public void MakeMesh() { THREE.SphereGeometry ballGeo = new THREE.SphereGeometry(Radius - 10, 20, 20); THREE.MeshPhongMaterial ballMaterial = new THREE.MeshPhongMaterial(); ballMaterial.color = new THREE.Color().setHex(0xaaaaaa); Mesh = new THREE.Mesh(ballGeo, ballMaterial); Mesh.castShadow = true; Mesh.receiveShadow = true; Mesh.visible = Apply; }
/// <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 = null) { // 20140704 no balls shown? // broken? // view-source:http://www.mrdoob.com/lab/javascript/beachballs/ //Action Toggle = DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole(); var origin = new THREE.Vector3(0, 15, 0); var isMouseDown = false; var renderer = new THREE.WebGLRenderer( new { antialias = true, alpha = false }); renderer.setClearColor(new THREE.Color(0x101010)); renderer.domElement.AttachToDocument(); // scene var camera = new THREE.PerspectiveCamera( 40, Native.window.aspect, 1, 1000 ); camera.position.x = -30; camera.position.y = 10; camera.position.z = 30; camera.lookAt(new THREE.Vector3(0, 10, 0)); #region AtResize Action AtResize = delegate { camera.aspect = (double)Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); }; Native.window.onresize += delegate { AtResize(); }; AtResize(); #endregion var scene = new THREE.Scene(); var light = new THREE.HemisphereLight(0xffffff, 0x606060, 1.2); light.position.set(-10, 10, 10); scene.add(light); { var geometry = new THREE.CubeGeometry(20, 20, 20); var material = new THREE.MeshBasicMaterial( new { wireframe = true, opacity = 0.1, transparent = true }); var mesh = new THREE.Mesh(geometry, material); mesh.position.y = 10; scene.add(mesh); } var intersectionPlane = new THREE.Mesh(new THREE.PlaneGeometry(20, 20, 8, 8)); intersectionPlane.position.y = 10; intersectionPlane.visible = false; scene.add(intersectionPlane); // geometry var ballGeometry = new THREE.Geometry(); var ballMaterial = new THREE.MeshPhongMaterial( new __MeshPhongMaterialDictionary { vertexColors = THREE.FaceColors, specular = 0x808080, shininess = 2000 } ); // var colors = new[] { new THREE.Color( 0xe52b30 ), new THREE.Color( 0xe52b30 ), new THREE.Color( 0x2e1b6a ), new THREE.Color( 0xdac461 ), new THREE.Color( 0xf07017 ), new THREE.Color( 0x38b394 ), new THREE.Color( 0xeaf1f7 ) }; var amount = colors.Length; var geometryTop = new THREE.SphereGeometry(1, 5 * amount, 2, 0, Math.PI * 2.0, 0, 0.30); for (var j = 0; j < geometryTop.faces.Length; j++) { geometryTop.faces[j].color = colors[0]; } THREE.GeometryUtils.merge(ballGeometry, geometryTop); var geometryBottom = new THREE.SphereGeometry(1, 5 * amount, 2, 0, Math.PI * 2, Math.PI - 0.30, 0.30); for (var j = 0; j < geometryBottom.faces.Length; j++) { geometryBottom.faces[j].color = colors[0]; } THREE.GeometryUtils.merge(ballGeometry, geometryBottom); { var sides = amount - 1; var size = (Math.PI * 2) / sides; for (var i = 0; i < sides; i++) { var patch = new THREE.SphereGeometry(1, 5, 10, i * size, size, 0.30, Math.PI - 0.60); for (var j = 0; j < patch.faces.Length; j++) { patch.faces[j].color = colors[i + 1]; } THREE.GeometryUtils.merge(ballGeometry, patch); } } // physics var world = new CANNON.World(); world.broadphase = new CANNON.NaiveBroadphase(); world.gravity.set(0, -15, 0); world.solver.iterations = 7; world.solver.tolerance = 0.1; var groundShape = new CANNON.Plane(); var groundMaterial = new CANNON.Material(); var groundBody = new CANNON.RigidBody(0, groundShape, groundMaterial); groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2.0); world.add(groundBody); var planeShapeXmin = new CANNON.Plane(); var planeXmin = new CANNON.RigidBody(0, planeShapeXmin, groundMaterial); planeXmin.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI / 2.0); planeXmin.position.set(-10, 0, 0); world.add(planeXmin); var planeShapeXmax = new CANNON.Plane(); var planeXmax = new CANNON.RigidBody(0, planeShapeXmax, groundMaterial); planeXmax.