/// <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) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action <THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List <THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }
/// <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) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action<THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List<THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }