コード例 #1
0
 // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\360stereo\x360stereohzrunaround\Application.cs
 public void bindTexture(uint target, WebGLTexture texture)
 {
 }
コード例 #2
0
            // X:\jsc.svn\examples\glsl\future\GLSLShaderToyPip\GLSLShaderToyPip\Application.cs
            public EffectPass(
                AudioContext wa = null,
                gl gl = null,

                string precission = null,
                bool supportDerivatives = false,
                RefreshTexturThumbailDelegate callback = null,
                object obj = null,
                bool forceMuted = false,
                bool forcePaused = false,


                // createQuadVBO
                // ARRAY_BUFFER
                WebGLBuffer quadVBO = null,
                GainNode outputGainNode = null
                )
            {
                //new IHTMLPre { "enter EffectPass" }.AttachToDocument();


                // used by?
                var mFrame = 0;






                // http://math.hws.edu/eck/cs424/notes2013/19_GLSL.html
                // http://stackoverflow.com/questions/10079368/how-would-i-do-environment-reflection-in-webgl-without-using-a-library-like-thre
                this.MakeHeader_Image = delegate
                {
                    #region MakeHeader_Image
                    //new IHTMLPre { "enter MakeHeader_Image" }.AttachToDocument();


                    var header = precission;
                    var headerlength = 3;

                    if (supportDerivatives) { header += "#extension GL_OES_standard_derivatives : enable\n"; headerlength++; }

                    header += "uniform vec3      iResolution;\n" +
                              "uniform float     iGlobalTime;\n" +
                              "uniform float     iChannelTime[4];\n" +
                              "uniform vec4      iMouse;\n" +
                              "uniform vec4      iDate;\n" +
                              "uniform float     iSampleRate;\n" +
                              "uniform vec3      iChannelResolution[4];\n";

                    // not to be used by the hosted shader, but by our code in the middle on the gpu.
                    // gpu code injection. first take.
                    //"uniform float     fZoom;\n";

                    headerlength += 7;

                    for (var i = 0; i < mInputs.Length; i++)
                    {
                        var inp = mInputs[i];

                        // X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeShaderToyVRCardboardGrid\ChromeShaderToyVRCardboardGrid\Application.cs

                        //if (inp != null && inp.mInfo.mType == "cubemap")
                        if (inp is samplerCube)
                        {
                            //new IHTMLPre { "add MakeHeader_Image samplerCube" }.AttachToDocument();

                            this.tex = new WebGLTexture(gl);

                            // http://stackoverflow.com/questions/10079368/how-would-i-do-environment-reflection-in-webgl-without-using-a-library-like-thre
                            // view-source:https://www.shadertoy.com/js/effect.js

                            // um can there be only one samplerCube?
                            gl.activeTexture(gl.TEXTURE0);
                            //gl.enable(gl.TEXTURE_CUBE_MAP);
                            gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
                            //gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, (int)gl.CLAMP_TO_EDGE);
                            //gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, (int)gl.CLAMP_TO_EDGE);
                            gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR);
                            gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);

                            //var cube0 = new IHTMLImage[] {
                            //        new HTML.Images.FromAssets.cube02_0(),
                            //        new HTML.Images.FromAssets.cube02_1(),
                            //        new HTML.Images.FromAssets.cube02_2(),
                            //        new HTML.Images.FromAssets.cube02_3(),
                            //        new HTML.Images.FromAssets.cube02_4(),
                            //        new HTML.Images.FromAssets.cube02_5()
                            //};

                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072;
                            //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073;
                            //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074;


                            //var cube0 = new IHTMLImage[] {
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(),

                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(),


                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(),
                            //        new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz()
                            //};

                            //cube0.WithEachIndex(
                            //    (pendingimg, index) =>
                            //    {
                            //        pendingimg.InvokeOnComplete(
                            //            img =>
                            //            {
                            //                gl.bindTexture(gl.TEXTURE_CUBE_MAP, tex);
                            //                //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
                            //                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0);
                            //                gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img);

                            //                new IHTMLPre { "add MakeHeader_Image samplerCube TEXTURE_CUBE_MAP_POSITIVE_X + " + new { index } }.AttachToDocument();

                            //                if (index == 5)
                            //                {
                            //                    new IHTMLPre { "add MakeHeader_Image samplerCube activeTexture  " }.AttachToDocument();

                            //                    //  samplerCube iChannel0; = 0 = TEXTURE0
                            //                }

                            //                // https://code.google.com/p/opengles-book-samples/source/browse/trunk/WebGL/Chapter_9/Simple_TextureCubemap/Simple_TextureCubemap.html?r=5
                            //                // http://stackoverflow.com/questions/31665132/gl-invalid-operation-caused-by-samplercube
                            //                // http://forum.processing.org/two/discussion/7039/samplercube-and-ambient-reflection


                            //            }
                            //        );
                            //    }
                            //);


                            header += "uniform samplerCube iChannel" + i + ";\n";
                        }
                        else
                        {
                            //new IHTMLPre { "add MakeHeader_Image sampler2D" }.AttachToDocument();
                            header += "uniform sampler2D iChannel" + i + ";\n";
                        }

                        // dont need it?
                        headerlength++;
                    }



                    // rror CreateShader {{ infoLog = ERROR: 0:250: 'assign' :  l-value required "gl_FragCoord" (can't modify gl_FragCoord)
                    //				ERROR: 0:251: 'assign' :  l - value required "gl_FragCoord"(can't modify gl_FragCoord)
                    //}}
                    // error CreateShader {{ infoLog = ERROR: 0:253: '=' :  cannot convert from 'FragCoord mediump 4-component vector of float' to 'highp 2-component vector of float'

                    var mImagePassFooter = @"
void main( void )
{
	vec4 color = gl_FragColor;


color.a = 1.0;

	mainImage( color, gl_FragCoord.xy );
					

	gl_FragColor = color;
}
";
                    #endregion


                    this.NewShader_Image = (fs) =>
                    {
                        #region NewShader_Image
                        //new IHTMLPre { "enter NewShader_Image" }.AttachToDocument();
                        var shaderCode = fs.ToString();

                        // is that it?
                        var vsSource = "attribute vec2 pos; void main() { gl_Position = vec4(pos.xy,0.0,1.0); }";

                        var fsSource = header + shaderCode + mImagePassFooter;

                        this.xCreateShader = CreateShader(gl, vsSource, fsSource, false);

                        #endregion

                        var vbo = new WebGLBuffer(gl);



                        #region calledby
                        //EffectPass.Paint_Image(effect.js:724)
                        //EffectPass.Paint(effect.js:1038)
                        //Effect.Paint(effect.js:1247)
                        //renderLoop2(pgWatch.js:404)
                        //ShaderToy.startRendering(pgWatch.js:420)
                        //watchInit(pgWatch.js:1386)
                        //onload(Xls3WS: 78)
                        #endregion
                        this.Paint_Image = (time, mouseOriX, mouseOriY, mousePosX, mousePosY, zoom) =>
                        {
                            var mProgram = xCreateShader.mProgram;


                            var xres = gl.canvas.width * zoom;
                            var yres = gl.canvas.height * zoom;

                            #region Paint_Image

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

                            // this is enough to do pip to bottom left, no need to adjust vertex positions even?
                            gl.viewport(0, 0, (int)xres, (int)yres);

