// http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
        // http://alteredqualia.com/three/examples/webgl_cars.html
        // http://alteredqualia.com/xg/examples/animation_physics_terrain.html

        // https://chrome.google.com/webstore/detail/webglhzblendcharacter/cgnjcccfcjhdnbfgjgllglbhfcgndmea

        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P
        // https://github.com/dotnet/roslyn/issues/98


        //Icon image is missing.
        //At least one new-style screenshot or video is required.
        //Small tile image is missing.
        //Please select a Primary Category for your item.
        //Language is not selected.

        // 640x400
        // 128x128
        // 440x280

        public Application(IApp page)
        {
            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150128

            Console.WriteLine("enter WebGLHZBlendCharacter");

            #region += Launched chrome.app.window
            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                Console.WriteLine("invoke TheServerWithAppWindow.Invoke");
                ChromeTCPServer.TheServerWithAppWindow.Invoke(AppSource.Text);

                return;
            }
            #endregion


            { TexturesImages ref0; }

            // http://www.realitymeltdown.com/WebGL3/character-controller.html

            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150127
            //Native.css
            Native.body.style.margin = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            //Error CS0246  The type or namespace name 'THREE' could not be found(are you missing a using directive or an assembly reference?)	WebGLHZBlendCharacter Application.cs  46
            // used by, for?
            var clock = new THREE.Clock();
            //var keys = new { LEFT = 37, UP = 38, RIGHT = 39, DOWN = 40, A = 65, S = 83, D = 68, W = 87 };


            var scene = new THREE.Scene();
            var skyScene = new THREE.Scene();

            scene.fog = new THREE.Fog(0xA26D41, 1000, 20000);

            //scene.add(new THREE.AmbientLight(0xaaaaaa));
            scene.add(new THREE.AmbientLight(0xffffff));

            var lightOffset = new THREE.Vector3(0, 1000, 1000.0);

            var light = new THREE.DirectionalLight(0xffffff, 1.0);
            //var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 1.5);
            light.position.copy(lightOffset);
            light.castShadow = true;

            var xlight = light as dynamic;
            xlight.shadowMapWidth = 4096;
            xlight.shadowMapHeight = 2048;

            xlight.shadowDarkness = 0.3;
            //xlight.shadowDarkness = 0.5;

            xlight.shadowCameraNear = 10;
            xlight.shadowCameraFar = 10000;
            xlight.shadowBias = 0.00001;
            xlight.shadowCameraRight = 4000;
            xlight.shadowCameraLeft = -4000;
            xlight.shadowCameraTop = 4000;
            xlight.shadowCameraBottom = -4000;
            //xlight.shadowCameraVisible = true;

            scene.add(light);

            var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear = false;
            renderer.shadowMapEnabled = true;
            renderer.shadowMapType = THREE.PCFSoftShadowMap;

            renderer.domElement.AttachToDocument();

            // this will mess up
            // three.OrbitControls.js
            // onMouseMove

            //new IStyle(renderer.domElement)
            //{
            //    position = IStyle.PositionEnum.absolute,
            //    left = "0px",
            //    top = "0px",
            //    right = "0px",
            //    bottom = "0px",
            //};


            //new { }.With(
            //    async delegate
            //    {

            //        await Native.window.async.onresize;

            //        // if the reload were fast, then we could actually do that:D
            //        Native.document.location.reload();

            //    }
            //);





            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            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.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 HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
                {
                    // https://github.com/mrdoob/three.js/issues/1285
                    //cube.children.WithEach(c => c.castShadow = true);

                    //cube.traverse(
                    //    new Action<THREE.Object3D>(
                    //        child =>
                    //        {
                    //            // does it work? do we need it?
                    //            //if (child is THREE.Mesh)

                    //            child.castShadow = true;
                    //            //child.receiveShadow = true;

                    //        }
                    //    )
                    //);

                    // um can edit and continue insert code going back in time?
                    cube.scale.x = 10.0;
                    cube.scale.y = 10.0;
                    cube.scale.z = 10.0;



                    //cube.castShadow = true;
                    //dae.receiveShadow = true;

                    //cube.position.x = -100;

                    ////cube.position.y = (cube.scale.y * 50) / 2;
                    //cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



                    // if i want to rotate, how do I do it?
                    //cube.rotation.z = random() + Math.PI;
                    //cube.rotation.x = random() + Math.PI;
                    var sw = Stopwatch.StartNew();



                    scene.add(cube);
                    //interactiveObjects.Add(cube);


                    while (true)
                    {
                        await Native.window.async.onframe;

                        cube.rotation.y = Math.PI * 0.0002 * sw.ElapsedMilliseconds;

                    }
                }
            );
            #endregion



            var blendMesh = new THREE.SpeedBlendCharacter();
            blendMesh.load(
                new Models.marine_anims().Content.src,
                new Action(
                    delegate
                    {
                        // buildScene
                        //blendMesh.rotation.y = Math.PI * -135 / 180;
                        blendMesh.castShadow = true;
                        // we cannot scale down we want our shadows
                        //blendMesh.scale.set(0.1, 0.1, 0.1);

                        scene.add(blendMesh);

                        var xtrue = true;
                        // run
                        blendMesh.setSpeed(1.0);
                        blendMesh.showSkeleton(!xtrue);

                        var radius = blendMesh.geometry.boundingSphere.radius;


                        Native.document.title = new { radius }.ToString();


                        var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                        camera.position.set(0.0, radius * 3, radius * 3.5);

                        var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                        skyCamera.position.set(0.0, radius * 3, radius * 3.5);

                        var controls = new THREE.OrbitControls(camera);
                        //controls.noPan = true;


                        //var loader = new THREE.JSONLoader();
                        //loader.load(new Models.ground().Content.src,
                        //    new Action<THREE.Geometry, THREE.Material[]>(

                        //    (xgeometry, materials) =>
                        //    {

                        //        var ground = new THREE.Mesh(xgeometry, materials[0]);
                        //        ground.scale.set(20, 20, 20);
                        //        ground.receiveShadow = true;
                        //        ground.castShadow = true;
                        //        scene.add(ground);

                        //    }
                        //    )
                        // );

                        #region  createSky

                        var urls = new[] {
                            new px().src, new nx().src,
                            new py().src, new ny().src,
                            new pz().src, new nz().src,
                         };

                        var textureCube = THREE.ImageUtils.loadTextureCube(urls);

                        dynamic shader = THREE.ShaderLib["cube"];
                        shader.uniforms["tCube"].value = textureCube;

                        // We're inside the box, so make sure to render the backsides
                        // It will typically be rendered first in the scene and without depth so anything else will be drawn in front
                        var material = new THREE.ShaderMaterial(new
                        {
                            fragmentShader = shader.fragmentShader,
                            vertexShader = shader.vertexShader,
                            uniforms = shader.uniforms,
                            depthWrite = false,
                            side = THREE.BackSide
                        });

                        // THREE.CubeGeometry has been renamed to THREE.BoxGeometry
                        // The box dimension size doesn't matter that much when the camera is in the center.  Experiment with the values.
                        var skyMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1), material);
                        //skyMesh.renderDepth = -10;


                        skyScene.add(skyMesh);
                        #endregion




                        ////var renderTarget = new THREE.WebGLRenderTarget((int)Native.window.Width, (int)Native.window.Height,
                        ////    new
                        ////    {
                        ////        minFilter = THREE.LinearFilter,
                        ////        magFilter = THREE.LinearFilter,
                        ////        format = THREE.RGBFormat,
                        ////        stencilBufer = false
                        ////    }
                        ////);

                        ////var composer = new THREE.EffectComposer(renderer, renderTarget);
                        ////composer.addPass(new THREE.RenderPass(skyScene, skyCamera));
                        ////composer.addPass(new THREE.RenderPass(scene, camera));

                        ////#region vblur
                        ////var hblur = new THREE.ShaderPass(THREE.HorizontalTiltShiftShader);
                        ////var vblur = new THREE.ShaderPass(THREE.VerticalTiltShiftShader);

                        ////var bluriness = 6;

                        ////// Show Details	Severity	Code	Description	Project	File	Line
                        //////Error CS0656  Missing compiler required member 'Microsoft.CSharp.RuntimeBinder.CSharpArgumentInfo.Create' WebGLTiltShift Application.cs  183

                        ////(hblur.uniforms as dynamic).h.value = bluriness / Native.window.Width;
                        ////(vblur.uniforms as dynamic).v.value = bluriness / Native.window.Height;

                        ////(hblur.uniforms as dynamic).r.value = 0.5;
                        ////(vblur.uniforms as dynamic).r.value = 0.5;
                        ////vblur.renderToScreen = true;

                        ////composer.addPass(hblur);
                        ////composer.addPass(vblur);
                        ////#endregion

                        //composer.addPass(new THREE.RenderPass(scene, camera));
                        // 

                        #region onframe
                        Native.window.onframe +=
                            delegate
                            {
                                var scale = 1.0;
                                var delta = clock.getDelta();
                                var stepSize = delta * scale;

                                if (stepSize > 0)
                                {
                                    //characterController.update(stepSize, scale);
                                    //gui.setSpeed(blendMesh.speed);

                                    THREE.AnimationHandler.update(stepSize);
                                    blendMesh.updateSkeletonHelper();
                                }

                                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 = controls.center.clone().add(camOffset);

                                skyCamera.rotation.copy(camera.rotation);


                                //composer.render(0.1);

                                //renderer.clear();
                                renderer.render(skyScene, skyCamera);
                                renderer.render(scene, camera);
                            };
                        #endregion

                        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);

                           }
                       );
                    }
                )
           );




        }
Example #2
0
        private void MakeClothMesh(THREE.Texture t)
        {
            THREE.Texture clothTexture = t;

            clothTexture.wrapS = THREE.WrapType.MirroredRepeatWrapping;
            clothTexture.wrapT = THREE.WrapType.RepeatWrapping;

            clothTexture.repeat.y   = -1;
            clothTexture.anisotropy = 16;


            THREE.MeshPhongMaterial clothMaterial = new THREE.MeshPhongMaterial();

            clothMaterial.specular = new THREE.Color().setHex(0x030303);
            //clothMaterial.color = new THREE.Color(1, 0.4, 0);
            clothMaterial.map                = clothTexture;
            clothMaterial.side               = THREE.SideType.DoubleSide;
            clothMaterial.alphaTest          = 0.5;
            clothMaterial.wireframe          = false;
            clothMaterial.wireframeLinewidth = 2;

            // cloth mesh
            THREE.Mesh clothMesh = new THREE.Mesh(cloth.Geometry, clothMaterial);
            clothMesh.position.set(0, 0, 0);
            clothMesh.castShadow = true;