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), -Math.PI / 2.0); planeXmax.position.set(10, 0, 0); world.add(planeXmax); var planeShapeYmin = new CANNON.Plane(); var planeZmin = new CANNON.RigidBody(0, planeShapeYmin, groundMaterial); planeZmin.position.set(0, 0, -10); world.add(planeZmin); var planeShapeYmax = new CANNON.Plane(); var planeZmax = new CANNON.RigidBody(0, planeShapeYmax, groundMaterial); planeZmax.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI); planeZmax.position.set(0, 0, 10); world.add(planeZmax); var ballBodyMaterial = new CANNON.Material(); world.addContactMaterial(new CANNON.ContactMaterial(groundMaterial, ballBodyMaterial, 0.2, 0.5)); world.addContactMaterial(new CANNON.ContactMaterial(ballBodyMaterial, ballBodyMaterial, 0.2, 0.8)); var spheres = new Queue<THREE.Mesh>(); var bodies = new Queue<CANNON.RigidBody>(); Func<double> random = new Random().NextDouble; #region addBall Action<double, double, double> addBall = (x, y, z) => { x = Math.Max(-10, Math.Min(10, x)); y = Math.Max(5, y); z = Math.Max(-10, Math.Min(10, z)); var size = 1.25; var sphere = new THREE.Mesh(ballGeometry, ballMaterial); sphere.scale.multiplyScalar(size); //sphere.useQuaternion = true; scene.add(sphere); spheres.Enqueue(sphere); var sphereShape = new CANNON.Sphere(size); var sphereBody = new CANNON.RigidBody(0.1, sphereShape, ballBodyMaterial); sphereBody.position.set(x, y, z); var q = new { a = random() * 3.0, b = random() * 3.0, c = random() * 3.0, d = random() * 3.0 }; Console.WriteLine("addBall " + new { x, y, z, q }); //sphereBody.quaternion.set(q.a, q.b, q.c, q.d); world.add(sphereBody); bodies.Enqueue(sphereBody); }; #endregion for (var i = 0; i < 100; i++) { addBall( random() * 10 - 5, random() * 20, random() * 10 - 5 ); } // var projector = new THREE.Projector(); var ray = new THREE.Raycaster(); var mouse3D = new THREE.Vector3(); Native.Document.body.ontouchstart += e => { e.preventDefault(); isMouseDown = true; }; Native.Document.body.ontouchmove += e => { e.preventDefault(); }; Native.Document.body.ontouchend += e => { e.preventDefault(); isMouseDown = false; }; #region onmousemove Native.document.body.onmousedown += e => { e.preventDefault(); isMouseDown = true; }; Native.document.body.onmouseup += e => { e.preventDefault(); isMouseDown = false; if (e.MouseButton == IEvent.MouseButtonEnum.Middle) { if (Native.Document.pointerLockElement == Native.Document.body) { // cant requestFullscreen while pointerLockElement Console.WriteLine("exitPointerLock"); Native.Document.exitPointerLock(); Native.Document.exitFullscreen(); return; } Console.WriteLine("requestFullscreen"); Native.Document.body.requestFullscreen(); Native.Document.body.requestPointerLock(); return; } }; Native.document.body.onmousemove += e => { mouse3D.set( ((double)e.CursorX / (double)Native.window.Width) * 2 - 1, -((double)e.CursorY / (double)Native.window.Height) * 2 + 1, 0.5 ); projector.unprojectVector(mouse3D, camera); ray.set(camera.position, mouse3D.sub(camera.position).normalize()); var intersects = ray.intersectObject(intersectionPlane); if (intersects.Length > 0) { origin.copy(intersects[0].point); } }; #endregion #region removeBall Action removeBall = delegate { scene.remove(spheres.Dequeue()); world.remove(bodies.Dequeue()); }; #endregion var sw0 = Stopwatch.StartNew(); var sw = Stopwatch.StartNew(); //var time = Native.window.performance.now(); //var lastTime = Native.window.performance.now(); #region animate Action render = delegate { var delta = sw.ElapsedMilliseconds; sw.Restart(); //time = Native.window.performance.now(); camera.position.x = -Math.Cos(sw.ElapsedMilliseconds * 0.0001) * 