                            // useProgram: program not valid
                            gl.useProgram(mProgram);

                            // uniform4fv
                            var uniform4fv_mouse = new[] { mousePosX, mousePosY, mouseOriX, mouseOriY };

                            // X:\jsc.svn\examples\glsl\future\GLSLShaderToyPip\GLSLShaderToyPip\Application.cs
                            //gl.getUniformLocation(mProgram, "fZoom").With(fZoom => gl.uniform1f(fZoom, zoom));


                            var l2 = gl.getUniformLocation(mProgram, "iGlobalTime"); if (l2 != null) gl.uniform1f(l2, time);
                            var l3 = gl.getUniformLocation(mProgram, "iResolution"); if (l3 != null) gl.uniform3f(l3, xres, yres, 1.0f);
                            var l4 = gl.getUniformLocation(mProgram, "iMouse"); if (l4 != null) gl.uniform4fv(l4, uniform4fv_mouse);

                            // X:\jsc.svn\examples\javascript\chrome\apps\WebGL\synergy\SimpleDigitalClock\SimpleDigitalClock\Application.cs
                            // uniform vec4      iDate;                 // (year, month, day, time in seconds)
                            // http://bytes.com/topic/c-sharp/answers/258829-time-elapsed-since-midnight-c
                            var now = DateTime.Now;
                            //var sinceMidnight = now - DateTime.Today;
                            var sinceMidnight = now - now.Date;

                            var uniform4fv_dates = new float[] { now.Year, now.Month, now.Day, (float)sinceMidnight.TotalSeconds };
                            var l7 = gl.getUniformLocation(mProgram, "iDate"); if (l7 != null) gl.uniform4fv(l7, uniform4fv_dates);

                            //var l9 = gl.getUniformLocation(this.mProgram, "iSampleRate"); if (l9 != null) gl.uniform1f(l9, this.mSampleRate);

                            //var ich0 = gl.getUniformLocation(mProgram, "iChannel0"); if (ich0 != null) gl.uniform1i(ich0, 0);
                            //var ich1 = gl.getUniformLocation(mProgram, "iChannel1"); if (ich1 != null) gl.uniform1i(ich1, 1);
                            //var ich2 = gl.getUniformLocation(mProgram, "iChannel2"); if (ich2 != null) gl.uniform1i(ich2, 2);
                            //var ich3 = gl.getUniformLocation(mProgram, "iChannel3"); if (ich3 != null) gl.uniform1i(ich3, 3);


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

                            //for (var i = 0; i < mInputs.Length; i++)
                            //{
                            //	var inp = mInputs[i];

                            //	gl.activeTexture((uint)(gl.TEXTURE0 + i));

                            //	if (inp == null)
                            //	{
                            //		gl.bindTexture(gl.TEXTURE_2D, null);
                            //	}
                            //}

                            var times = new[] { 0.0f, 0.0f, 0.0f, 0.0f };
                            var l5 = gl.getUniformLocation(mProgram, "iChannelTime");
                            if (l5 != null) gl.uniform1fv(l5, times);

                            var resos = new float[12] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
                            var l8 = gl.getUniformLocation(mProgram, "iChannelResolution");
                            if (l8 != null) gl.uniform3fv(l8, resos);




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


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

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

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

                                    // left bottom
                                    left, top,

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

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

                                    // left bottom
                                    left,top
                                };

                            #endregion
                            gl.bufferData(gl.ARRAY_BUFFER, fvertices, gl.STATIC_DRAW);

                            gl.vertexAttribPointer(vec2pos, 2, gl.FLOAT, false, 0, 0);
                            gl.enableVertexAttribArray(vec2pos);


                            //var iChannel0 = gl.getUniformLocation(mProgram, "iChannel0");



                            // GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 1
                            gl.drawArrays(gl.TRIANGLES, 0, 6);


                            // first frame is now visible
                            gl.disableVertexAttribArray(vec2pos);
                            gl.bindBuffer(gl.ARRAY_BUFFER, null);
                            #endregion

                            mFrame++;

                        };
                    };
                };

            }
コード例 #3
0
            public void onSurfaceCreated(GL10 glUnused, javax.microedition.khronos.egl.EGLConfig config)
            {
                // Set the background clear color to black.
                gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);

                // Use culling to remove back faces.
                gl.enable(gl.CULL_FACE);

                // Enable depth testing
                gl.enable(gl.DEPTH_TEST);

                // Enable texture mapping
                gl.enable(gl.TEXTURE_2D);

                // Position the eye in front of the origin.
                float eyeX = 0.0f;
                float eyeY = 0.0f;
                float eyeZ = -0.5f;

                // We are looking toward the distance
                float lookX = 0.0f;
                float lookY = 0.0f;
                float lookZ = -5.0f;

                // Set our up vector. This is where our head would be pointing were we holding the camera.
                float upX = 0.0f;
                float upY = 1.0f;
                float upZ = 0.0f;

                // Set the view matrix. This matrix can be said to represent the camera position.
                // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
                // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
                Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);


             


                mProgramHandle = gl.createProgram(
                      new Shaders.per_pixelVertexShader(),
                      new Shaders.per_pixelFragmentShader()
                  );

                gl.bindAttribLocation(mProgramHandle, 0, "a_Position");
                gl.bindAttribLocation(mProgramHandle, 1, "a_Color");
                gl.bindAttribLocation(mProgramHandle, 2, "a_Normal");
                gl.bindAttribLocation(mProgramHandle, 3, "a_TexCoordinate");

                gl.linkProgram(mProgramHandle);

                // Define a simple shader program for our point.

                mPointProgramHandle = gl.createProgram(
                    new Shaders.pointVertexShader(),
                    new Shaders.pointFragmentShader()
                );

                gl.bindAttribLocation(mPointProgramHandle, 0, "a_Position");

                gl.linkProgram(mPointProgramHandle);


                #region loadTexture
                Func<android.graphics.Bitmap, WebGLTexture> loadTexture = (bitmap) =>
               {
                   var textureHandle = gl.createTexture();

                   // Bind to the texture in OpenGL
                   gl.bindTexture(gl.TEXTURE_2D, textureHandle);

                   // Set filtering
                   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
                   gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);

                   // Load the bitmap into the bound texture.
                   //gl.texImage2D(
                   GLUtils.texImage2D((int)gl.TEXTURE_2D, 0, bitmap, 0);

                   // Recycle the bitmap, since its data has been loaded into OpenGL.
                   bitmap.recycle();


                   return textureHandle;
               };
                #endregion

                #region openFileFromAssets
                Func<string, InputStream> openFileFromAssets = (string spath) =>
                {
                    InputStream value = null;
                    try
                    {
                        value = this.mActivityContext.getResources().getAssets().open(spath);
                    }
                    catch
                    {

                    }
                    return value;

                };
                #endregion


                // Read in the resource
                var bumpy_bricks_public_domain = android.graphics.BitmapFactory.decodeStream(
                    openFileFromAssets("bumpy_bricks_public_domain.jpg")
                );

                // Load the texture
                mTextureDataHandle = loadTexture(
                    bumpy_bricks_public_domain
                );

                gl.generateMipmap(gl.TEXTURE_2D);

            }
コード例 #4
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)
		{
			#region += Launched chrome.app.window
			//Error   CS0656 Missing compiler required member 'Microsoft.CSharp.RuntimeBinder.CSharpArgumentInfo.Create' ChromeWebGLFrameBufferToSquare X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeWebGLFrameBufferToSquare\ChromeWebGLFrameBufferToSquare\Application.cs   51


			dynamic self = Native.self;
			dynamic self_chrome = self.chrome;
			object self_chrome_socket = self_chrome.socket;

			if (self_chrome_socket != null)
			{
				if (!(Native.window.opener == null && Native.window.parent == Native.window.self))
				{
					Console.WriteLine("chrome.app.window.create, is that you?");

					// pass thru
				}
				else
				{
					// should jsc send a copresence udp message?
					chrome.runtime.UpdateAvailable += delegate
					{
						new chrome.Notification(title: "UpdateAvailable");

					};

					chrome.app.runtime.Launched += async delegate
					{
						// 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }}
						Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href });

						new chrome.Notification(title: "ChromeUDPSendAsync");

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

						//xappwindow.setAlwaysOnTop

						xappwindow.show();

						await xappwindow.contentWindow.async.onload;

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


					return;
				}
			}
			#endregion

			//Z:\jsc.svn\examples\javascript\WebGLLesson01\WebGLLesson01\Application.cs(48,13): error CS0121: The call is ambiguous between the following methods or properties: 
			// 'ScriptCoreLib.Extensions.LinqExtensions.With<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>(ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript, System.Action<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>)' and 
			// 'ScriptCoreLib.Extensions.LinqExtensions.With<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>(ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript, System.Action<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>)'

			// works for IE11

			//var size = 512;
			//var size = 256;
			//var size = 96;
			// size wont matter? always rendered 
			var size = 16;


			var rttFramebuffer_width = 128;
			var rttFramebuffer_height = 128;

			var gl = new WebGLRenderingContext();


			var canvas = gl.canvas.AttachToDocument();

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

			canvas.width = size;
			canvas.height = size;

			var gl_viewportWidth = size;
			var gl_viewportHeight = size;


			#region createShader
			// dont we have a better api already?
			Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
			{
				var shader = gl.createShader(src);

				// verify
				if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) == null)
				{
					Native.window.alert("error in SHADER:\n" + gl.getShaderInfoLog(shader));
					throw new InvalidOperationException("shader failed");

					return null;
				}

				return shader;
			};
			#endregion

			var vs = createShader(new GeometryVertexShader());
			var fs = createShader(new GeometryFragmentShader());

			var shaderProgram = new WebGLProgram(gl);
			gl.attachShader(shaderProgram, vs);
			gl.attachShader(shaderProgram, fs);
			gl.linkProgram(shaderProgram);

			var mvMatrix = glMatrix.mat4.create();
			var pMatrix = glMatrix.mat4.create();

			var vec3aVertexPositionBuffer = new WebGLBuffer(gl);
			var vec2aTextureCoordBuffer = new WebGLBuffer(gl);

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

			#region initTextureFramebuffer
			var xWebGLFramebuffer = new WebGLFramebuffer(gl);
			gl.bindFramebuffer(gl.FRAMEBUFFER, xWebGLFramebuffer);
			// generateMipmap: level 0 not power of 2 or not all the same size
			//var rttFramebuffer_width = canvas.width;
			// WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size


			var xWebGLTexture = new WebGLTexture(gl);
			gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
			gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);

			gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

			gl.generateMipmap(gl.TEXTURE_2D);


			var xWebGLRenderbuffer = new WebGLRenderbuffer(gl);
			gl.bindRenderbuffer(gl.RENDERBUFFER, xWebGLRenderbuffer);
			gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer_width, rttFramebuffer_height);

			gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, xWebGLTexture, 0);
			gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, xWebGLRenderbuffer);

			gl.bindTexture(gl.TEXTURE_2D, null);
			gl.bindRenderbuffer(gl.RENDERBUFFER, null);
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			#endregion

			var pass = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
				gl: gl,
				precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl),
				supportDerivatives: gl.getExtension("OES_standard_derivatives") != null
			);

			pass.MakeHeader_Image();
			pass.NewShader_Image(
					 new ChromeShaderToyColumns.Shaders.ProgramFragmentShader()
				);
			var sw = Stopwatch.StartNew();
			var vbo = new WebGLBuffer(gl);

			Native.window.onframe += e =>
			{
                // can we run it in VR as HUD?
                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150706

                #region FRAMEBUFFER
                gl.bindFramebuffer(gl.FRAMEBUFFER, xWebGLFramebuffer);

				//// http://stackoverflow.com/questions/20362023/webgl-why-does-transparent-canvas-show-clearcolor-color-component-when-alpha-is
				gl.clearColor(1, 1, 0, 1.0f);

				gl.viewport(0, 0, rttFramebuffer_width, rttFramebuffer_height);
				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);


				#region Paint_Image
				ChromeShaderToyColumns.Library.ShaderToy.EffectPass.Paint_ImageDelegate Paint_Image = (time, mouseOriX, mouseOriY, mousePosX, mousePosY, zoom) =>
				{
					var mProgram = pass.xCreateShader.mProgram;


					var xres = rttFramebuffer_width;
					var yres = rttFramebuffer_height;

					#region Paint_Image

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

					// this is enough to do pip to bottom left, no need to adjust vertex positions even?
					//gl.viewport(0, 0, (int)xres, (int)yres);

					// useProgram: program not valid
					gl.useProgram(mProgram);

					// uniform4fv
					var mouse = new[] { mousePosX, mousePosY, mouseOriX, mouseOriY };

					// X:\jsc.svn\examples\glsl\future\GLSLShaderToyPip\GLSLShaderToyPip\Application.cs
					//gl.getUniformLocation(mProgram, "fZoom").With(fZoom => gl.uniform1f(fZoom, zoom));


					var l2 = gl.getUniformLocation(mProgram, "iGlobalTime"); if (l2 != null) gl.uniform1f(l2, time);
					var l3 = gl.getUniformLocation(mProgram, "iResolution"); if (l3 != null) gl.uniform3f(l3, xres, yres, 1.0f);
					var l4 = gl.getUniformLocation(mProgram, "iMouse"); if (l4 != null) gl.uniform4fv(l4, mouse);
					//var l7 = gl.getUniformLocation(this.mProgram, "iDate"); if (l7 != null) gl.uniform4fv(l7, dates);
					//var l9 = gl.getUniformLocation(this.mProgram, "iSampleRate"); if (l9 != null) gl.uniform1f(l9, this.mSampleRate);

					var ich0 = gl.getUniformLocation(mProgram, "iChannel0"); if (ich0 != null) gl.uniform1i(ich0, 0);
					var ich1 = gl.getUniformLocation(mProgram, "iChannel1"); if (ich1 != null) gl.uniform1i(ich1, 1);
					var ich2 = gl.getUniformLocation(mProgram, "iChannel2"); if (ich2 != null) gl.uniform1i(ich2, 2);
					var ich3 = gl.getUniformLocation(mProgram, "iChannel3"); if (ich3 != null) gl.uniform1i(ich3, 3);


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

					//for (var i = 0; i < mInputs.Length; i++)
					//{
					//	var inp = mInputs[i];

					//	gl.activeTexture((uint)(gl.TEXTURE0 + i));

					//	if (inp == null)
					//	{
					//		gl.bindTexture(gl.TEXTURE_2D, null);
					//	}
					//}

					var times = new[] { 0.0f, 0.0f, 0.0f, 0.0f };
					var l5 = gl.getUniformLocation(mProgram, "iChannelTime");
					if (l5 != null) gl.uniform1fv(l5, times);

					var resos = new float[12] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
					var l8 = gl.getUniformLocation(mProgram, "iChannelResolution");
					if (l8 != null) gl.uniform3fv(l8, resos);




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


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

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

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

							// left bottom
							left, top,

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

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

							// left bottom
							left,top
						};

					var vertices = new Float32Array(fvertices);
					#endregion
					gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

					gl.vertexAttribPointer(vec2pos, 2, gl.FLOAT, false, 0, 0);
					gl.enableVertexAttribArray(vec2pos);

					// GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 1
					gl.drawArrays(gl.TRIANGLES, 0, 6);


					// first frame is now visible
					gl.disableVertexAttribArray(vec2pos);
					gl.bindBuffer(gl.ARRAY_BUFFER, null);
					#endregion

					//mFrame++;

				};
				#endregion

				Paint_Image(
					sw.ElapsedMilliseconds / 1000.0f,

					0,
					0,
					0,
					0


				);

				gl.flush();

				//// INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size
				gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture);
				gl.generateMipmap(gl.TEXTURE_2D);
				gl.bindTexture(gl.TEXTURE_2D, null);

				gl.bindFramebuffer(gl.FRAMEBUFFER, null);
				#endregion

				gl.clearColor(0, 0, 1, 1.0f);
				gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
				gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

				glMatrix.mat4.perspective(45f, (float)gl_viewportWidth / (float)gl_viewportHeight, 0.1f, 120.0f, pMatrix);
				glMatrix.mat4.identity(mvMatrix);
				glMatrix.mat4.translate(mvMatrix, new float[] {
					-1.5f + (f)Math.Cos(
						sw.ElapsedMilliseconds
					//slow it down
					*0.001f
)

					, 0.0f, -15.0f });
				//glMatrix.mat4.translate(mvMatrix, new float[] { 3.0f, 0.0f, 0.0f });

				gl.useProgram(shaderProgram);



				// X:\jsc.svn\examples\javascript\WebGL\WebGLLesson05\WebGLLesson05\Application.cs


				gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uPMatrix"), false, pMatrix);
				gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uMVMatrix"), false, mvMatrix);



				// GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 1

				for (int ihalf = 0; ihalf < 2; ihalf++)
				{

					#region vec2aTextureCoord
					var vec2aTextureCoord = gl.getAttribLocation(shaderProgram, "aTextureCoord");
					gl.bindBuffer(gl.ARRAY_BUFFER, vec2aTextureCoordBuffer);
					// http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html
					var textureCoords = new float[]{
						// Front face
						0.0f, 0.0f,
				  0.0f, -1.0f,
				  -1.0f, -1.0f,
				  -1.0f, 0.0f,


				};

					if (ihalf % 2 == 0)
					{
						textureCoords = new[]{
	0.0f, 0.0f,
				  0.0f, 1.0f,
				  1.0f, 1.0f,
				  1.0f, 0.0f,


					};

					}

					gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
					gl.vertexAttribPointer((uint)vec2aTextureCoord, 2, gl.FLOAT, false, 0, 0);
					gl.enableVertexAttribArray((uint)vec2aTextureCoord);

					gl.activeTexture(gl.TEXTURE0);
					gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture);
					gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);

					gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0);
					#endregion


					#region aVertexPosition
					var vec3aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
					gl.bindBuffer(gl.ARRAY_BUFFER, vec3aVertexPositionBuffer);

					var rsize = 4f;

					var vec3vertices = new[]{
					rsize,  rsize,  0.0f,
					rsize,  -rsize,  0.0f,
					-rsize, -rsize,  0.0f,

						//-4.0f,  -4.0f,  0.0f,
						//-4,  4f,  0.0f,
						//4.0f, 4.0f,  0.0f,
					};

					if (ihalf % 2 == 0)
					{
						vec3vertices = new[]{


						-rsize,  -rsize,  0.0f,
						-rsize,  rsize,  0.0f,
						rsize, rsize,  0.0f,
					};

					}

					gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vec3vertices), gl.STATIC_DRAW);
					gl.vertexAttribPointer((uint)vec3aVertexPosition, 3, gl.FLOAT, false, 0, 0);
					gl.enableVertexAttribArray((uint)vec3aVertexPosition);
					#endregion


					var vec3vertices_numItems = vec3vertices.Length / 3;
					//gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.Length / 3);
					gl.drawArrays(gl.TRIANGLE_STRIP, 0, vec3vertices_numItems);

				}

			};



			#region AtResize
			Action AtResize =
				delegate
				{
					gl_viewportWidth = Native.window.Width;
					gl_viewportHeight = Native.window.Height;

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

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

				};

			Native.window.onresize +=
				e =>
				{
					AtResize();
				};
			AtResize();
			#endregion
		}
コード例 #5
0
        void InitializeContent(IDefault page = null)
        {

            var size = 500;


            var gl = new WebGLRenderingContext();


            var canvas = gl.canvas.AttachToDocument();

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

            canvas.width = size;
            canvas.height = size;

            var gl_viewportWidth = size;
            var gl_viewportHeight = size;
            #region IsDisposed
            var IsDisposed = false;

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

                IsDisposed = true;

                canvas.Orphanize();
            };
            #endregion

            #region AtResize
            Action AtResize =
                delegate
                {
                    gl_viewportWidth = Native.window.Width;
                    gl_viewportHeight = Native.window.Height;

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

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

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


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

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

                    Native.document.body.requestFullscreen();


                };
            #endregion

            #region createShader
            Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) =>
            {
                var shader = gl.createShader(src);

                // verify
                if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) == null)
                {
                    Native.window.alert("error in SHADER:\n" + gl.getShaderInfoLog(shader));
                    throw new InvalidOperationException("shader failed");
                }

                return shader;
            };
            #endregion

            #region programs
            var programs =
                new[]
                {
                    new
                    {
                        vs = (FragmentShader)new Shaders.PerFragmentLightingFragmentShader(),
                        fs = (VertexShader)new Shaders.PerFragmentLightingVertexShader()
                    },

                }.Select(
                    p =>
                    {
                        var vs = createShader(p.vs);
                        var fs = createShader(p.fs);


                        var shaderProgram = gl.createProgram();

                        gl.attachShader(shaderProgram, vs);
                        gl.attachShader(shaderProgram, fs);

                        gl.linkProgram(shaderProgram);


                        var vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
                        gl.enableVertexAttribArray((uint)vertexPositionAttribute);

                        var vertexNormalAttribute = gl.getAttribLocation(shaderProgram, "aVertexNormal");
                        gl.enableVertexAttribArray((uint)vertexNormalAttribute);

                        var textureCoordAttribute = gl.getAttribLocation(shaderProgram, "aTextureCoord");
                        gl.enableVertexAttribArray((uint)textureCoordAttribute);


                        return new
                        {
                            program = shaderProgram,

                            vertexPositionAttribute,
                            vertexNormalAttribute,
                            textureCoordAttribute,

                            pMatrixUniform = gl.getUniformLocation(shaderProgram, "uPMatrix"),
                            mvMatrixUniform = gl.getUniformLocation(shaderProgram, "uMVMatrix"),
                            nMatrixUniform = gl.getUniformLocation(shaderProgram, "uNMatrix"),
                            samplerUniform = gl.getUniformLocation(shaderProgram, "uSampler"),

                            materialAmbientColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialAmbientColor"),
                            materialDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialDiffuseColor"),
                            materialSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialSpecularColor"),
                            materialShininessUniform = gl.getUniformLocation(shaderProgram, "uMaterialShininess"),
                            materialEmissiveColorUniform = gl.getUniformLocation(shaderProgram, "uMaterialEmissiveColor"),
                            showSpecularHighlightsUniform = gl.getUniformLocation(shaderProgram, "uShowSpecularHighlights"),
                            useTexturesUniform = gl.getUniformLocation(shaderProgram, "uUseTextures"),
                            ambientLightingColorUniform = gl.getUniformLocation(shaderProgram, "uAmbientLightingColor"),
                            pointLightingLocationUniform = gl.getUniformLocation(shaderProgram, "uPointLightingLocation"),
                            pointLightingSpecularColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingSpecularColor"),
                            pointLightingDiffuseColorUniform = gl.getUniformLocation(shaderProgram, "uPointLightingDiffuseColor"),





                        };
                    }
            ).ToArray();
            #endregion




            var currentProgram = programs.First();

            var mvMatrix = glMatrix.mat4.create();
            var mvMatrixStack = new Stack<Float32Array>();

            var pMatrix = glMatrix.mat4.create();

            #region mvPushMatrix
            Action mvPushMatrix = delegate
            {
                var copy = glMatrix.mat4.create();
                glMatrix.mat4.set(mvMatrix, copy);
                mvMatrixStack.Push(copy);
            };
            #endregion

            #region mvPopMatrix
            Action mvPopMatrix = delegate
            {
                mvMatrix = mvMatrixStack.Pop();
            };
            #endregion



            #region degToRad
            Func<float, float> degToRad = (degrees) =>
            {
                return degrees * (f)Math.PI / 180f;
            };
            #endregion

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

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

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

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

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

            // await crate
            new HTML.Images.FromAssets.crate().InvokeOnComplete(
                crate =>
                    // await moon
                    new HTML.Images.FromAssets.moon().InvokeOnComplete(
                        moon =>
                        {

                            #region setMatrixUniforms
                            Action setMatrixUniforms =
                                delegate
                                {
                                    #region [uniform] mat4 uPMatrix <- pMatrix
                                    gl.uniformMatrix4fv(currentProgram.pMatrixUniform, false, pMatrix);
                                    #endregion

                                    #region [uniform] mat4 uMVMatrix <- mvMatrix
                                    gl.uniformMatrix4fv(currentProgram.mvMatrixUniform, false, mvMatrix);
                                    #endregion

                                    var normalMatrix = glMatrix.mat3.create();
                                    glMatrix.mat4.toInverseMat3(mvMatrix, normalMatrix);
                                    glMatrix.mat3.transpose(normalMatrix);

                                    #region [uniform] mat3 uNMatrix <- normalMatrix
                                    gl.uniformMatrix3fv(currentProgram.nMatrixUniform, false, normalMatrix);
                                    #endregion
                                };
                            #endregion


                            #region handleLoadedTexture
                            Action<WebGLTexture, IHTMLImage> handleLoadedTexture = (texture, texture_image) =>
                            {
                                gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1);
                                gl.bindTexture(gl.TEXTURE_2D, texture);
                                gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture_image);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                                gl.texParameteri((uint)gl.TEXTURE_2D, (uint)gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                                // INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size 
                                gl.generateMipmap(gl.TEXTURE_2D);

                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion

                            var crateTexture = gl.createTexture();
                            handleLoadedTexture(crateTexture, crate);

                            var moonTexture = gl.createTexture();
                            handleLoadedTexture(moonTexture, moon);



                            #region initTextureFramebuffer
                            var rttFramebuffer = new WebGLFramebuffer(gl);
                            gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);
                            // generateMipmap: level 0 not power of 2 or not all the same size
                            //var rttFramebuffer_width = canvas.width;
                            var rttFramebuffer_width = 512;
                            var rttFramebuffer_height = 512;

                            var rttTexture = new WebGLTexture(gl);
                            gl.bindTexture(gl.TEXTURE_2D, rttTexture);
                            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR);
                            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST);
                            gl.generateMipmap(gl.TEXTURE_2D);

                            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

                            var renderbuffer = new WebGLRenderbuffer(gl);
                            gl.bindRenderbuffer(gl.RENDERBUFFER, renderbuffer);
                            gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer_width, rttFramebuffer_height);

                            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, rttTexture, 0);
                            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, renderbuffer);

                            gl.bindTexture(gl.TEXTURE_2D, null);
                            gl.bindRenderbuffer(gl.RENDERBUFFER, null);
                            gl.bindFramebuffer(gl.FRAMEBUFFER, null);
                            #endregion



                            #region initBuffers

                            var cubeVertexPositionBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
                            var vertices = new f[]{
                                // Front face
                                -1.0f, -1.0f,  1.0f,
             1.0f, -1.0f,  1.0f,
             1.0f,  1.0f,  1.0f,
            -1.0f,  1.0f,  1.0f,

                                // Back face
                                -1.0f, -1.0f, -1.0f,
            -1.0f,  1.0f, -1.0f,
             1.0f,  1.0f, -1.0f,
             1.0f, -1.0f, -1.0f,

                                // Top face
                                -1.0f,  1.0f, -1.0f,
            -1.0f,  1.0f,  1.0f,
             1.0f,  1.0f,  1.0f,
             1.0f,  1.0f, -1.0f,

                                // Bottom face
                                -1.0f, -1.0f, -1.0f,
             1.0f, -1.0f, -1.0f,
             1.0f, -1.0f,  1.0f,
            -1.0f, -1.0f,  1.0f,

                                // Right face
                                1.0f, -1.0f, -1.0f,
             1.0f,  1.0f, -1.0f,
             1.0f,  1.0f,  1.0f,
             1.0f, -1.0f,  1.0f,

                                // Left face
                                -1.0f, -1.0f, -1.0f,
            -1.0f, -1.0f,  1.0f,
            -1.0f,  1.0f,  1.0f,
            -1.0f,  1.0f, -1.0f,
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
                            var cubeVertexPositionBuffer_itemSize = 3;
                            var cubeVertexPositionBuffer_numItems = 24;

                            var cubeVertexNormalBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
                            var vertexNormals = new f[]{
                                // Front face
                                0.0f,  0.0f,  1.0f,
             0.0f,  0.0f,  1.0f,
             0.0f,  0.0f,  1.0f,
             0.0f,  0.0f,  1.0f,

                                // Back face
                                0.0f,  0.0f, -1.0f,
             0.0f,  0.0f, -1.0f,
             0.0f,  0.0f, -1.0f,
             0.0f,  0.0f, -1.0f,

                                // Top face
                                0.0f,  1.0f,  0.0f,
             0.0f,  1.0f,  0.0f,
             0.0f,  1.0f,  0.0f,
             0.0f,  1.0f,  0.0f,

                                // Bottom face
                                0.0f, -1.0f,  0.0f,
             0.0f, -1.0f,  0.0f,
             0.0f, -1.0f,  0.0f,
             0.0f, -1.0f,  0.0f,