            THREE.ShaderMaterial shaderMat = null;;

            THREE.ShaderMaterialOptions o = new THREE.ShaderMaterialOptions()
            {
                texture = new THREE.Uniform()
                {
                    type = "t", value = clothTexture
                }
            };

            shaderMat = new THREE.ShaderMaterial();

            shaderMat.side = THREE.SideType.DoubleSide;

            string vertexShader   = Shaders.vertex;
            string fragmentShader = Shaders.fragment;

            shaderMat.vertexShader   = vertexShader;
            shaderMat.fragmentShader = fragmentShader;

            clothMesh.customDepthMaterial = shaderMat;
            scene.add(clothMesh);
        }
        /// <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)
        {
            // used by
            // X:\jsc.svn\examples\javascript\WebGL\WebGLGoldDropletTransactions\WebGLGoldDropletTransactions\Application.cs


            if (DisableBackground)
            {
                // nop
            }
            else
            {
                //page.body.style.backgroundColor = "#4584b4";

                container.style.backgroundColor = "#4584b4";
            }

            // Bg gradient

            //var canvas = new IHTMLCanvas();
            //canvas.width = 32;
            //canvas.height = Native.Window.Height;

            //var context = (CanvasRenderingContext2D)canvas.getContext("2d");

            //var gradient = context.createLinearGradient(0, 0, 0, canvas.height);
            //gradient.addColorStop(0f, "#1e4877");
            //gradient.addColorStop(0.5f, "#4584b4");

            //context.fillStyle = gradient;
            //context.fillRect(0, 0, canvas.width, canvas.height);


            // Clouds

            //var , , renderer, sky, mesh, , material,
            //, h, color, colors = [], sprite, size, x, y, z;

            var mouseX = 0f;
            var start_time = new IDate().getTime();

            Console.WriteLine(new { Native.window.Width, Native.window.Height });

            var windowHalfX = Native.window.Width / 2;
            var windowHalfY = Native.window.Height / 2;

            Console.WriteLine(new { DefaultMouseY });

            var mouseY = (float)((Native.window.Height * DefaultMouseY - windowHalfY) * 0.15);

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

            if (page == null)
            {
                container.AttachToDocument();
            }
            else
            {
                container.AttachTo(page.body);
            }

            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            //container.style.background = "url(" + canvas.toDataURL("image/png") + ")";

            #region Dispose
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;

                container.Orphanize();
            };
            #endregion





            var camera = new THREE.PerspectiveCamera(30, Native.window.aspect, 1, 3000);
            camera.position.z = 6000;

            var scene = new THREE.Scene();

            var geometry = new THREE.Geometry();

            //var texture = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.cloud10().src);
            var texture = THREE.ImageUtils.loadTexture(CloudTexture);

            texture.magFilter = THREE.LinearMipMapLinearFilter;
            texture.minFilter = THREE.LinearMipMapLinearFilter;

            // FogColor
            //var fog = new THREE.Fog(0x4584b4, -100, 3000);
            var fog = new THREE.Fog(FogColor, -100, 3000);


            // what about sprites?
            var material = new THREE.ShaderMaterial(

                new
                {
                    uniforms = new
                    {
                        map = new { type = "t", value = texture },
                        fogColor = new { type = "c", value = fog.color },
                        fogNear = new { type = "f", value = fog.near },
                        fogFar = new { type = "f", value = fog.far },
                    },

                    vertexShader = new GeometryVertexShader().ToString(),
                    fragmentShader = new GeometryFragmentShader().ToString(),
                    depthWrite = false,
                    depthTest = false,
                    transparent = true

                }
            );

            var r = new Random();
            Func<float> Math_random = () => (float)r.NextDouble();

            var plane = new THREE.Mesh(new THREE.PlaneGeometry(64, 64));

            for (var i = 0; i < 8000; i++)
            {

                plane.position.x = Math_random() * 1000 - 500;
                plane.position.y = -Math_random() * Math_random() * 200 - 15;
                plane.position.z = i;
                plane.rotation.z = (f)(Math_random() * Math.PI);
                plane.scale.x = Math_random() * Math_random() * 1.5f + 0.5f;
                plane.scale.y = plane.scale.x;

                THREE.GeometryUtils.merge(geometry, plane);

            }

            var mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);

            mesh = new THREE.Mesh(geometry, material);
            mesh.position.z = -8000;
            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new { antialias = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            container.appendChild(renderer.domElement);

            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);

            #region onresize
            Native.window.onresize +=
                delegate
                {
                    container.style.SetSize(Native.window.Width, Native.window.Height);

                    camera.aspect = Native.window.aspect;
                    camera.updateProjectionMatrix();

                    renderer.setSize(Native.window.Width, Native.window.Height);
                };
            #endregion





            #region animate

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

                var position = ((new IDate().getTime() - start_time) * 0.03) % 8000;


                camera.position.x += (float)((mouseX - camera.position.x) * 0.01);
                camera.position.y += (float)((-mouseY - camera.position.y) * 0.01);

                camera.position.z = (f)(-position + 8000);



                renderer.render(scene, camera);

            };

            #endregion

            Native.document.onmousemove +=
                e =>
                {
                    mouseX = (float)((e.CursorX - windowHalfX) * 0.25);
                    mouseY = (float)((e.CursorY - windowHalfY) * 0.15);
                };



            //var ze = new ZeProperties();

            //ze.Show();


            //ze.Add(() => renderer);
            ////ze.Add(() => controls);
            //ze.Add(() => scene);

        }
        // new three broke it?
        // http://www.clicktorelease.com/code/perlin/explosion.html
        // http://www.webgl.com/2013/01/webgl-tutorial-vertex-displacement-with-a-noise-function-aka-fiery-explosion/


        /// <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)
        {
            // http://inear.se/fireshader/




            // http://stackoverflow.com/questions/16765120/ashima-perlin-noise-shader-not-working-with-recent-versions-of-three-js

            //var container, renderer,  camera, mesh;
            var start = IDate.Now;
            var fov = 30;


            #region container
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.backgroundColor = "#000000";
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            #endregion


            var scene = new THREE.Scene();
            var bkgScene = new THREE.Scene();

            var camera = new THREE.PerspectiveCamera(fov, Native.window.aspect, 1, 10000);
            camera.position.z = 100;
            //camera.target = new THREE.Vector3(0, 0, 0);

            scene.add(camera);

            var bkgCamera = new THREE.OrthographicCamera(
                Native.window.Width / -2,
                Native.window.Width / 2,
                Native.window.Height / 2,
                Native.window.Height / -2,
                -10000,
                10000
            );

            bkgScene.add(bkgCamera);

            var bkgShader = new THREE.ShaderMaterial(
                new 
                {
                    uniforms = new 
                    {
                        tDiffuse = new 
                        {
                            type = "t",
                            value = THREE.ImageUtils.loadTexture(
                                new HTML.Images.FromAssets.bkg().src
                            )
                        },

                        resolution = new  { type = "v2", value = new THREE.Vector2(Native.window.Width, Native.window.Height) }
                    },

                    vertexShader = new Shaders.ExplosionVertexShader().ToString(),
                    //        fragmentShader: document.getElementById( 'fs_Gradient' ).textContent,
                    //fragmentShader = new Shaders.GradientFragmentShader().ToString(),
                    fragmentShader = new Shaders.ExplosionFragmentShader().ToString(),

                    depthWrite = false,
                    depthTest = false,
                    transparent = true
                }
            );

            var quad = new THREE.Mesh(new THREE.PlaneGeometry(Native.window.Width, Native.window.Height), bkgShader);
            quad.position.z = -100;
            quad.rotation.x = (float)Math.PI / 2;
            bkgScene.add(quad);


            var material = new THREE.ShaderMaterial(

                new 
                {
                    uniforms = new // material_uniforms
                    {
                        tExplosion = new  //uniforms_item
                        {
                            type = "t",
                            value =  THREE.ImageUtils.loadTexture(
                                new HTML.Images.FromAssets.explosion().src
                            )
                        },
                        time = new { type = "f", value = 0.0 },
                        weight = new { type = "f", value = 8.0 },
                    },

                    vertexShader = new Shaders.ExplosionVertexShader().ToString(),
                    fragmentShader = new Shaders.ExplosionFragmentShader().ToString(),
                    depthWrite = false,
                    depthTest = false,
                    transparent = true
                }
            );


            var mesh = new THREE.Mesh(new THREE.SphereGeometry(20, 200, 200), material);
            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear = false;

            container.appendChild(renderer.domElement);

          
            var lon = 0.0;
            var phi = 0.0;
            var theta = 0.0;
            var lat = 15.0;
            var isUserInteracting = false;


            var scale = 0.0;

            #region render

            Native.window.onframe += delegate
            {

                ((material_uniforms)material.uniforms).time.value = .00025 * (IDate.Now - start);

                scale += .005;
                scale %= 2;

                lat = Math.Max(-85, Math.Min(85, lat));
                phi = (90 - lat) * Math.PI / 180;
                theta = lon * Math.PI / 180;

                camera.position.x = (float)(100 * Math.Sin(phi) * Math.Cos(theta));
                camera.position.y = (float)(100 * Math.Cos(phi));
                camera.position.z = (float)(100 * Math.Sin(phi) * Math.Sin(theta));

                //mesh.rotation.x += .012;
                //mesh.rotation.y += .01;
                camera.lookAt(scene.position);

                //    //renderer.render( bkgScene, bkgCamera );
                renderer.render(scene, camera);

                //    stats.update();

            };


            #endregion



            #region IsDisposed

            Dispose = delegate
            {
                if (IsDisposed)
                    return;

                IsDisposed = true;


                container.Orphanize();
            };
            #endregion






            #region AtResize
            Action AtResize = delegate
            {
                container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);


                renderer.setSize(Native.window.Width, Native.window.Height);

                camera.projectionMatrix.makePerspective(fov, Native.window.aspect, 1, 1100);

                //camera.aspect = Native.Window.Width / Native.Window.Height;
                //camera.updateProjectionMatrix();
            };

            Native.window.onresize +=
                delegate
                {
                    AtResize();
                };

            AtResize();
            #endregion



            var ze = new ZeProperties();

            ze.Show();
            ze.treeView1.Nodes.Clear();

            ze.Add(() => renderer);
            //ze.Add(() => controls);
            ze.Add(() => scene);
            ze.Left = 0;



        }
        private void MakeCarpetMesh(THREE.Texture t)
        {
            THREE.Texture clothTexture = t;

               clothTexture.wrapS = THREE.WrapType.MirroredRepeatWrapping;
               clothTexture.wrapT = THREE.WrapType.RepeatWrapping;

               clothTexture.repeat.y = -1;
               clothTexture.anisotropy = 16;

               THREE.MeshPhongMaterial clothMaterial = new THREE.MeshPhongMaterial();

               clothMaterial.specular = new THREE.Color().setHex(0x030303);
               //clothMaterial.color = new THREE.Color(1, 0.4, 0);
               clothMaterial.map = clothTexture;
               clothMaterial.side = THREE.SideType.DoubleSide;
               clothMaterial.alphaTest = 0.5;

               // cloth mesh
               THREE.Mesh clothMesh = new THREE.Mesh(carpet.Geometry, clothMaterial);
               clothMesh.position.set(0, 0, 0);
               clothMesh.castShadow = true;

               THREE.ShaderMaterial shaderMat = null; ;

               THREE.ShaderMaterialOptions o = new THREE.ShaderMaterialOptions()
               {
                   texture = new THREE.Uniform() { type = "t", value = clothTexture }
               };

               shaderMat = new THREE.ShaderMaterial();

               shaderMat.side = THREE.SideType.DoubleSide;

               //string vertexShader = Shaders.vertex;
               //string fragmentShader = Shaders.fragment;
               //shaderMat.vertexShader = vertexShader;
               //shaderMat.fragmentShader = fragmentShader;

               clothMesh.customDepthMaterial = shaderMat;
               scene.add(clothMesh);
        }
        /// <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)
        {
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo



            // https://www.reddit.com/r/GearVR/comments/35g8w7/real_world_stereoscopic_360_panoramas/
            // https://www.reddit.com/r/oculus/comments/35gcn2/real_world_stereoscopic_panoramas_with_gear_vr/
            // http://stackoverflow.com/questions/9032050/canvas-mask-an-image-and-preserve-its-alpha-channel
            // https://3dwarehouse.sketchup.com/model.html?id=48bcce07b0baf689d9e6f00e848ea18
            // https://www.youtube.com/watch?v=OurzBO1cDto

            Native.body.style.margin = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;
            Native.body.Clear();

            new IHTMLPre { "loading stereo... 2MB!" }.AttachToDocument();

            // if this is a chrome app
            // would GearVR 360 app be able to request current stereo cubemap?






            // Uncaught TypeError: Cannot read property '0' of undefined
            var keys = new int[0xffff];

            //c = a[0].keys[jAEABqtXvT6n4h6m6ZavdA(b)];
            //d = c[0];
            //c[0] = (((d + 1)));



            Native.document.body.onkeyup +=
             e =>
             {

                 var z = keys[e.KeyCode];

                 if (z > 0)
                     z++;
                 else
                     z = 1;

                 // what does it do?
                 keys[e.KeyCode] = z;

                 // 4333ms {{ KeyCode = 83, S = 83, z = NaN }}
                 Console.WriteLine(new { e.KeyCode, System.Windows.Forms.Keys.S, z });

             };


            // skybox cubemap
            var iii = new IHTMLImage[] {
                        new px(), new nx(),
                        new py(), new ny(),
                        new pz(), new nz()
                    };


            //var f12 = await new airplane().async.oncomplete;
            //var f12 = new airplane();



            Task.WhenAll(from x in iii select x.async.oncomplete).ContinueWithResult(
                ii =>



               // how can we do an alpha clear on the jpg?
               //new airplane().async.oncomplete.ContinueWithResult(
               //new airplane_leftwindows().async.oncomplete.ContinueWithResult(
               new airplane_mask().async.oncomplete.ContinueWithResult(
               f12_mask =>
               new airplane().async.oncomplete.ContinueWithResult(
               f12 =>
               {
                   //Func<int, string, IHTMLImage> xf = (i, globalCompositeOperation) =>
                   //{
                   //    // we do have a skybox example somewhere...
                   //    var f1 = new CanvasRenderingContext2D(w: f12.height, h: f12.height);

                   //    f1.drawImage(f12, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                   //    // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
                   //    f1.globalCompositeOperation = globalCompositeOperation;

                   //    f1.drawImage(f12_mask, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                   //    return f1;
                   //};


                   //new[] {
                   //    "source-over",
                   //    "source-in",
                   //    "source-out",
                   //    "source-atop",
                   //    "destination-over",
                   //    "destination-in",
                   //    "destination-out",
                   //    "destination-atop",
                   //    "lighter",
                   //    "copy",
                   //    "xor",
                   //    "multiply",
                   //    "screen",
                   //    "overlay",
                   //    "darken",
                   //    "lighten",
                   //    "color-dodge",
                   //    "color-burn",
                   //    "hard-light",
                   //    "soft-light",
                   //    "difference",
                   //    "exclusion",
                   //    "hue",
                   //    "saturation",
                   //    "color",
                   //    "luminosity"
                   //}.WithEach(globalCompositeOperation =>
                   //    {

                   //        xf(4, globalCompositeOperation).AttachToDocument().title = globalCompositeOperation;
                   //    }
                   //);


                   Func<int, IHTMLImage> f = i =>
                   {
                       // we do have a skybox example somewhere...
                       var f1 = new CanvasRenderingContext2D(w: f12.height, h: f12.height);

                       f1.drawImage(f12, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                       // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
                       f1.globalCompositeOperation = "multiply";

                       f1.drawImage(f12_mask, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                       return f1;
                   };



                   var skyScene0 = new THREE.Scene();
                   var skyScene1 = new THREE.Scene();
                   var skyScene2 = new THREE.Scene { };


                   #region  createSky
                   // gearvr has photos360 app



                   //var textureCube = THREE.ImageUtils.loadTextureCube(urls);


                   var vertexShader =
            @"
varying vec3 vWorldPosition;
            "
            //+ THREE.ShaderChunk["logdepthbuf_pars_vertex"]
            +
            @"
void main() {
vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); 
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
    //+ THREE.ShaderChunk["logdepthbuf_vertex"]
    + @"
}
"

        ;
                   // https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/texturing.php

                   var fragmentShader =
            @"
uniform samplerCube tCube; 
uniform float tFlip; 
varying vec3 vWorldPosition;
                   "
    //+ THREE.ShaderChunk["logdepthbuf_pars_fragment"] 
    + @"
void main() 
{

vec4 c = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
"

    // : gl.getShaderInfoLog() ERROR: 0:52: 'assign' :  cannot convert from 'const int' to 'highp float'

    //+ THREE.ShaderChunk["logdepthbuf_fragment"] 
    + @"

// _mask.png has the bits
if (c.r == 0.0) if (c.g == 0.0) if (c.b == 0.0) discard;

gl_FragColor = c;

}
"
               // vec4 textureCube(samplerCube s, vec3 coord [, float bias])
               // 
               ;



                   var skyMeshmaterial0 = new THREE.ShaderMaterial(new
                   {
                       fragmentShader = fragmentShader,
                       vertexShader = vertexShader,
                       uniforms = new
                       {
                           tCube = new
                           {
                               type = "t",
                               value = new THREE.CubeTexture(ii
                           )
                               {
                                   flipY = false,

                                   // !!
                                   needsUpdate = true
                               }
                           },
                           tFlip = new { type = "f", value = -1 }
                       },
                       depthWrite = false,
                       side = THREE.BackSide
                   });

                   var mesh0 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial0).AttachTo(skyScene0);



                   // stereo vs mono skybox
                   var skyMeshmaterial1 = new THREE.ShaderMaterial(new
                   {
                       fragmentShader = fragmentShader,
                       vertexShader = vertexShader,
                       uniforms = new
                       {
                           tCube = new
                           {
                               type = "t",
                               value = new THREE.CubeTexture(
                                 f(0), f(1),
                                f(2), f(3),
                                f(4), f(5)
                               )
                               {
                                   flipY = false,

                                   // !!
                                   needsUpdate = true
                               }
                           },
                           tFlip = new { type = "f", value = -1 }
                       },
                       depthWrite = false,
                       side = THREE.BackSide,

                   });

                   var mesh1 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial1).AttachTo(skyScene1);


                   var skyMeshmaterial2 = new THREE.ShaderMaterial(new
                   {
                       fragmentShader = fragmentShader,
                       vertexShader = vertexShader,
                       uniforms = new
                       {
                           tCube = new
                           {
                               type = "t",
                               value = new THREE.CubeTexture(
                                f(0 + 6), f(1 + 6),
                               f(2 + 6), f(3 + 6),
                               f(4 + 6), f(5 + 6)
                              )
                               {
                                   flipY = false,


                                   // !!
                                   needsUpdate = true
                               }
                           },
                           tFlip = new { type = "f", value = -1 }
                       },
                       depthWrite = false,
                       side = THREE.BackSide
                   });

                   var mesh2 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial2).AttachTo(skyScene2);
                   #endregion


                   Native.body.Clear();

                   var skyCamera = new THREE.PerspectiveCamera(90, Native.window.aspect, 1, 20000);
                   //var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);

                   // not using css?
                   // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo

                   var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false })
                   {
                       autoClear = false,
                       shadowMapEnabled = true,
                       shadowMapType = THREE.PCFSoftShadowMap
                   };

                   renderer.setSize(Native.window.Width, Native.window.Height);
                   renderer.domElement.AttachToDocument();


                   #region onresize
                   new { }.With(
                        async delegate
                        {
                            do
                            {
                                skyCamera.aspect = Native.window.aspect;
                                skyCamera.updateProjectionMatrix();
                                renderer.setSize(Native.window.Width, Native.window.Height);

                            } while (await Native.window.async.onresize);
                        }
                    );
                   #endregion

                   Native.document.body.onmousewheel +=
                      e =>
                      {
                          skyCamera.fov -= e.WheelDirection * 5.0;
                          skyCamera.updateProjectionMatrix();
                      };



                   var target0 = new THREE.Vector3();

                   var lon = 90.0;
                   var lat = 0.0;
                   var phi = 0.0;
                   var theta = 0.0;





                   var drag = false;

                   var sw = Stopwatch.StartNew();

                   Native.window.onframe +=
                        delegate
                        {
                            var sinfps = 1 + (int)(((Math.Sin(sw.ElapsedMilliseconds * 0.0001) + 1.0) / 2.0) * 59);
                            Native.document.title = "" + new { sinfps };


                            //var eye = (sw.ElapsedMilliseconds / (200)) % 2;
                            //var eye = (sw.ElapsedMilliseconds / (1000 / 15)) % 2;
                            //var eye = (sw.ElapsedMilliseconds / (1000 / 30)) % 2;
                            //var eye = (sw.ElapsedMilliseconds / (1000 / 45)) % 2;
                            //var eye = (sw.ElapsedMilliseconds / (1000 / 60)) % 2;
                            var eye = (sw.ElapsedMilliseconds / (1000 / sinfps)) % 2;
                            //  if we are a multiprocess renderer, get the volatile eye id 


                            // doesnt work?
                            //skyMesh0.visible = eye == 0;

                            //mesh0.rotation = new THREE.Vector3(0, 0, sw.ElapsedMilliseconds);


                            if (Native.document.pointerLockElement == Native.document.body)
                                lon += 0.00;
                            else
                            {

                                lon += 0.01;
                            }

                            lat = Math.Max(-85, Math.Min(85, lat));


                            // this is wrong, but gets the idea across.
                            phi = THREE.Math.degToRad(90 - lat) + Math.Sin(sw.ElapsedMilliseconds * 0.001) * 0.1 - 0.3;
                            theta = THREE.Math.degToRad(lon);

                            target0.x = Math.Sin(phi) * Math.Cos(theta);
                            target0.y = Math.Cos(phi);
                            target0.z = Math.Sin(phi) * Math.Sin(theta);

                            skyCamera.lookAt(target0);


                            renderer.clear();

                            renderer.render(skyScene0, skyCamera);


                            phi = THREE.Math.degToRad(90 - lat);
                            theta = THREE.Math.degToRad(lon);

                            target0.x = Math.Sin(phi) * Math.Cos(theta);
                            target0.y = Math.Cos(phi);
                            target0.z = Math.Sin(phi) * Math.Sin(theta);

                            skyCamera.lookAt(target0);

                            if ((keys[(int)System.Windows.Forms.Keys.S] % 3) == 0)
                            {

                                if (eye == 0)
                                    renderer.render(skyScene1, skyCamera);
                                else
                                    renderer.render(skyScene2, skyCamera);
                            }
                            else if ((keys[(int)System.Windows.Forms.Keys.S] % 3) == 1)
                            {
                                renderer.render(skyScene1, skyCamera);
                            }
                        };

                   #region ontouchmove
                   var touchX = 0;
                   var touchY = 0;

                   Native.document.body.ontouchstart +=
                                          e =>
                                          {
                                              e.preventDefault();

                                              var touch = e.touches[0];

                                              touchX = touch.screenX;
                                              touchY = touch.screenY;

                                          };


                   Native.document.body.ontouchmove +=
                     e =>
                     {
                         e.preventDefault();

                         var touch = e.touches[0];

                         lon -= (touch.screenX - touchX) * 0.1;
                         lat += (touch.screenY - touchY) * 0.1;

                         touchX = touch.screenX;
                         touchY = touch.screenY;

                     };
                   #endregion






                   #region camera rotation
                   Native.document.body.onmousemove +=
                      e =>
                      {
                          e.preventDefault();

                          if (Native.document.pointerLockElement == Native.document.body)
                          {
                              lon += e.movementX * 0.1;
                              lat -= e.movementY * 0.1;

                              //Console.WriteLine(new { lon, lat, e.movementX, e.movementY });
                          }
                      };


                   Native.document.body.onmouseup +=
                     e =>
                     {
                         drag = false;
                         e.preventDefault();
                     };

                   Native.document.body.onmousedown +=
                       e =>
                       {
                           //e.CaptureMouse();

                           drag = true;
                           e.preventDefault();
                           Native.document.body.requestPointerLock();

                       };


                   Native.document.body.ondblclick +=
                       e =>
                       {
                           e.preventDefault();

                           Console.WriteLine("requestPointerLock");
                       };

                   #endregion



               }
           )
           )
           );

        }
Example #7
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)
        {
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo



            // https://www.reddit.com/r/GearVR/comments/35g8w7/real_world_stereoscopic_360_panoramas/
            // https://www.reddit.com/r/oculus/comments/35gcn2/real_world_stereoscopic_panoramas_with_gear_vr/
            // http://stackoverflow.com/questions/9032050/canvas-mask-an-image-and-preserve-its-alpha-channel
            // https://3dwarehouse.sketchup.com/model.html?id=48bcce07b0baf689d9e6f00e848ea18
            // https://www.youtube.com/watch?v=OurzBO1cDto

            Native.body.style.margin   = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;
            Native.body.Clear();

            new IHTMLPre {
                "loading stereo... 2MB!"
            }.AttachToDocument();

            // if this is a chrome app
            // would GearVR 360 app be able to request current stereo cubemap?



            // Uncaught TypeError: Cannot read property '0' of undefined
            var keys = new int[0xffff];

            //c = a[0].keys[jAEABqtXvT6n4h6m6ZavdA(b)];
            //d = c[0];
            //c[0] = (((d + 1)));



            Native.document.body.onkeyup +=
                e =>
            {
                var z = keys[e.KeyCode];

                if (z > 0)
                {
                    z++;
                }
                else
                {
                    z = 1;
                }

                // what does it do?
                keys[e.KeyCode] = z;

                // 4333ms {{ KeyCode = 83, S = 83, z = NaN }}
                Console.WriteLine(new { e.KeyCode, System.Windows.Forms.Keys.S, z });
            };


            // skybox cubemap
            var iii = new IHTMLImage[] {
                new px(), new nx(),
                new py(), new ny(),
                new pz(), new nz()
            };


            //var f12 = await new airplane().async.oncomplete;
            //var f12 = new airplane();



            Task.WhenAll(from x in iii select x.async.oncomplete).ContinueWithResult(
                ii =>



                // how can we do an alpha clear on the jpg?
                //new airplane().async.oncomplete.ContinueWithResult(
                //new airplane_leftwindows().async.oncomplete.ContinueWithResult(
                new airplane_mask().async.oncomplete.ContinueWithResult(
                    f12_mask =>
                    new airplane().async.oncomplete.ContinueWithResult(
                        f12 =>
            {
                //Func<int, string, IHTMLImage> xf = (i, globalCompositeOperation) =>
                //{
                //    // we do have a skybox example somewhere...
                //    var f1 = new CanvasRenderingContext2D(w: f12.height, h: f12.height);

                //    f1.drawImage(f12, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                //    // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
                //    f1.globalCompositeOperation = globalCompositeOperation;

                //    f1.drawImage(f12_mask, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                //    return f1;
                //};


                //new[] {
                //    "source-over",
                //    "source-in",
                //    "source-out",
                //    "source-atop",
                //    "destination-over",
                //    "destination-in",
                //    "destination-out",
                //    "destination-atop",
                //    "lighter",
                //    "copy",
                //    "xor",
                //    "multiply",
                //    "screen",
                //    "overlay",
                //    "darken",
                //    "lighten",
                //    "color-dodge",
                //    "color-burn",
                //    "hard-light",
                //    "soft-light",
                //    "difference",
                //    "exclusion",
                //    "hue",
                //    "saturation",
                //    "color",
                //    "luminosity"
                //}.WithEach(globalCompositeOperation =>
                //    {

                //        xf(4, globalCompositeOperation).AttachToDocument().title = globalCompositeOperation;
                //    }
                //);


                Func <int, IHTMLImage> f = i =>
                {
                    // we do have a skybox example somewhere...
                    var f1 = new CanvasRenderingContext2D(w: f12.height, h: f12.height);

                    f1.drawImage(f12, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                    // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/globalCompositeOperation
                    f1.globalCompositeOperation = "multiply";

                    f1.drawImage(f12_mask, i * f12.height, 0, sw: f12.height, sh: f12.height, dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                    return(f1);
                };



                var skyScene0 = new THREE.Scene();
                var skyScene1 = new THREE.Scene();
                var skyScene2 = new THREE.Scene {
                };


                #region  createSky
                // gearvr has photos360 app



                //var textureCube = THREE.ImageUtils.loadTextureCube(urls);


                var vertexShader =
                    @"
varying vec3 vWorldPosition;
            "
                    //+ THREE.ShaderChunk["logdepthbuf_pars_vertex"]
                    +
                    @"
void main() {
vec4 worldPosition = modelMatrix * vec4( position, 1.0 ); 
vWorldPosition = worldPosition.xyz;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
"
                    //+ THREE.ShaderChunk["logdepthbuf_vertex"]
                    + @"
}
"

                ;
                // https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/texturing.php

                var fragmentShader =
                    @"
uniform samplerCube tCube; 
uniform float tFlip; 
varying vec3 vWorldPosition;
                   "
                    //+ THREE.ShaderChunk["logdepthbuf_pars_fragment"]
                    + @"
void main() 
{

vec4 c = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );
"

                    // : gl.getShaderInfoLog() ERROR: 0:52: 'assign' :  cannot convert from 'const int' to 'highp float'

                    //+ THREE.ShaderChunk["logdepthbuf_fragment"]
                    + @"

// _mask.png has the bits
if (c.r == 0.0) if (c.g == 0.0) if (c.b == 0.0) discard;

gl_FragColor = c;

}
"
                    // vec4 textureCube(samplerCube s, vec3 coord [, float bias])
                    //
                ;



                var skyMeshmaterial0 = new THREE.ShaderMaterial(new
                {
                    fragmentShader = fragmentShader,
                    vertexShader   = vertexShader,
                    uniforms       = new
                    {
                        tCube = new
                        {
                            type  = "t",
                            value = new THREE.CubeTexture(ii
                                                          )
                            {
                                flipY = false,

                                // !!
                                needsUpdate = true
                            }
                        },
                        tFlip = new { type = "f", value = -1 }
                    },
                    depthWrite = false,
                    side       = THREE.BackSide
                });

                var mesh0 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial0).AttachTo(skyScene0);



                // stereo vs mono skybox
                var skyMeshmaterial1 = new THREE.ShaderMaterial(new
                {
                    fragmentShader = fragmentShader,
                    vertexShader   = vertexShader,
                    uniforms       = new
                    {
                        tCube = new
                        {
                            type  = "t",
                            value = new THREE.CubeTexture(
                                f(0), f(1),
                                f(2), f(3),
                                f(4), f(5)
                                )
                            {
                                flipY = false,

                                // !!
                                needsUpdate = true
                            }
                        },
                        tFlip = new { type = "f", value = -1 }
                    },
                    depthWrite = false,
                    side       = THREE.BackSide,
                });

                var mesh1 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial1).AttachTo(skyScene1);


                var skyMeshmaterial2 = new THREE.ShaderMaterial(new
                {
                    fragmentShader = fragmentShader,
                    vertexShader   = vertexShader,
                    uniforms       = new
                    {
                        tCube = new
                        {
                            type  = "t",
                            value = new THREE.CubeTexture(
                                f(0 + 6), f(1 + 6),
                                f(2 + 6), f(3 + 6),
                                f(4 + 6), f(5 + 6)
                                )
                            {
                                flipY = false,