40; camera.position.z = Math.Sin(sw.ElapsedMilliseconds * 0.0001) * 40; camera.lookAt(new THREE.Vector3(0, 10, 0)); intersectionPlane.lookAt(camera.position); world.step(delta * 0.001); //lastTime = time; for (var i = 0; i < spheres.Count; i++) { var sphere = spheres.ElementAt(i); var body = bodies.ElementAt(i); sphere.position.copy(body.position); sphere.quaternion.copy(body.quaternion); } renderer.render(scene, camera); }; Native.window.onframe += delegate { if (isMouseDown) { if (spheres.Count > 200) { removeBall(); } addBall( origin.x + (random() * 4.0 - 2), origin.y + (random() * 4.0 - 2), origin.z + (random() * 4.0 - 2) ); } render(); }; #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) { // X:\jsc.svn\examples\javascript\WebGL\WebGLDepthOfField\WebGLDepthOfField\Application.cs // http://threejs.org/examples/#webgl_postprocessing_dof // "X:\opensource\github\three.js\examples\webgl_postprocessing_dof.html" Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.sortObjects = false; //var material_depth = new THREE.MeshDepthMaterial(); 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); //var parameters = new { color = 0xff1100, envMap = textureCube, shading = THREE.FlatShading }; // red vs yellow var parameters = new { color = 0xffff00, envMap = textureCube, shading = THREE.FlatShading }; var cubeMaterial = new THREE.MeshBasicMaterial(parameters); var geo = new THREE.SphereGeometry(1, 20, 10); var xgrid = 14; var ygrid = 9; var zgrid = 14; var nobjects = xgrid * ygrid * zgrid; var c = 0; //var s = 0.25; var s = 60; for (var i = 0; i < xgrid; i++) { for (var j = 0; j < ygrid; j++) { for (var k = 0; k < zgrid; k++) { var mesh = new THREE.Mesh(geo, cubeMaterial); var x = 200 * (i - xgrid / 2); var y = 200 * (j - ygrid / 2); var z = 200 * (k - zgrid / 2); mesh.position.set(x, y, z); mesh.scale.set(s, s, s); mesh.matrixAutoUpdate = false; mesh.updateMatrix(); scene.add(mesh); //objects.push(mesh); c++; } } } //scene.matrixAutoUpdate = false; var renderPass = new THREE.RenderPass(scene, camera); // THREE.BokehPass relies on THREE.BokehShader var bokehPass = new THREE.BokehPass(scene, camera, new { focus = 1.0, aperture = 0.025, maxblur = 1.0, width = Native.window.Width, height = Native.window.Height }); bokehPass.renderToScreen = true; // maskpass // THREE.EffectComposer relies on THREE.CopyShader var composer = new THREE.EffectComposer(renderer); composer.addPass(renderPass); composer.addPass(bokehPass); renderer.autoClear = false; var effectController = new { focus = 1.0, aperture = 0.025, maxblur = 1.0 }; //var matChanger = function() { // postprocessing.bokeh.uniforms["focus"].value = effectController.focus; // postprocessing.bokeh.uniforms["aperture"].value = effectController.aperture; // postprocessing.bokeh.uniforms["maxblur"].value = effectController.maxblur; // }; var controls = new THREE.OrbitControls(camera); #region onframe Native.window.onframe += delegate { controls.update(); camera.position = controls.center.clone(); composer.render(0.1); }; #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); } ); }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine // http://youtu.be/Lo1IU8UAutE // 60hz 2160 4K! // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. // C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/" //1533 KB/s(3865902 bytes in 2.461s) //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe1.png" //1556 KB/s(2714294 bytes in 1.703s) // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe2.png" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globenight.png" // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809 // the eye nor the display will be able to do any stereo // until tech is near matrix capability. 