f, 0); DrawWingAtX(x + 4, 0, 1f, 0); DrawWingAtX(x + 6, 0, 1f, 0); DrawWingAtX(x + 8, 12, 0.4f, 0); DrawWingAtX(x + 8, 12, 0.4f, 60); DrawWingAtX(x + 8, 12, 0.4f, 120); DrawWingAtX(x + 8 + 2, 0, 1f, 0); DrawWingAtX(x + 8 + 4, 0, 1f, 0); DrawWingAtX(x + 8 + 6, 0, 1f, 0); DrawWingAtX(x + 16, 8, 0.3f, 0); DrawWingAtX(x + 16, 8, 0.3f, 90); } mvPopMatrix(); #endregion }
/// <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 = 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? // Geometry 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"); // https://hacks.mozilla.org/2014/10/introducing-simd-js/ // https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/mat4.js // http://www.i-programmer.info/news/167-javascript/8578-chrome-to-support-simdjs.html // https://code.google.com/p/v8/issues/detail?id=2228 var SIMD_mat4 = new System.Numerics.Matrix4x4(); var SIMD_mat4s = new Stack<System.Numerics.Matrix4x4>(); // can we convert this code to NDK friendly non GC library? // for gearVR 90FOV and cardboard wearality 150FOV #region __mat4 var __mat4 = new { // X:\jsc.svn\examples\javascript\Test\TestFloatArray\TestFloatArray\Application.cs // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/20150706/20150708 // generic in the sens of caller choosing is the return type a new struct or out ref? perspective = new Func<float[], float, float, float, float, float[]>( (that, fovy, aspect, near, far) => { var f = 1.0f / (float)Math.Tan(fovy / 2f); var nf = 1f / (near - far); that[0] = f / aspect; that[1] = 0; that[2] = 0; that[3] = 0; that[4] = 0; that[5] = f; that[6] = 0; that[7] = 0; that[8] = 0; that[9] = 0; that[10] = (far + near) * nf; that[11] = -1; that[12] = 0; that[13] = 0; that[14] = (2 * far * near) * nf; that[15] = 0; return that; }), // reset content of mat4 identity = new Func<float[], float[]>( that => { //Array.Copy() //var xx =&that; var x = new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; //is this the best way to update array contents? x.CopyTo(that, 0); return x; } ), create = new Func<float[]>( () => //new mat4() new float[] { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, } ), #region not used? clone = new Func<float[], float[]>( smat4 => //new mat4() new float[] { smat4[0], smat4[1], smat4[2], smat4[3], smat4[4], smat4[5], smat4[6], smat4[7], smat4[8], smat4[9], smat4[10], smat4[11], smat4[12], smat4[13], smat4[14], smat4[15], } ) #endregion , // X:\jsc.svn\examples\java\android\vr\OVRWindWheelNDK\OVRWindWheelNDK\References\VrApi.ovrMatrix4f.cs translate = new Func<float[], float[], float[], float[]>( (float[] that, float[] output, float[] xyz) => { float x = xyz[0], y = xyz[1], z = xyz[2]; if (output == that) { that[12] = output[0] * x + output[4] * y + output[8] * z + output[12]; that[13] = output[1] * x + output[5] * y + output[9] * z + output[13]; that[14] = output[2] * x + output[6] * y + output[10] * z + output[14]; that[15] = output[3] * x + output[7] * y + output[11] * z + output[15]; return that; } float a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23; a00 = output[0]; a01 = output[1]; a02 = output[2]; a03 = output[3]; a10 = output[4]; a11 = output[5]; a12 = output[6]; a13 = output[7]; a20 = output[8]; a21 = output[9]; a22 = output[10]; a23 = output[11]; that[0] = a00; that[1] = a01; that[2] = a02; that[3] = a03; that[4] = a10; that[5] = a11; that[6] = a12; that[7] = a13; that[8] = a20; that[9] = a21; that[10] = a22; that[11] = a23; that[12] = a00 * x + a10 * y + a20 * z + output[12]; that[13] = a01 * x + a11 * y + a21 * z + output[13]; that[14] = a02 * x + a12 * y + a22 * z + output[14]; that[15] = a03 * x + a13 * y + a23 * z + output[15]; return that; } ), rotate = new