                                // !!
                                needsUpdate = true
                            }
                        },
                        tFlip = new { type = "f", value = -1 }
                    },
                    depthWrite = false,
                    side       = THREE.BackSide
                });

                var mesh2 = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), skyMeshmaterial2).AttachTo(skyScene2);
                #endregion


                Native.body.Clear();

                var skyCamera = new THREE.PerspectiveCamera(90, Native.window.aspect, 1, 20000);
                //var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);

                // not using css?
                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo

                var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false })
                {
                    autoClear        = false,
                    shadowMapEnabled = true,
                    shadowMapType    = THREE.PCFSoftShadowMap
                };

                renderer.setSize(Native.window.Width, Native.window.Height);
                renderer.domElement.AttachToDocument();


                #region onresize
                new { }.With(
                    async delegate
                {
                    do
                    {
                        skyCamera.aspect = Native.window.aspect;
                        skyCamera.updateProjectionMatrix();
                        renderer.setSize(Native.window.Width, Native.window.Height);
                    } while (await Native.window.async.onresize);
                }
                    );
                #endregion

                Native.document.body.onmousewheel +=
                    e =>
                {
                    skyCamera.fov -= e.WheelDirection * 5.0;
                    skyCamera.updateProjectionMatrix();
                };



                var target0 = new THREE.Vector3();

                var lon   = 90.0;
                var lat   = 0.0;
                var phi   = 0.0;
                var theta = 0.0;



                var drag = false;

                var sw = Stopwatch.StartNew();

                Native.window.onframe +=
                    delegate
                {
                    var sinfps            = 1 + (int)(((Math.Sin(sw.ElapsedMilliseconds * 0.0001) + 1.0) / 2.0) * 59);
                    Native.document.title = "" + new { sinfps };


                    //var eye = (sw.ElapsedMilliseconds / (200)) % 2;
                    //var eye = (sw.ElapsedMilliseconds / (1000 / 15)) % 2;
                    //var eye = (sw.ElapsedMilliseconds / (1000 / 30)) % 2;
                    //var eye = (sw.ElapsedMilliseconds / (1000 / 45)) % 2;
                    //var eye = (sw.ElapsedMilliseconds / (1000 / 60)) % 2;
                    var eye = (sw.ElapsedMilliseconds / (1000 / sinfps)) % 2;
                    //  if we are a multiprocess renderer, get the volatile eye id


                    // doesnt work?
                    //skyMesh0.visible = eye == 0;

                    //mesh0.rotation = new THREE.Vector3(0, 0, sw.ElapsedMilliseconds);


                    if (Native.document.pointerLockElement == Native.document.body)
                    {
                        lon += 0.00;
                    }
                    else
                    {
                        lon += 0.01;
                    }

                    lat = Math.Max(-85, Math.Min(85, lat));


                    // this is wrong, but gets the idea across.
                    phi   = THREE.Math.degToRad(90 - lat) + Math.Sin(sw.ElapsedMilliseconds * 0.001) * 0.1 - 0.3;
                    theta = THREE.Math.degToRad(lon);

                    target0.x = Math.Sin(phi) * Math.Cos(theta);
                    target0.y = Math.Cos(phi);
                    target0.z = Math.Sin(phi) * Math.Sin(theta);

                    skyCamera.lookAt(target0);


                    renderer.clear();

                    renderer.render(skyScene0, skyCamera);


                    phi   = THREE.Math.degToRad(90 - lat);
                    theta = THREE.Math.degToRad(lon);

                    target0.x = Math.Sin(phi) * Math.Cos(theta);
                    target0.y = Math.Cos(phi);
                    target0.z = Math.Sin(phi) * Math.Sin(theta);

                    skyCamera.lookAt(target0);

                    if ((keys[(int)System.Windows.Forms.Keys.S] % 3) == 0)
                    {
                        if (eye == 0)
                        {
                            renderer.render(skyScene1, skyCamera);
                        }
                        else
                        {
                            renderer.render(skyScene2, skyCamera);
                        }
                    }
                    else if ((keys[(int)System.Windows.Forms.Keys.S] % 3) == 1)
                    {
                        renderer.render(skyScene1, skyCamera);
                    }
                };

                #region ontouchmove
                var touchX = 0;
                var touchY = 0;

                Native.document.body.ontouchstart +=
                    e =>
                {
                    e.preventDefault();

                    var touch = e.touches[0];

                    touchX = touch.screenX;
                    touchY = touch.screenY;
                };


                Native.document.body.ontouchmove +=
                    e =>
                {
                    e.preventDefault();

                    var touch = e.touches[0];

                    lon -= (touch.screenX - touchX) * 0.1;
                    lat += (touch.screenY - touchY) * 0.1;

                    touchX = touch.screenX;
                    touchY = touch.screenY;
                };
                #endregion



                #region camera rotation
                Native.document.body.onmousemove +=
                    e =>
                {
                    e.preventDefault();

                    if (Native.document.pointerLockElement == Native.document.body)
                    {
                        lon += e.movementX * 0.1;
                        lat -= e.movementY * 0.1;

                        //Console.WriteLine(new { lon, lat, e.movementX, e.movementY });
                    }
                };


                Native.document.body.onmouseup +=
                    e =>
                {
                    drag = false;
                    e.preventDefault();
                };

                Native.document.body.onmousedown +=
                    e =>
                {
                    //e.CaptureMouse();

                    drag = true;
                    e.preventDefault();
                    Native.document.body.requestPointerLock();
                };


                Native.document.body.ondblclick +=
                    e =>
                {
                    e.preventDefault();

                    Console.WriteLine("requestPointerLock");
                };

                #endregion
            }
                        )
                    )
                );
        }
Example #8
0
        // http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
        // http://alteredqualia.com/three/examples/webgl_cars.html
        // http://alteredqualia.com/xg/examples/animation_physics_terrain.html

        // https://chrome.google.com/webstore/detail/webglhzblendcharacter/cgnjcccfcjhdnbfgjgllglbhfcgndmea

        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P
        // https://github.com/dotnet/roslyn/issues/98


        //Icon image is missing.
        //At least one new-style screenshot or video is required.
        //Small tile image is missing.
        //Please select a Primary Category for your item.
        //Language is not selected.

        // 640x400
        // 128x128
        // 440x280

        public Application(IApp page)
        {
            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150128

            Console.WriteLine("enter WebGLHZBlendCharacter");

            #region += Launched chrome.app.window
            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs
            dynamic self               = Native.self;
            dynamic self_chrome        = self.chrome;
            object  self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                Console.WriteLine("invoke TheServerWithAppWindow.Invoke");
                ChromeTCPServer.TheServerWithAppWindow.Invoke(AppSource.Text);

                return;
            }
            #endregion


            { TexturesImages ref0; }

            // http://www.realitymeltdown.com/WebGL3/character-controller.html

            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150127
            //Native.css
            Native.body.style.margin   = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            //Error CS0246  The type or namespace name 'THREE' could not be found(are you missing a using directive or an assembly reference?)	WebGLHZBlendCharacter Application.cs  46
            // used by, for?
            var clock = new THREE.Clock();
            //var keys = new { LEFT = 37, UP = 38, RIGHT = 39, DOWN = 40, A = 65, S = 83, D = 68, W = 87 };


            var scene    = new THREE.Scene();
            var skyScene = new THREE.Scene();

            scene.fog = new THREE.Fog(0xA26D41, 1000, 20000);

            //scene.add(new THREE.AmbientLight(0xaaaaaa));
            scene.add(new THREE.AmbientLight(0xffffff));

            var lightOffset = new THREE.Vector3(0, 1000, 1000.0);

            var light = new THREE.DirectionalLight(0xffffff, 1.0);
            //var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 1.5);
            light.position.copy(lightOffset);
            light.castShadow = true;

            var xlight = light as dynamic;
            xlight.shadowMapWidth  = 4096;
            xlight.shadowMapHeight = 2048;

            xlight.shadowDarkness = 0.3;
            //xlight.shadowDarkness = 0.5;

            xlight.shadowCameraNear   = 10;
            xlight.shadowCameraFar    = 10000;
            xlight.shadowBias         = 0.00001;
            xlight.shadowCameraRight  = 4000;
            xlight.shadowCameraLeft   = -4000;
            xlight.shadowCameraTop    = 4000;
            xlight.shadowCameraBottom = -4000;
            //xlight.shadowCameraVisible = true;

            scene.add(light);

            var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear        = false;
            renderer.shadowMapEnabled = true;
            renderer.shadowMapType    = THREE.PCFSoftShadowMap;

            renderer.domElement.AttachToDocument();

            // this will mess up
            // three.OrbitControls.js
            // onMouseMove

            //new IStyle(renderer.domElement)
            //{
            //    position = IStyle.PositionEnum.absolute,
            //    left = "0px",
            //    top = "0px",
            //    right = "0px",
            //    bottom = "0px",
            //};


            //new { }.With(
            //    async delegate
            //    {

            //        await Native.window.async.onresize;

            //        // if the reload were fast, then we could actually do that:D
            //        Native.document.location.reload();

            //    }
            //);



            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            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.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 HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
            {
                // https://github.com/mrdoob/three.js/issues/1285
                //cube.children.WithEach(c => c.castShadow = true);

                //cube.traverse(
                //    new Action<THREE.Object3D>(
                //        child =>
                //        {
                //            // does it work? do we need it?
                //            //if (child is THREE.Mesh)

                //            child.castShadow = true;
                //            //child.receiveShadow = true;

                //        }
                //    )
                //);

                // um can edit and continue insert code going back in time?
                cube.scale.x = 10.0;
                cube.scale.y = 10.0;
                cube.scale.z = 10.0;



                //cube.castShadow = true;
                //dae.receiveShadow = true;

                //cube.position.x = -100;

                ////cube.position.y = (cube.scale.y * 50) / 2;
                //cube.position.z = Math.Floor((random() * 1000 - 500) / 50) * 50 + 25;