                                // Right face
                                1.0f,  0.0f,  0.0f,
             1.0f,  0.0f,  0.0f,
             1.0f,  0.0f,  0.0f,
             1.0f,  0.0f,  0.0f,

                                // Left face
                                -1.0f,  0.0f,  0.0f,
            -1.0f,  0.0f,  0.0f,
            -1.0f,  0.0f,  0.0f,
            -1.0f,  0.0f,  0.0f,
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
                            var cubeVertexNormalBuffer_itemSize = 3;
                            var cubeVertexNormalBuffer_numItems = 24;

                            var cubeVertexTextureCoordBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexTextureCoordBuffer);
                            var textureCoords = new f[]{
                                // Front face
                                0.0f, 0.0f,
            1.0f, 0.0f,
            1.0f, 1.0f,
            0.0f, 1.0f,

                                // Back face
                                1.0f, 0.0f,
            1.0f, 1.0f,
            0.0f, 1.0f,
            0.0f, 0.0f,

                                // Top face
                                0.0f, 1.0f,
            0.0f, 0.0f,
            1.0f, 0.0f,
            1.0f, 1.0f,

                                // Bottom face
                                1.0f, 1.0f,
            0.0f, 1.0f,
            0.0f, 0.0f,
            1.0f, 0.0f,

                                // Right face
                                1.0f, 0.0f,
            1.0f, 1.0f,
            0.0f, 1.0f,
            0.0f, 0.0f,

                                // Left face
                                0.0f, 0.0f,
            1.0f, 0.0f,
            1.0f, 1.0f,
            0.0f, 1.0f
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
                            var cubeVertexTextureCoordBuffer_itemSize = 2;
                            var cubeVertexTextureCoordBuffer_numItems = 24;

                            var cubeVertexIndexBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, cubeVertexIndexBuffer);
                            var cubeVertexIndices = new ushort[]{
            0, 1, 2,      0, 2, 3,    // Front face
                                4, 5, 6,      4, 6, 7,    // Back face
                                8, 9, 10,     8, 10, 11,  // Top face
                                12, 13, 14,   12, 14, 15, // Bottom face
                                16, 17, 18,   16, 18, 19, // Right face
                                20, 21, 22,   20, 22, 23  // Left face
                            };
                            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(cubeVertexIndices), gl.STATIC_DRAW);
                            var cubeVertexIndexBuffer_itemSize = 1;
                            var cubeVertexIndexBuffer_numItems = 36;


                            var latitudeBands = 30;
                            var longitudeBands = 30;
                            var radius = 1;

                            var vertexPositionData = new List<f>();
                            var normalData = new List<f>();
                            var textureCoordData = new List<f>();
                            for (var latNumber = 0; latNumber <= latitudeBands; latNumber++)
                            {
                                var theta = latNumber * Math.PI / latitudeBands;
                                var sinTheta = (f)Math.Sin(theta);
                                var cosTheta = (f)Math.Cos(theta);

                                for (var longNumber = 0; longNumber <= longitudeBands; longNumber++)
                                {
                                    var phi = longNumber * 2 * Math.PI / longitudeBands;
                                    var sinPhi = (f)Math.Sin(phi);
                                    var cosPhi = (f)Math.Cos(phi);

                                    var x = cosPhi * sinTheta;
                                    var y = cosTheta;
                                    var z = sinPhi * sinTheta;
                                    var u = 1 - (longNumber / longitudeBands);
                                    var v = 1 - (latNumber / latitudeBands);

                                    normalData.Add(x);
                                    normalData.Add(y);
                                    normalData.Add(z);
                                    textureCoordData.Add(u);
                                    textureCoordData.Add(v);
                                    vertexPositionData.Add(radius * x);
                                    vertexPositionData.Add(radius * y);
                                    vertexPositionData.Add(radius * z);
                                }
                            }

                            var indexData = new List<ushort>();
                            for (var latNumber = 0; latNumber < latitudeBands; latNumber++)
                            {
                                for (var longNumber = 0; longNumber < longitudeBands; longNumber++)
                                {
                                    var first = (latNumber * (longitudeBands + 1)) + longNumber;
                                    var second = first + longitudeBands + 1;
                                    indexData.Add((ushort)(first));
                                    indexData.Add((ushort)(second));
                                    indexData.Add((ushort)(first + 1));

                                    indexData.Add((ushort)(second));
                                    indexData.Add((ushort)(second + 1));
                                    indexData.Add((ushort)(first + 1));
                                }
                            }

                            var moonVertexNormalBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexNormalBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(normalData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexNormalBuffer_itemSize = 3;
                            var moonVertexNormalBuffer_numItems = normalData.Count / 3;

                            var moonVertexTextureCoordBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexTextureCoordBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoordData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexTextureCoordBuffer_itemSize = 2;
                            var moonVertexTextureCoordBuffer_numItems = textureCoordData.Count / 2;

                            var moonVertexPositionBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, moonVertexPositionBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexPositionData.ToArray()), gl.STATIC_DRAW);
                            var moonVertexPositionBuffer_itemSize = 3;
                            var moonVertexPositionBuffer_numItems = vertexPositionData.Count / 3;

                            var moonVertexIndexBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
                            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indexData.ToArray()), gl.STREAM_DRAW);
                            var moonVertexIndexBuffer_itemSize = 1;
                            var moonVertexIndexBuffer_numItems = indexData.Count;


                            var laptopScreenVertexPositionBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
                            vertices = new[]{
             0.580687f, 0.659f, 0.813106f,
            -0.580687f, 0.659f, 0.813107f,
             0.580687f, 0.472f, 0.113121f,
            -0.580687f, 0.472f, 0.113121f,
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
                            var laptopScreenVertexPositionBuffer_itemSize = 3;
                            var laptopScreenVertexPositionBuffer_numItems = 4;

                            var laptopScreenVertexNormalBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
                            vertexNormals = new f[]{
             0.000000f, -0.965926f, 0.258819f,
             0.000000f, -0.965926f, 0.258819f,
             0.000000f, -0.965926f, 0.258819f,
             0.000000f, -0.965926f, 0.258819f,
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexNormals), gl.STATIC_DRAW);
                            var laptopScreenVertexNormalBuffer_itemSize = 3;
                            var laptopScreenVertexNormalBuffer_numItems = 4;

                            var laptopScreenVertexTextureCoordBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
                            textureCoords = new f[]{
            1.0f, 1.0f,
            0.0f, 1.0f,
            1.0f, 0.0f,
            0.0f, 0.0f,
        };
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW);
                            var laptopScreenVertexTextureCoordBuffer_itemSize = 2;
                            var laptopScreenVertexTextureCoordBuffer_numItems = 4;


                            #endregion

                            #region handleLoadedLaptop
                            var laptopData = macbook;

                            var laptopVertexNormalBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexNormals), gl.STATIC_DRAW);
                            var laptopVertexNormalBuffer_itemSize = 3;
                            var laptopVertexNormalBuffer_numItems = laptopData.vertexNormals.Length / 3;

                            var laptopVertexTextureCoordBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexTextureCoords), gl.STATIC_DRAW);
                            var laptopVertexTextureCoordBuffer_itemSize = 2;
                            var laptopVertexTextureCoordBuffer_numItems = laptopData.vertexTextureCoords.Length / 2;