Func<float[], float[], float, float[], float[]>( (that, a, rad, axis) => { float x = axis[0], y = axis[1], z = axis[2]; float len = (float)Math.Sqrt(x * x + y * y + z * z), s, c, t, a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23, b00, b01, b02, b10, b11, b12, b20, b21, b22; if (Math.Abs(len) < float.Epsilon) return that; len = 1f / len; x *= len; y *= len; z *= len; s = (float)Math.Sin(rad); c = (float)Math.Cos(rad); t = 1 - c; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; // Construct the elements of the rotation matrix b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; // Perform rotation-specific matrix multiplication that[0] = a00 * b00 + a10 * b01 + a20 * b02; that[1] = a01 * b00 + a11 * b01 + a21 * b02; that[2] = a02 * b00 + a12 * b01 + a22 * b02; that[3] = a03 * b00 + a13 * b01 + a23 * b02; that[4] = a00 * b10 + a10 * b11 + a20 * b12; that[5] = a01 * b10 + a11 * b11 + a21 * b12; that[6] = a02 * b10 + a12 * b11 + a22 * b12; that[7] = a03 * b10 + a13 * b11 + a23 * b12; that[8] = a00 * b20 + a10 * b21 + a20 * b22; that[9] = a01 * b20 + a11 * b21 + a21 * b22; that[10] = a02 * b20 + a12 * b21 + a22 * b22; that[11] = a03 * b20 + a13 * b21 + a23 * b22; if (a != that) { // If the source and destination differ, copy the unchanged last row that[12] = a[12]; that[13] = a[13]; that[14] = a[14]; that[15] = a[15]; } return that; } ) }; #endregion // set to identity var mvMatrix = __mat4.create(); var mvMatrixStack = new Stack<float[]>(); // set to perspective var pMatrix = __mat4.create(); #region new in lesson 03 // how would this translate to non GC, NDK? Action mvPushMatrix = delegate { var copy = __mat4.create(); mvMatrix.CopyTo(copy, 0); //glMatrix.mat4.set(mvMatrix, copy); mvMatrixStack.Push(copy); }; Action mvPopMatrix = delegate { mvMatrix = mvMatrixStack.Pop(); }; #endregion #region setMatrixUniforms Action setMatrixUniforms = delegate { gl.uniformMatrix4fv(shaderProgram_pMatrixUniform, false, pMatrix); gl.uniformMatrix4fv(shaderProgram_mvMatrixUniform, false, mvMatrix); }; #endregion #region init buffers #region cube var cubeVertexPositionBuffer = new WebGLBuffer(gl); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); var cubesize = 1.0f * 0.05f; var vertices = new[]{ // Front face -cubesize, -cubesize, cubesize, cubesize, -cubesize, cubesize, cubesize, cubesize, cubesize, -cubesize, cubesize, cubesize, // Back face -cubesize, -cubesize, -cubesize, -cubesize, cubesize, -cubesize, cubesize, cubesize, -cubesize, cubesize, -cubesize, -cubesize, // Top face -cubesize, cubesize, -cubesize, -cubesize, cubesize, cubesize, cubesize, cubesize, cubesize, cubesize, cubesize, -cubesize, // Bottom face -cubesize, -cubesize, -cubesize, cubesize, -cubesize, -cubesize, cubesize, -cubesize, cubesize, -cubesize, -cubesize, cubesize, // Right face cubesize, -cubesize, -cubesize, cubesize, cubesize, -cubesize, cubesize, cubesize, cubesize, cubesize, -cubesize, cubesize, // Left face -cubesize, -cubesize, -cubesize, -cubesize, -cubesize, cubesize, -cubesize, cubesize, cubesize, -cubesize, cubesize, -cubesize }; gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); var cubeVertexPositionBuffer_itemSize = 3; var cubeVertexPositionBuffer_numItems = 6 * 6; var squareVertexColorBuffer = new WebGLBuffer(gl); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); // 216, 191, 18 var colors = new[]{ 1.0f, 0.6f, 0.0f, 1.0f, // Front face 1.0f, 0.6f, 0.0f, 1.0f, // Front face 1.0f, 0.6f, 0.0f, 1.0f, // Front face 1.0f, 0.6f, 0.0f, 1.0f, // Front face 0.8f, 0.4f, 0.0f, 1.0f, // Back face 0.8f, 0.4f, 0.0f, 1.0f, // Back face 0.8f, 0.4f, 0.0f, 1.0f, // Back face 0.8f, 0.4f, 0.0f, 1.0f, // Back face 0.9f, 0.5f, 0.0f, 1.0f, // Top face 0.9f, 0.5f, 0.0f, 