                // if i want to rotate, how do I do it?
                //cube.rotation.z = random() + Math.PI;
                //cube.rotation.x = random() + Math.PI;
                var sw = Stopwatch.StartNew();



                scene.add(cube);
                //interactiveObjects.Add(cube);


                while (true)
                {
                    await Native.window.async.onframe;

                    cube.rotation.y = Math.PI * 0.0002 * sw.ElapsedMilliseconds;
                }
            }
                );
            #endregion



            var blendMesh = new THREE.SpeedBlendCharacter();
            blendMesh.load(
                new Models.marine_anims().Content.src,
                new Action(
                    delegate
            {
                // buildScene
                //blendMesh.rotation.y = Math.PI * -135 / 180;
                blendMesh.castShadow = true;
                // we cannot scale down we want our shadows
                //blendMesh.scale.set(0.1, 0.1, 0.1);

                scene.add(blendMesh);

                var xtrue = true;
                // run
                blendMesh.setSpeed(1.0);
                blendMesh.showSkeleton(!xtrue);

                var radius = blendMesh.geometry.boundingSphere.radius;


                Native.document.title = new { radius }.ToString();


                var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                camera.position.set(0.0, radius * 3, radius * 3.5);

                var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                skyCamera.position.set(0.0, radius * 3, radius * 3.5);

                var controls = new THREE.OrbitControls(camera);
                //controls.noPan = true;


                //var loader = new THREE.JSONLoader();
                //loader.load(new Models.ground().Content.src,
                //    new Action<THREE.Geometry, THREE.Material[]>(

                //    (xgeometry, materials) =>
                //    {

                //        var ground = new THREE.Mesh(xgeometry, materials[0]);
                //        ground.scale.set(20, 20, 20);
                //        ground.receiveShadow = true;
                //        ground.castShadow = true;
                //        scene.add(ground);

                //    }
                //    )
                // );

                #region  createSky

                var urls = new[] {
                    new px().src, new nx().src,
                    new py().src, new ny().src,
                    new pz().src, new nz().src,
                };

                var textureCube = THREE.ImageUtils.loadTextureCube(urls);

                dynamic shader = THREE.ShaderLib["cube"];
                shader.uniforms["tCube"].value = textureCube;

                // We're inside the box, so make sure to render the backsides
                // It will typically be rendered first in the scene and without depth so anything else will be drawn in front
                var material = new THREE.ShaderMaterial(new
                {
                    fragmentShader = shader.fragmentShader,
                    vertexShader   = shader.vertexShader,
                    uniforms       = shader.uniforms,
                    depthWrite     = false,
                    side           = THREE.BackSide
                });

                // THREE.CubeGeometry has been renamed to THREE.BoxGeometry
                // The box dimension size doesn't matter that much when the camera is in the center.  Experiment with the values.
                var skyMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1), material);
                //skyMesh.renderDepth = -10;


                skyScene.add(skyMesh);
                #endregion



                ////var renderTarget = new THREE.WebGLRenderTarget((int)Native.window.Width, (int)Native.window.Height,
                ////    new
                ////    {
                ////        minFilter = THREE.LinearFilter,
                ////        magFilter = THREE.LinearFilter,
                ////        format = THREE.RGBFormat,
                ////        stencilBufer = false
                ////    }
                ////);

                ////var composer = new THREE.EffectComposer(renderer, renderTarget);
                ////composer.addPass(new THREE.RenderPass(skyScene, skyCamera));
                ////composer.addPass(new THREE.RenderPass(scene, camera));

                ////#region vblur
                ////var hblur = new THREE.ShaderPass(THREE.HorizontalTiltShiftShader);
                ////var vblur = new THREE.ShaderPass(THREE.VerticalTiltShiftShader);

                ////var bluriness = 6;

                ////// Show Details	Severity	Code	Description	Project	File	Line
                //////Error CS0656  Missing compiler required member 'Microsoft.CSharp.RuntimeBinder.CSharpArgumentInfo.Create' WebGLTiltShift Application.cs  183

                ////(hblur.uniforms as dynamic).h.value = bluriness / Native.window.Width;
                ////(vblur.uniforms as dynamic).v.value = bluriness / Native.window.Height;

                ////(hblur.uniforms as dynamic).r.value = 0.5;
                ////(vblur.uniforms as dynamic).r.value = 0.5;
                ////vblur.renderToScreen = true;

                ////composer.addPass(hblur);
                ////composer.addPass(vblur);
                ////#endregion

                //composer.addPass(new THREE.RenderPass(scene, camera));
                //

                #region onframe
                Native.window.onframe +=
                    delegate
                {
                    var scale    = 1.0;
                    var delta    = clock.getDelta();
                    var stepSize = delta * scale;

                    if (stepSize > 0)
                    {
                        //characterController.update(stepSize, scale);
                        //gui.setSpeed(blendMesh.speed);

                        THREE.AnimationHandler.update(stepSize);
                        blendMesh.updateSkeletonHelper();
                    }

                    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 = controls.center.clone().add(camOffset);

                    skyCamera.rotation.copy(camera.rotation);


                    //composer.render(0.1);

                    //renderer.clear();
                    renderer.render(skyScene, skyCamera);
                    renderer.render(scene, camera);
                };
                #endregion

                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);
                }
                    );
            }
                    )
                );
        }
Example #9
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(IDefault page = null)
        {
            // used by
            // X:\jsc.svn\examples\javascript\WebGL\WebGLGoldDropletTransactions\WebGLGoldDropletTransactions\Application.cs


            if (DisableBackground)
            {
                // nop
            }
            else
            {
                //page.body.style.backgroundColor = "#4584b4";

                container.style.backgroundColor = "#4584b4";
            }

            // Bg gradient

            //var canvas = new IHTMLCanvas();
            //canvas.width = 32;
            //canvas.height = Native.Window.Height;

            //var context = (CanvasRenderingContext2D)canvas.getContext("2d");

            //var gradient = context.createLinearGradient(0, 0, 0, canvas.height);
            //gradient.addColorStop(0f, "#1e4877");
            //gradient.addColorStop(0.5f, "#4584b4");

            //context.fillStyle = gradient;
            //context.fillRect(0, 0, canvas.width, canvas.height);


            // Clouds

            //var , , renderer, sky, mesh, , material,
            //, h, color, colors = [], sprite, size, x, y, z;

            var mouseX     = 0f;
            var start_time = new IDate().getTime();

            Console.WriteLine(new { Native.window.Width, Native.window.Height });

            var windowHalfX = Native.window.Width / 2;
            var windowHalfY = Native.window.Height / 2;

            Console.WriteLine(new { DefaultMouseY });

            var mouseY = (float)((Native.window.Height * DefaultMouseY - windowHalfY) * 0.15);

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

            if (page == null)
            {
                container.AttachToDocument();
            }
            else
            {
                container.AttachTo(page.body);
            }

            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            //container.style.background = "url(" + canvas.toDataURL("image/png") + ")";

            #region Dispose
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                {
                    return;
                }

                IsDisposed = true;

                container.Orphanize();
            };
            #endregion



            var camera = new THREE.PerspectiveCamera(30, Native.window.aspect, 1, 3000);
            camera.position.z = 6000;

            var scene = new THREE.Scene();

            var geometry = new THREE.Geometry();

            //var texture = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.cloud10().src);
            var texture = THREE.ImageUtils.loadTexture(CloudTexture);

            texture.magFilter = THREE.LinearMipMapLinearFilter;
            texture.minFilter = THREE.LinearMipMapLinearFilter;

            // FogColor
            //var fog = new THREE.Fog(0x4584b4, -100, 3000);
            var fog = new THREE.Fog(FogColor, -100, 3000);


            // what about sprites?
            var material = new THREE.ShaderMaterial(

                new
            {
                uniforms = new
                {
                    map      = new { type = "t", value = texture },
                    fogColor = new { type = "c", value = fog.color },
                    fogNear  = new { type = "f", value = fog.near },
                    fogFar   = new { type = "f", value = fog.far },
                },

                vertexShader   = new GeometryVertexShader().ToString(),
                fragmentShader = new GeometryFragmentShader().ToString(),
                depthWrite     = false,
                depthTest      = false,
                transparent    = true
            }
                );

            var          r           = new Random();
            Func <float> Math_random = () => (float)r.NextDouble();

            var plane = new THREE.Mesh(new THREE.PlaneGeometry(64, 64));

            for (var i = 0; i < 8000; i++)
            {
                plane.position.x = Math_random() * 1000 - 500;
                plane.position.y = -Math_random() * Math_random() * 200 - 15;
                plane.position.z = i;
                plane.rotation.z = (f)(Math_random() * Math.PI);
                plane.scale.x    = Math_random() * Math_random() * 1.5f + 0.5f;
                plane.scale.y    = plane.scale.x;

                THREE.GeometryUtils.merge(geometry, plane);
            }

            var mesh = new THREE.Mesh(geometry, material);
            scene.add(mesh);

            mesh            = new THREE.Mesh(geometry, material);
            mesh.position.z = -8000;
            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new { antialias = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            container.appendChild(renderer.domElement);

            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);

            #region onresize
            Native.window.onresize +=
                delegate
            {
                container.style.SetSize(Native.window.Width, Native.window.Height);

                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();

                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            #endregion



            #region animate

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

                var position = ((new IDate().getTime() - start_time) * 0.03) % 8000;


                camera.position.x += (float)((mouseX - camera.position.x) * 0.01);
                camera.position.y += (float)((-mouseY - camera.position.y) * 0.01);

                camera.position.z = (f)(-position + 8000);



                renderer.render(scene, camera);
            };

            #endregion

            Native.document.onmousemove +=
                e =>
            {
                mouseX = (float)((e.CursorX - windowHalfX) * 0.25);
                mouseY = (float)((e.CursorY - windowHalfY) * 0.15);
            };



            //var ze = new ZeProperties();

            //ze.Show();


            //ze.Add(() => renderer);
            ////ze.Add(() => controls);
            //ze.Add(() => scene);
        }
Example #10
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;
        }
        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P


        public Application(IApp page)
        {
            //{ var ref0 = typeof(dirt_tx); }
            { var ref0 = new dirt_tx { }; }
            //{ var ref0 = typeof(MarineCv2_color); }
            { var ref0 = new MarineCv2_color { }; }

            // http://www.realitymeltdown.com/WebGL3/character-controller.html

            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150127
            //Native.css
            Native.body.style.margin = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            //Error CS0246  The type or namespace name 'THREE' could not be found(are you missing a using directive or an assembly reference?)	WebGLSpeedBlendCharacter Application.cs  46
            // used by, for?
            var clock = new THREE.Clock();
            //var keys = new { LEFT = 37, UP = 38, RIGHT = 39, DOWN = 40, A = 65, S = 83, D = 68, W = 87 };


            var scene = new THREE.Scene();
            var skyScene = new THREE.Scene();
            scene.fog = new THREE.Fog(0xB0CAE1, 1000, 20000);
            scene.add(new THREE.AmbientLight(0xaaaaaa));

            var lightOffset = new THREE.Vector3(0, 1000, 1000.0);

            var light = new THREE.DirectionalLight(0xffffff, 1.5);
            light.position.copy(lightOffset);
            light.castShadow = true;

            var xlight = light as dynamic;
            xlight.shadowMapWidth = 4096;
            xlight.shadowMapHeight = 2048;
            xlight.shadowDarkness = 0.5;
            xlight.shadowCameraNear = 10;
            xlight.shadowCameraFar = 10000;
            xlight.shadowBias = 0.00001;
            xlight.shadowCameraRight = 4000;
            xlight.shadowCameraLeft = -4000;
            xlight.shadowCameraTop = 4000;
            xlight.shadowCameraBottom = -4000;
            xlight.shadowCameraVisible = true;

            scene.add(light);