                            var laptopVertexPositionBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
                            gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(laptopData.vertexPositions), gl.STATIC_DRAW);
                            var laptopVertexPositionBuffer_itemSize = 3;
                            var laptopVertexPositionBuffer_numItems = laptopData.vertexPositions.Length / 3;

                            var laptopVertexIndexBuffer = gl.createBuffer();
                            gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
                            gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(laptopData.indices), gl.STREAM_DRAW);
                            var laptopVertexIndexBuffer_itemSize = 1;
                            var laptopVertexIndexBuffer_numItems = laptopData.indices.Length;
                            #endregion


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


                            var moonAngle = 180f;
                            var cubeAngle = 0f;
                            var laptopAngle = 0f;

                            var lastTime = 0L;



                            var laptopScreenAspectRatio = 1.66f;

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

                            var shaderProgram = currentProgram;

                            #region drawSceneOnLaptopScreen
                            Action drawSceneOnLaptopScreen =
                            delegate
                            {
                                gl.viewport(0, 0, rttFramebuffer_width, rttFramebuffer_height);
                                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                                glMatrix.mat4.perspective(45, laptopScreenAspectRatio, 0.1f, 100.0f, pMatrix);

                                gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, Convert.ToInt32(false));
                                gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2f, 0.2f, 0.2f);
                                gl.uniform3f(shaderProgram.pointLightingLocationUniform, 0, 0, -5);
                                gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8f, 0.8f, 0.8f);

                                gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, Convert.ToInt32(false));
                                gl.uniform1i(shaderProgram.useTexturesUniform, Convert.ToInt32(true));

                                gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0f, 1.0f, 1.0f);
                                gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0f, 1.0f, 1.0f);
                                gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.0f, 0.0f, 0.0f);
                                gl.uniform1f(shaderProgram.materialShininessUniform, 0);
                                gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0f, 0.0f, 0.0f);

                                glMatrix.mat4.identity(mvMatrix);

                                glMatrix.mat4.translate(mvMatrix, new f[] { 0, 0, -5 });
                                glMatrix.mat4.rotate(mvMatrix, degToRad(30), new f[] { 1, 0, 0 });

                                mvPushMatrix();
                                glMatrix.mat4.rotate(mvMatrix, degToRad(moonAngle), new f[] { 0, 1, 0 });
                                glMatrix.mat4.translate(mvMatrix, new f[] { 2, 0, 0 });
                                gl.activeTexture(gl.TEXTURE0);
                                gl.bindTexture(gl.TEXTURE_2D, moonTexture);
                                gl.uniform1i(shaderProgram.samplerUniform, 0);

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

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

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

                                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, moonVertexIndexBuffer);
                                setMatrixUniforms();
                                gl.drawElements(gl.TRIANGLES, moonVertexIndexBuffer_numItems, gl.UNSIGNED_SHORT, 0);
                                mvPopMatrix();


                                mvPushMatrix();
                                glMatrix.mat4.rotate(mvMatrix, degToRad(cubeAngle), new f[] { 0, 1, 0 });
                                glMatrix.mat4.translate(mvMatrix, new f[] { 1.25f, 0, 0 });
                                gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexPositionBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexPositionAttribute, cubeVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ARRAY_BUFFER, cubeVertexNormalBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexNormalAttribute, cubeVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);

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

                                gl.activeTexture(gl.TEXTURE0);
                                gl.bindTexture(gl.TEXTURE_2D, crateTexture);
                                gl.uniform1i(shaderProgram.samplerUniform, 0);

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

                                gl.bindTexture(gl.TEXTURE_2D, rttTexture);
                                gl.generateMipmap(gl.TEXTURE_2D);
                                gl.bindTexture(gl.TEXTURE_2D, null);
                            };
                            #endregion

                            //var pass0frag = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();

                            //var pass = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                            //	gl: gl,
                            //	precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl),
                            //	supportDerivatives: gl.getExtension("OES_standard_derivatives") != null
                            //);
                            //pass.MakeHeader_Image();
                            //pass.NewShader_Image(pass0frag);

                            var sw = Stopwatch.StartNew();
                            Native.window.onframe += delegate
                            {
                                if (IsDisposed)
                                    return;


                                var timeNow = new IDate().getTime();
                                if (lastTime != 0)
                                {
                                    var elapsed = timeNow - lastTime;

                                    moonAngle += 0.05f * elapsed;
                                    cubeAngle += 0.05f * elapsed;

                                    laptopAngle -= 0.005f * elapsed;
                                }
                                lastTime = timeNow;

                                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150820

                                #region FRAMEBUFFER
                                gl.bindFramebuffer(gl.FRAMEBUFFER, rttFramebuffer);

                                // http://stackoverflow.com/questions/20362023/webgl-why-does-transparent-canvas-show-clearcolor-color-component-when-alpha-is
                                gl.clearColor(1, 1, 0, 0);

                                gl.viewport(0, 0, rttFramebuffer_width, rttFramebuffer_height);
                                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                                // i can see only yellow. why?
                                drawSceneOnLaptopScreen();

                                //// glDrawArrays: attempt to render with no buffer attached to enabled attribute 1
                                //pass.Paint_Image(
                                //	sw.ElapsedMilliseconds / 1000.0f,

                                //	0,
                                //	0,
                                //	0,
                                //	0,

                                //	// gl_FragCoord
                                //	// cannot be scaled, and can be referenced directly.
                                //	// need another way to scale
                                //	zoom: 1.0f
                                //);

                                //gl.flush();

                                // INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size
                                gl.bindTexture(gl.TEXTURE_2D, rttTexture);
                                gl.generateMipmap(gl.TEXTURE_2D);
                                gl.bindTexture(gl.TEXTURE_2D, null);

                                gl.bindFramebuffer(gl.FRAMEBUFFER, null);
                                #endregion




                                gl.useProgram(shaderProgram.program);

                                gl.viewport(0, 0, gl_viewportWidth, gl_viewportHeight);
                                gl.clearColor(0, 0, 1, 0);
                                gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

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

                                glMatrix.mat4.identity(mvMatrix);

                                mvPushMatrix();

                                glMatrix.mat4.translate(mvMatrix,
                                    new f[]{
                                    0, -0.4f,
                                   (float)Math.Min(0,
                                    -2.2f
                                    + __pointer_y * 0.01)
                                    }
                                    );

                                if (__pointer_x != 0)
                                    laptopAngle = __pointer_x + 0.01f;

                                glMatrix.mat4.rotate(mvMatrix, degToRad(laptopAngle), new f[] { 0, 1, 0 });
                                glMatrix.mat4.rotate(mvMatrix, degToRad(-90), new f[] { 1, 0, 0 });

                                //glMatrix.mat4.rotate(mvMatrix, __pointer_y * 0.01f, 0, 1, 0);
                                //glMatrix.mat4.rotate(mvMatrix, __pointer_x * 0.01f, 1, 0, 0);

                                gl.uniform1i(shaderProgram.showSpecularHighlightsUniform, Convert.ToInt32(true));
                                gl.uniform3f(shaderProgram.pointLightingLocationUniform, -1, 2, -1);

                                gl.uniform3f(shaderProgram.ambientLightingColorUniform, 0.2f, 0.2f, 0.2f);
                                gl.uniform3f(shaderProgram.pointLightingDiffuseColorUniform, 0.8f, 0.8f, 0.8f);
                                gl.uniform3f(shaderProgram.pointLightingSpecularColorUniform, 0.8f, 0.8f, 0.8f);