1.0f, // Top face 0.9f, 0.5f, 0.0f, 1.0f, // Top face 0.9f, 0.5f, 0.0f, 1.0f, // Top face 1.0f, 0.5f, 0.0f, 1.0f, // Bottom face 1.0f, 0.5f, 0.0f, 1.0f, // Bottom face 1.0f, 0.5f, 0.0f, 1.0f, // Bottom face 1.0f, 0.5f, 0.0f, 1.0f, // Bottom face 1.0f, 0.8f, 0.0f, 1.0f, // Right face 1.0f, 0.8f, 0.0f, 1.0f, // Right face 1.0f, 0.8f, 0.0f, 1.0f, // Right face 1.0f, 0.8f, 0.0f, 1.0f, // Right face 1.0f, 0.8f, 0.0f, 1.0f, // Left face 1.0f, 0.8f, 0.0f, 1.0f, // Left face 1.0f, 0.8f, 0.0f, 1.0f, // Left face 1.0f, 0.8f, 0.0f, 1.0f // Left face }; gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW); var cubeVertexColorBuffer_itemSize = 4; var cubeVertexColorBuffer_numItems = 24; // ELEMENT_ARRAY_BUFFER : WebGLBuffer? // drawElements var cubeVertexIndexBuffer = new WebGLBuffer(gl); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); //var cubeVertexIndices = new UInt16[]{ var cubeVertexIndices = new byte[]{ 0, 1, 2, 0, 2, 3, // Front face 4, 5, 6, 4, 6, 7, // Back face 8, 9, 10, 8, 10, 11, // Top face 12, 13, 14, 12, 14, 15, // Bottom face 16, 17, 18, 16, 18, 19, // Right face 20, 21, 22, 20, 22, 23 // Left face }; // ushort[]? //gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndices, gl.STATIC_DRAW); var cubeVertexIndexBuffer_itemSize = 1; var cubeVertexIndexBuffer_numItems = 36; #endregion #endregion gl.clearColor(0.0f, 0.0f, 0.0f, alpha: 1.0f); gl.enable(gl.DEPTH_TEST); var rWindDelta = 0.0f; var rCubeDelta = 1.0f; if (page != null) { #region WindLeft page.WindLeft.onmousedown += delegate { rWindDelta = -2.0f; }; page.WindLeft.onmouseup += delegate { rWindDelta = 0.0f; }; #endregion #region WindRight page.WindRight.onmousedown += delegate { rWindDelta = 2.0f; }; page.WindRight.onmouseup += delegate { rWindDelta = 0.0f; }; #endregion #region SpeedSlow page.SpeedSlow.onmousedown += delegate { rCubeDelta = 0.1f; }; page.SpeedSlow.onmouseup += delegate { rCubeDelta = 1.0f; }; #endregion #region SpeedFast page.SpeedFast.onmousedown += delegate { rCubeDelta = 4.0f; }; page.SpeedFast.onmouseup += delegate { rCubeDelta = 1.0f; }; #endregion } #region animate var rCube = 0f; var rWind = 0f; var lastTime = 0L; Action animate = delegate { var timeNow = new IDate().getTime(); if (lastTime != 0) { var elapsed = timeNow - lastTime; rCube -= ((75 * elapsed) / 1000.0f) * rCubeDelta; rWind -= ((75 * elapsed) / 1000.0f) * rWindDelta; } lastTime = timeNow; }; #endregion #region degToRad Func<float, float> degToRad = (degrees) => { return degrees * (f)Math.PI / 180f; }; #endregion #region drawScene Action drawScene = delegate { gl.viewport(0, 0, gl_viewportWidth, gl_viewportHeight); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); // glMatrix.mat4.perspective( // 45f, // (float)gl_viewportWidth / (float)gl_viewportHeight, // 0.1f, // 100.0f, // pMatrix //); __mat4.perspective( pMatrix, 45f, (float)gl_viewportWidth / (float)gl_viewportHeight, 0.1f, 100.0f ); __mat4.identity(mvMatrix); //glMatrix.mat4.identity(mvMatrix); __mat4.translate(mvMatrix, mvMatrix, new float[] { -1.5f, 0.0f, -7.0f }); //glMatrix.mat4.translate(mvMatrix, new float[] { -1.5f, 0.0f, -7.0f }); mvPushMatrix(); //glMatrix.mat4.rotate(mvMatrix, degToRad(rWind), new float[] { 0f, 1f, 0f }); __mat4.rotate(mvMatrix, mvMatrix, degToRad(rWind), new float[] { 0, 1f, 0f }); #region DrawFrameworkWingAtX Action<float, float> DrawFrameworkWingAtX = (WingX, WingY) => { #region draw center cube mvPushMatrix(); __mat4.translate(mvMatrix, mvMatrix, new float[] { cubesize * WingX, cubesize * WingY, 0 }); //glMatrix.mat4.translate(mvMatrix, new float[] { cubesize * WingX, cubesize * WingY, 0 }); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, cubeVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexColorAttribute, cubeVertexColorBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); setMatrixUniforms(); //gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_BYTE, 0); mvPopMatrix(); #endregion }; #endregion #region DrawWingAtX Action<int, int, float, float> DrawWingAtX = (WingX, WingSize, WingRotationMultiplier, WingRotationOffset) => { mvPushMatrix(); __mat4.translate(mvMatrix, mvMatrix, new float[] { cubesize * WingX, 0, 0 }); //glMatrix.mat4.translate(mvMatrix, new float[] { cubesize * WingX, 0, 0 }); if (WingRotationOffset == 0) { DrawFrameworkWingAtX(0, 0); } #region DrawWingPart Action<float> DrawWingPart = PartIndex => { mvPushMatrix(); //glMatrix.mat4.rotate(mvMatrix, degToRad(WingRotationOffset + (rCube * WingRotationMultiplier)), new float[] { 1f, 0f, 0f }); __mat4.rotate(mvMatrix, mvMatrix, degToRad(WingRotationOffset + (rCube * WingRotationMultiplier)), new float[] { 1f, 0f, 0f }); //glMatrix.mat4.translate(mvMatrix, new float[] { 0f, cubesize * PartIndex * 2, 0 }); __mat4.translate(mvMatrix, mvMatrix, new float[] { 0f, cubesize * PartIndex * 2, 0 }); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, cubeVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexColorAttribute, cubeVertexColorBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); setMatrixUniforms(); //gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_BYTE, 0); mvPopMatrix(); }; #endregion #region DrawWingWithSize Action<int> DrawWingWithSize = length => { for (int i = 4; i < length; i++) { DrawWingPart(i * 1.0f); DrawWingPart(-i * 1.0f); } }; #endregion DrawWingWithSize(WingSize); mvPopMatrix(); }; #endregion var x = 8; DrawFrameworkWingAtX(x - 8, 0); for (int i = 0; i < 24; i++) { DrawFrameworkWingAtX(x - 8, -2.0f * i); } DrawWingAtX(x - 6, 0, 1f, 0); DrawWingAtX(x - 4, 0, 1f, 0); DrawWingAtX(x - 2, 0, 1f, 0); DrawWingAtX(x + 0, 16, 1f, 0); DrawWingAtX(x + 0, 16, 1f, 30); DrawWingAtX(x + 0, 16, 1f, 60); DrawWingAtX(x + 0, 16, 1f, 90); DrawWingAtX(x + 0, 16, 1f, 120); DrawWingAtX(x + 0, 16, 1f, 150); DrawWingAtX(x + 2, 0, 1f, 0); DrawWingAtX(x + 4, 0, 1f, 0); DrawWingAtX(x + 6, 0, 1f, 0); DrawWingAtX(x + 8, 12, 0.4f, 0); DrawWingAtX(x + 8, 12, 0.4f, 60); DrawWingAtX(x + 8, 12, 0.4f, 120); DrawWingAtX(x + 8 + 2, 0, 1f, 0); DrawWingAtX(x + 8 + 4, 0, 1f, 0); DrawWingAtX(x + 8 + 6, 0, 1f, 0); DrawWingAtX(x + 16, 8, 0.3f, 0); DrawWingAtX(x + 16, 8, 0.3f, 90); mvPopMatrix(); #region draw cube on the right to remind where we started //glMatrix.mat4.translate(mvMatrix, new float[] { 3.0f, 2.0f, 0.0f }); __mat4.translate(mvMatrix, mvMatrix, new float[] { 3.0f, 2.0f, 0.0f }); mvPushMatrix(); //glMatrix.mat4.rotate(mvMatrix, degToRad(rCube), new float[] { 1f, 1f, 1f }); __mat4.rotate(mvMatrix, mvMatrix, degToRad(rCube), new float[] { 1f, 1f, 1f }); gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexPositionAttribute, cubeVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexColorBuffer); gl.vertexAttribPointer((uint)shaderProgram_vertexColorAttribute, cubeVertexColorBuffer_itemSize, gl.FLOAT, false, 0, 0); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer); setMatrixUniforms(); //gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, cubeVertexPositionBuffer_numItems, gl.UNSIGNED_BYTE, 0); mvPopMatrix(); #endregion }; drawScene(); #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 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 //var c = 0; #region tick Native.window.onframe += e => { if (IsDisposed) return; //c++; // frameID Native.document.title = "" + e.counter; drawScene(); animate(); }; #endregion if (page != null) page.Mission.Orphanize().AttachToDocument().style.SetLocation(left: size - 56, top: 16); }