            #region renderer
            var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear = false;
            renderer.shadowMapEnabled = true;
            renderer.shadowMapType = THREE.PCFSoftShadowMap;

            renderer.domElement.AttachToDocument();
            #endregion



            // this will mess up
            // three.OrbitControls.js
            // onMouseMove

            //new IStyle(renderer.domElement)
            //{
            //    position = IStyle.PositionEnum.absolute,
            //    left = "0px",
            //    top = "0px",
            //    right = "0px",
            //    bottom = "0px",
            //};


            //new { }.With(
            //    async delegate
            //    {

            //        await Native.window.async.onresize;

            //        // if the reload were fast, then we could actually do that:D
            //        Native.document.location.reload();

            //    }
            //);





            #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 = 0xffffff
            //    }
            //);

            //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, planeMaterial);
            //plane.castShadow = false;
            //plane.receiveShadow = true;


            //{

            //    var parent = new THREE.Object3D();
            //    parent.add(plane);
            //    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);
            var geometry = new THREE.BoxGeometry(1, 1, 1);

            for (var i = 1; i < 100; i++)
            {

                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                    new
                    {
                        color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                    }));
                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





            var blendMesh = new THREE.SpeedBlendCharacter();


            blendMesh.load(
                new Models.marine_anims().Content.src,
                new Action(
                    delegate
                    {
                        // buildScene

                        //blendMesh.rotation.y = Math.PI * -135 / 180;
                        blendMesh.castShadow = true;
                        // we cannot scale down we want our shadows
                        //blendMesh.scale.set(0.1, 0.1, 0.1);

                        scene.add(blendMesh);

                        //var characterController = new THREE.CharacterController(blendMesh);

                        // run
                        blendMesh.setSpeed(1.0);

                        var radius = blendMesh.geometry.boundingSphere.radius;


                        Native.document.title = new { radius }.ToString();


                        var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                        camera.position.set(0.0, radius * 3, radius * 3.5);

                        var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                        skyCamera.position.set(0.0, radius * 3, radius * 3.5);

                        var controls = new THREE.OrbitControls(camera);
                        //controls.noPan = true;


                        var loader = new THREE.JSONLoader();
                        loader.load(new Models.ground().Content.src,
                            new Action<THREE.Geometry, THREE.Material[]>(

                            (xgeometry, materials) =>
                            {
                                // cannot see the ground?
                                var ground = new THREE.Mesh(xgeometry, materials[0]);
                                ground.scale.set(20, 20, 20);
                                ground.receiveShadow = true;
                                ground.castShadow = true;
                                scene.add(ground);

                            }
                            )
                         );

                        #region  createSky
                        // gearvr has photos360 app
                        var urls = new[] {
                            new px().src, new nx().src,
                            new py().src, new ny().src,
                            new pz().src, new nz().src,
                         };

                        var textureCube = THREE.ImageUtils.loadTextureCube(urls);

                        dynamic shader = THREE.ShaderLib["cube"];
                        shader.uniforms["tCube"].value = textureCube;

                        // We're inside the box, so make sure to render the backsides
                        // It will typically be rendered first in the scene and without depth so anything else will be drawn in front
                        var material = new THREE.ShaderMaterial(new
                        {
                            fragmentShader = shader.fragmentShader,
                            vertexShader = shader.vertexShader,
                            uniforms = shader.uniforms,
                            depthWrite = false,
                            side = THREE.BackSide
                        });

                        // THREE.CubeGeometry has been renamed to THREE.BoxGeometry
                        // The box dimension size doesn't matter that much when the camera is in the center.  Experiment with the values.
                        //var skyMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1), material);
                        var skyMesh = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), material);
                        //skyMesh.renderDepth = -10;


                        skyScene.add(skyMesh);
                        #endregion

                        #region onframe
                        Native.window.onframe +=
                            delegate
                            {
                                var scale = 1.0;
                                var delta = clock.getDelta();
                                var stepSize = delta * scale;

                                if (stepSize > 0)
                                {
                                    //characterController.update(stepSize, scale);
                                    //gui.setSpeed(blendMesh.speed);

                                    THREE.AnimationHandler.update(stepSize);
                                    blendMesh.updateSkeletonHelper();
                                }

                                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().add(camOffset);

                                skyCamera.rotation.copy(camera.rotation);



                                renderer.clear();
                                renderer.render(skyScene, skyCamera);
                                renderer.render(scene, camera);
                            };
                        #endregion


                        #region onresize
                        new { }.With(
                              async delegate
                              {
                                  do
                                  {
                                      camera.aspect = Native.window.aspect;
                                      camera.updateProjectionMatrix();
                                      renderer.setSize(Native.window.Width, Native.window.Height);

                                  } while (await Native.window.async.onresize);
                              }
                          );
                        #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(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;


        }
Example #13
0
        // new three broke it?
        // http://www.clicktorelease.com/code/perlin/explosion.html
        // http://www.webgl.com/2013/01/webgl-tutorial-vertex-displacement-with-a-noise-function-aka-fiery-explosion/


        /// <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)
        {
            // http://inear.se/fireshader/



            // http://stackoverflow.com/questions/16765120/ashima-perlin-noise-shader-not-working-with-recent-versions-of-three-js

            //var container, renderer,  camera, mesh;
            var start = IDate.Now;
            var fov   = 30;


            #region container
            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.backgroundColor = "#000000";
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            #endregion


            var scene    = new THREE.Scene();
            var bkgScene = new THREE.Scene();

            var camera = new THREE.PerspectiveCamera(fov, Native.window.aspect, 1, 10000);
            camera.position.z = 100;
            //camera.target = new THREE.Vector3(0, 0, 0);

            scene.add(camera);

            var bkgCamera = new THREE.OrthographicCamera(
                Native.window.Width / -2,
                Native.window.Width / 2,
                Native.window.Height / 2,
                Native.window.Height / -2,
                -10000,
                10000
                );

            bkgScene.add(bkgCamera);

            var bkgShader = new THREE.ShaderMaterial(
                new
            {
                uniforms = new
                {
                    tDiffuse = new
                    {
                        type  = "t",
                        value = THREE.ImageUtils.loadTexture(
                            new HTML.Images.FromAssets.bkg().src
                            )
                    },

                    resolution = new  { type = "v2", value = new THREE.Vector2(Native.window.Width, Native.window.Height) }
                },

                vertexShader = new Shaders.ExplosionVertexShader().ToString(),
                //        fragmentShader: document.getElementById( 'fs_Gradient' ).textContent,
                //fragmentShader = new Shaders.GradientFragmentShader().ToString(),
                fragmentShader = new Shaders.ExplosionFragmentShader().ToString(),

                depthWrite  = false,
                depthTest   = false,
                transparent = true
            }
                );

            var quad = new THREE.Mesh(new THREE.PlaneGeometry(Native.window.Width, Native.window.Height), bkgShader);
            quad.position.z = -100;
            quad.rotation.x = (float)Math.PI / 2;
            bkgScene.add(quad);


            var material = new THREE.ShaderMaterial(

                new
            {
                uniforms = new       // material_uniforms
                {
                    tExplosion = new //uniforms_item
                    {
                        type  = "t",
                        value = THREE.ImageUtils.loadTexture(
                            new HTML.Images.FromAssets.explosion().src
                            )
                    },
                    time   = new { type = "f", value = 0.0 },
                    weight = new { type = "f", value = 8.0 },
                },

                vertexShader   = new Shaders.ExplosionVertexShader().ToString(),
                fragmentShader = new Shaders.ExplosionFragmentShader().ToString(),
                depthWrite     = false,
                depthTest      = false,
                transparent    = true
            }
                );


            var mesh = new THREE.Mesh(new THREE.SphereGeometry(20, 200, 200), material);
            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear = false;

            container.appendChild(renderer.domElement);


            var lon               = 0.0;
            var phi               = 0.0;
            var theta             = 0.0;
            var lat               = 15.0;
            var isUserInteracting = false;


            var scale = 0.0;

            #region render

            Native.window.onframe += delegate
            {
                ((material_uniforms)material.uniforms).time.value = .00025 * (IDate.Now - start);

                scale += .005;
                scale %= 2;

                lat   = Math.Max(-85, Math.Min(85, lat));
                phi   = (90 - lat) * Math.PI / 180;
                theta = lon * Math.PI / 180;

                camera.position.x = (float)(100 * Math.Sin(phi) * Math.Cos(theta));
                camera.position.y = (float)(100 * Math.Cos(phi));
                camera.position.z = (float)(100 * Math.Sin(phi) * Math.Sin(theta));

                //mesh.rotation.x += .012;
                //mesh.rotation.y += .01;
                camera.lookAt(scene.position);

                //    //renderer.render( bkgScene, bkgCamera );
                renderer.render(scene, camera);

                //    stats.update();
            };


            #endregion



            #region IsDisposed

            Dispose = delegate
            {
                if (IsDisposed)
                {
                    return;
                }

                IsDisposed = true;


                container.Orphanize();
            };
            #endregion



            #region AtResize
            Action AtResize = delegate
            {
                container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);


                renderer.setSize(Native.window.Width, Native.window.Height);

                camera.projectionMatrix.makePerspective(fov, Native.window.aspect, 1, 1100);

                //camera.aspect = Native.Window.Width / Native.Window.Height;
                //camera.updateProjectionMatrix();
            };

            Native.window.onresize +=
                delegate
            {
                AtResize();
            };

            AtResize();
            #endregion



            var ze = new ZeProperties();

            ze.Show();
            ze.treeView1.Nodes.Clear();

            ze.Add(() => renderer);
            //ze.Add(() => controls);
            ze.Add(() => scene);
            ze.Left = 0;
        }
Example #14
0
        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P


        public Application(IApp page)
        {
            //{ var ref0 = typeof(dirt_tx); }
            { var ref0 = new dirt_tx {
              }; }
            //{ var ref0 = typeof(MarineCv2_color); }
            { var ref0 = new MarineCv2_color {
              }; }