                                // The laptop body is quite shiny and has no texture.  It reflects lots of specular light
                                gl.uniform3f(shaderProgram.materialAmbientColorUniform, 1.0f, 1.0f, 1.0f);
                                gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 1.0f, 1.0f, 1.0f);
                                gl.uniform3f(shaderProgram.materialSpecularColorUniform, 1.5f, 1.5f, 1.5f);
                                gl.uniform1f(shaderProgram.materialShininessUniform, 5);
                                gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 0.0f, 0.0f, 0.0f);
                                gl.uniform1i(shaderProgram.useTexturesUniform, Convert.ToInt32(false));

                                //if (laptopVertexPositionBuffer) {
                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexPositionBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexPositionAttribute, laptopVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexTextureCoordBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.textureCoordAttribute, laptopVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopVertexNormalBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexNormalAttribute, laptopVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, laptopVertexIndexBuffer);
                                setMatrixUniforms();
                                gl.drawElements(gl.TRIANGLES, laptopVertexIndexBuffer_numItems, gl.UNSIGNED_SHORT, 0);
                                //}

                                gl.uniform3f(shaderProgram.materialAmbientColorUniform, 0.0f, 0.0f, 0.0f);
                                gl.uniform3f(shaderProgram.materialDiffuseColorUniform, 0.0f, 0.0f, 0.0f);
                                gl.uniform3f(shaderProgram.materialSpecularColorUniform, 0.5f, 0.5f, 0.5f);
                                gl.uniform1f(shaderProgram.materialShininessUniform, 20);
                                gl.uniform3f(shaderProgram.materialEmissiveColorUniform, 1.5f, 1.5f, 1.5f);
                                gl.uniform1i(shaderProgram.useTexturesUniform, Convert.ToInt32(true));

                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexPositionBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexPositionAttribute, laptopScreenVertexPositionBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexNormalBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.vertexNormalAttribute, laptopScreenVertexNormalBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.bindBuffer(gl.ARRAY_BUFFER, laptopScreenVertexTextureCoordBuffer);
                                gl.vertexAttribPointer((uint)shaderProgram.textureCoordAttribute, laptopScreenVertexTextureCoordBuffer_itemSize, gl.FLOAT, false, 0, 0);

                                gl.activeTexture(gl.TEXTURE0);
                                gl.bindTexture(gl.TEXTURE_2D, rttTexture);
                                gl.uniform1i(shaderProgram.samplerUniform, 0);

                                setMatrixUniforms();
                                gl.drawArrays(gl.TRIANGLE_STRIP, 0, laptopScreenVertexPositionBuffer_numItems);

                                mvPopMatrix();

                                // first frame only
                                IsDisposed = true;


                            };


                        }
                    )

            );
        }
コード例 #6
0
        private void Initialize()
        {
            var gl = this.gl;

            // http://cs.helsinki.fi/u/ilmarihe/metatunnel.html
            // http://wakaba.c3.cx/w/puls.html
            // http://www.ibiblio.org/e-notes/webgl/barkley.html

            Action<string> alert = Native.window.alert;

            c.style.border = "1px solid yellow";







            this.prog = gl.createProgram();

            gl.attachShader(prog, getShader(shader_vs, gl.VERTEX_SHADER));
            gl.attachShader(prog, getShader(shader_fs, gl.FRAGMENT_SHADER));

            gl.linkProgram(prog);


            this.prog_show = gl.createProgram();
            gl.attachShader(prog_show, getShader(shader_vs, gl.VERTEX_SHADER));
            gl.attachShader(prog_show, getShader(shader_fs_show, gl.FRAGMENT_SHADER));
            gl.linkProgram(prog_show);

            var posBuffer = gl.createBuffer();
            gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer);

            // todo: jsc promoted float to double? :) let's revert that at the next build
            var vertices = new WebGLFloatArray(new [] { -1f, -1f, 0f, 1f, -1f, 0f, -1f, 1f, 0f, 1f, 1f, 0f });
            var aPosLoc = gl.getAttribLocation(prog, "aPos");
            gl.enableVertexAttribArray((uint)aPosLoc);
            var aTexLoc = gl.getAttribLocation(prog, "aTexCoord");
            gl.enableVertexAttribArray((uint)aTexLoc);
            var texCoords = new WebGLFloatArray(new [] { 0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f });
            var texCoordOffset = vertices.byteLength;
            gl.bufferData(gl.ARRAY_BUFFER,
                (int)(texCoordOffset + texCoords.byteLength), gl.STATIC_DRAW);
            gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices);
            gl.bufferSubData(gl.ARRAY_BUFFER, (int)texCoordOffset, texCoords);
            gl.vertexAttribPointer((uint)aPosLoc, 3, gl.FLOAT, false, 0, 0);
            gl.vertexAttribPointer((uint)aTexLoc, 2, gl.FLOAT, false, 0, (int)texCoordOffset);

            this.texture = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture);
            gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
            var pixels = new List<byte>();
            var tSize = 512;
            #region why is this here below dynamic? :) jsc could optimize?
            for (var i = 0; i < tSize; i++)
                for (var j = 0; j < tSize; j++)
                {
                    pixels.Add(0); pixels.Add(0);
                    pixels.Add(0); pixels.Add(0);
                }
            #endregion

            for (var i = 257; i < 512; i++)
            {
                pixels[4 * (256 * tSize + i)] = 250;
                pixels[4 * (255 * tSize + i) + 1] = 55;
            }
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tSize, tSize, 0,
              gl.RGBA, gl.UNSIGNED_BYTE, new WebGLUnsignedByteArray(pixels.ToArray()));
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.CLAMP_TO_EDGE);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.CLAMP_TO_EDGE);
            this.texture2 = gl.createTexture();
            gl.bindTexture(gl.TEXTURE_2D, texture2);
            gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tSize, tSize, 0,
              gl.RGBA, gl.UNSIGNED_BYTE, new WebGLUnsignedByteArray(pixels.ToArray()));
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.CLAMP_TO_EDGE);
            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.CLAMP_TO_EDGE);
            this.FBO = gl.createFramebuffer();
            gl.bindFramebuffer(gl.FRAMEBUFFER, FBO);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
                gl.TEXTURE_2D, texture, 0);
            this.FBO2 = gl.createFramebuffer();
            gl.bindFramebuffer(gl.FRAMEBUFFER, FBO2);
            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
                gl.TEXTURE_2D, texture2, 0);

            gl.useProgram(prog);
            gl.uniform1f(gl.getUniformLocation(prog, "a"), a);
            gl.uniform1f(gl.getUniformLocation(prog, "ba"), b / a);
            gl.uniform1f(gl.getUniformLocation(prog, "dt"), dt);
            gl.uniform1f(gl.getUniformLocation(prog, "dte"), dt / eps);
            gl.uniform1f(gl.getUniformLocation(prog, "dth2"), dt / (h * h));
            gl.uniform1i(gl.getUniformLocation(prog, "uTexSamp"), 0);
            gl.useProgram(prog_show);
            gl.uniform1i(gl.getUniformLocation(prog_show, "uTexSamp"), 0);



            Action draw = this.draw;


            draw.AtInterval(delay);

            c.style.border = "1px solid green";
        }