            // http://www.realitymeltdown.com/WebGL3/character-controller.html

            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2015/201501/20150127
            //Native.css
            Native.body.style.margin   = "0px";
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            //Error CS0246  The type or namespace name 'THREE' could not be found(are you missing a using directive or an assembly reference?)	WebGLSpeedBlendCharacter Application.cs  46
            // used by, for?
            var clock = new THREE.Clock();
            //var keys = new { LEFT = 37, UP = 38, RIGHT = 39, DOWN = 40, A = 65, S = 83, D = 68, W = 87 };


            var scene    = new THREE.Scene();
            var skyScene = new THREE.Scene();

            scene.fog = new THREE.Fog(0xB0CAE1, 1000, 20000);
            scene.add(new THREE.AmbientLight(0xaaaaaa));

            var lightOffset = new THREE.Vector3(0, 1000, 1000.0);

            var light = new THREE.DirectionalLight(0xffffff, 1.5);

            light.position.copy(lightOffset);
            light.castShadow = true;

            var xlight = light as dynamic;

            xlight.shadowMapWidth      = 4096;
            xlight.shadowMapHeight     = 2048;
            xlight.shadowDarkness      = 0.5;
            xlight.shadowCameraNear    = 10;
            xlight.shadowCameraFar     = 10000;
            xlight.shadowBias          = 0.00001;
            xlight.shadowCameraRight   = 4000;
            xlight.shadowCameraLeft    = -4000;
            xlight.shadowCameraTop     = 4000;
            xlight.shadowCameraBottom  = -4000;
            xlight.shadowCameraVisible = true;

            scene.add(light);

            #region renderer
            var renderer = new THREE.WebGLRenderer(new { antialias = true, alpha = false });
            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.autoClear        = false;
            renderer.shadowMapEnabled = true;
            renderer.shadowMapType    = THREE.PCFSoftShadowMap;

            renderer.domElement.AttachToDocument();
            #endregion



            // this will mess up
            // three.OrbitControls.js
            // onMouseMove

            //new IStyle(renderer.domElement)
            //{
            //    position = IStyle.PositionEnum.absolute,
            //    left = "0px",
            //    top = "0px",
            //    right = "0px",
            //    bottom = "0px",
            //};


            //new { }.With(
            //    async delegate
            //    {

            //        await Native.window.async.onresize;

            //        // if the reload were fast, then we could actually do that:D
            //        Native.document.location.reload();

            //    }
            //);



            #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 = 0xffffff
            //    }
            //);

            //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, planeMaterial);
            //plane.castShadow = false;
            //plane.receiveShadow = true;


            //{

            //    var parent = new THREE.Object3D();
            //    parent.add(plane);
            //    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);
            var geometry = new THREE.BoxGeometry(1, 1, 1);

            for (var i = 1; i < 100; i++)
            {
                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                                            new
                {
                    color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                }));
                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



            var blendMesh = new THREE.SpeedBlendCharacter();


            blendMesh.load(
                new Models.marine_anims().Content.src,
                new Action(
                    delegate
            {
                // buildScene

                //blendMesh.rotation.y = Math.PI * -135 / 180;
                blendMesh.castShadow = true;
                // we cannot scale down we want our shadows
                //blendMesh.scale.set(0.1, 0.1, 0.1);

                scene.add(blendMesh);

                //var characterController = new THREE.CharacterController(blendMesh);

                // run
                blendMesh.setSpeed(1.0);

                var radius = blendMesh.geometry.boundingSphere.radius;


                Native.document.title = new { radius }.ToString();


                var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                camera.position.set(0.0, radius * 3, radius * 3.5);

                var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
                skyCamera.position.set(0.0, radius * 3, radius * 3.5);

                var controls = new THREE.OrbitControls(camera);
                //controls.noPan = true;


                var loader = new THREE.JSONLoader();
                loader.load(new Models.ground().Content.src,
                            new Action <THREE.Geometry, THREE.Material[]>(

                                (xgeometry, materials) =>
                {
                    // cannot see the ground?
                    var ground = new THREE.Mesh(xgeometry, materials[0]);
                    ground.scale.set(20, 20, 20);
                    ground.receiveShadow = true;
                    ground.castShadow    = true;
                    scene.add(ground);
                }
                                )
                            );

                #region  createSky
                // gearvr has photos360 app
                var urls = new[] {
                    new px().src, new nx().src,
                    new py().src, new ny().src,
                    new pz().src, new nz().src,
                };

                var textureCube = THREE.ImageUtils.loadTextureCube(urls);

                dynamic shader = THREE.ShaderLib["cube"];
                shader.uniforms["tCube"].value = textureCube;

                // We're inside the box, so make sure to render the backsides
                // It will typically be rendered first in the scene and without depth so anything else will be drawn in front
                var material = new THREE.ShaderMaterial(new
                {
                    fragmentShader = shader.fragmentShader,
                    vertexShader   = shader.vertexShader,
                    uniforms       = shader.uniforms,
                    depthWrite     = false,
                    side           = THREE.BackSide
                });

                // THREE.CubeGeometry has been renamed to THREE.BoxGeometry
                // The box dimension size doesn't matter that much when the camera is in the center.  Experiment with the values.
                //var skyMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1), material);
                var skyMesh = new THREE.Mesh(new THREE.BoxGeometry(10000, 10000, 10000), material);
                //skyMesh.renderDepth = -10;


                skyScene.add(skyMesh);
                #endregion

                #region onframe
                Native.window.onframe +=
                    delegate
                {
                    var scale    = 1.0;
                    var delta    = clock.getDelta();
                    var stepSize = delta * scale;

                    if (stepSize > 0)
                    {
                        //characterController.update(stepSize, scale);
                        //gui.setSpeed(blendMesh.speed);

                        THREE.AnimationHandler.update(stepSize);
                        blendMesh.updateSkeletonHelper();
                    }

                    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().add(camOffset);

                    skyCamera.rotation.copy(camera.rotation);



                    renderer.clear();
                    renderer.render(skyScene, skyCamera);
                    renderer.render(scene, camera);
                };
                #endregion


                #region onresize
                new { }.With(
                    async delegate
                {
                    do
                    {
                        camera.aspect = Native.window.aspect;
                        camera.updateProjectionMatrix();
                        renderer.setSize(Native.window.Width, Native.window.Height);
                    } while (await Native.window.async.onresize);
                }
                    );
                #endregion
            }
                    )
                );
        }
Example #15
0
        public Application(IDefault page = null)
        {
            // https://github.com/mrdoob/three.js/wiki/Migration

            var size = 600;

            var windowHalfX = size / 2;
            var windowHalfY = size / 2;

            Native.document.body.style.overflow = IStyle.OverflowEnum.hidden;
            var container = new IHTMLDiv();

            container.AttachToDocument();
            container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);
            container.style.backgroundColor = JSColor.Black;

            var camera = new THREE.PerspectiveCamera(40, Native.window.aspect, 1, 3000);

            camera.position.z = 1000;

            var scene = new THREE.Scene();

            var light = new THREE.DirectionalLight(0xffffff);

            light.position.x = 1;
            light.position.y = 0;
            light.position.z = 1;
            //scene.addLight(light);
            scene.add(light);

            var renderer = new THREE.WebGLRenderer();

            var geometry = new THREE.TorusGeometry(50, 20, 15, 15);

            var uniforms = new MyUniforms();

            // ShaderMaterial
            var material_base = new THREE.ShaderMaterial(
                new
            {
                uniforms        = THREE.UniformsUtils.clone(uniforms),
                vertex_shader   = new GeometryVertexShader().ToString(),
                fragment_shader = new GeometryFragmentShader().ToString()
            }
                );

            //renderer.initMaterial(material_base, scene.lights, scene.fog);

            #region addObject
            var          r           = new Random();
            Func <float> Math_random = () => (float)r.NextDouble();


            for (var i = 0; i < 100; i++)
            {
                //var material_uniforms = (MyUniforms)THREE.__ThreeExtras.Uniforms.clone(uniforms);
                var material_uniforms = (MyUniforms)THREE.UniformsUtils.clone(uniforms);

                var material = new THREE.ShaderMaterial(
                    new
                {
                    uniforms        = material_uniforms,
                    vertex_shader   = new GeometryVertexShader().ToString(),
                    fragment_shader = new GeometryFragmentShader().ToString()
                }
                    );


                material.program = material_base.program;

                material_uniforms.uDirLightPos.value   = light.position;
                material_uniforms.uDirLightColor.value = light.color;
                material_uniforms.uBaseColor.value     = new THREE.Color((int)(Math_random() * 0xffffff));

                var mesh = new THREE.Mesh(geometry, material);
                mesh.position.x = Math_random() * 800f - 400f;
                mesh.position.y = Math_random() * 800f - 400f;
                mesh.position.z = Math_random() * 800f - 400f;

                mesh.rotation.x = Math_random() * 360f * (float)Math.PI / 180f;
                mesh.rotation.y = Math_random() * 360f * (float)Math.PI / 180f;
                mesh.rotation.z = Math_random() * 360f * (float)Math.PI / 180f;

                //scene.addObject(mesh);
                scene.add(mesh);
            }
            #endregion


            ///////////////////////////////

            var c = 0;

            container.appendChild(renderer.domElement);

            #region AtResize
            Action AtResize = delegate
            {
                container.style.SetLocation(0, 0, Native.window.Width, Native.window.Height);

                camera.aspect = (int)Native.window.aspect;
                camera.updateProjectionMatrix();

                renderer.setSize(Native.window.Width, Native.window.Height);
            };

            Native.window.onresize +=
                delegate
            {
                AtResize();
            };

            AtResize();
            #endregion

            #region IsDisposed
            var IsDisposed = false;

            Dispose = delegate
            {
                if (IsDisposed)
                {
                    return;
                }

                IsDisposed = true;

                renderer.domElement.Orphanize();
            };
            #endregion

            #region tick

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

                c++;


                var l = scene.children.Length;

                Native.document.title = new { l }.ToString();

                var time = new IDate().getTime() * 0.0004;

                //var l = scene.objects.Length;

                for (var i = 0; i < l; i++)
                {
                    scene.children[i].rotation.x += 0.01f;
                    scene.children[i].rotation.y += 0.01f;
                }

                /*
                 * light.position.x = Math.sin( time );
                 * light.position.z = Math.cos( time );
                 * light.position.y = 0.5;
                 * light.position.normalize();
                 */

                renderer.render(scene, camera);
            };

            #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
        }