2019? // cubemap can be used for all long range scenes // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1 // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera // subst /D b: // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // what if we want to do subst in another winstat or session? // ColladaLoader: Empty or non-existing file (assets/ChromeStereoLightAnimation/S6Edge.dae) /// <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://stemkoski.github.io/Three.js/Shadow.html #if AsWEBSERVER #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) { // if we run as a server. we can open up on android. //chrome.Notification.DefaultTitle = "Nexus7"; //chrome.Notification.DefaultIconUrl = new x128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text //, AtFormCreated: FormStyler.AtFormCreated //AtFormConstructor: // f => // { // //arg[0] is typeof System.Int32 // //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)] // // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs // f.BackColor = System.Drawing.Color.FromArgb(0xA26D41); // } ); return; } #endregion #else #region += Launched chrome.app.window dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { if (!(Native.window.opener == null && Native.window.parent == Native.window.self)) { Console.WriteLine("chrome.app.window.create, is that you?"); // pass thru } else { // should jsc send a copresence udp message? //chrome.runtime.UpdateAvailable += delegate //{ // new chrome.Notification(title: "UpdateAvailable"); //}; chrome.app.runtime.Launched += async delegate { // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }} Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href }); new chrome.Notification(title: "ChromeStereoLightAnimation"); // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions var xappwindow = await chrome.app.window.create( Native.document.location.pathname, options: new { alwaysOnTop = true, visibleOnAllWorkspaces = true } ); //xappwindow.setAlwaysOnTop xappwindow.show(); await xappwindow.contentWindow.async.onload; Console.WriteLine("chrome.app.window loaded!"); }; return; } } #endregion #endif Native.body.Clear(); Native.body.style.margin = "0px"; Native.body.style.padding = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; // Severity Code Description Project File Line //Error CS0201 Only assignment, call, increment, decrement, and new object expressions can be used as a statement ChromeStereoLightAnimation Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\Application.cs 187 //new Action<int>( var camera0 = default(THREE.PerspectiveCamera); foreach (var y in from eyeid in new[] { 0, 1 } select (Action) delegate { var scene = new THREE.Scene(); var floorTexture = THREE.ImageUtils.loadTexture( new HTML.Images.FromAssets.checkerboard().src //"images/checkerboard.jpg" ); #region function init() // SCENE // CAMERA float SCREEN_WIDTH = Native.window.Width / 2; //float SCREEN_WIDTH = Native.screen.width / 2; float SCREEN_HEIGHT = Native.window.Height; var VIEW_ANGLE = 45; float ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT; var NEAR = 0.1; var FAR = 20000; // RENDERER // WebGLDeferredRenderer var renderer = new THREE.WebGLRenderer(new { antialias = true }); //renderer.setSize((int)SCREEN_WIDTH, (int)SCREEN_HEIGHT); renderer.domElement.AttachToDocument(); //renderer.domElement.style.SetLocation(Native.window.Width / 2 * (1 - eyeid), 0); // EVENTS // CONTROLS // STATS // LIGHT //var light = new THREE.PointLight(0xffffff); //light.position.set(0,250,0); //scene.add(light); //////////// // CUSTOM // //////////// // must enable shadows on the renderer renderer.shadowMapEnabled = true; // SKYBOX/FOG var skyBoxGeometry = new THREE.CubeGeometry(10000, 10000, 10000); var skyBoxMaterial = new THREE.MeshBasicMaterial(new { color = 0x9999ff, side = THREE.BackSide }); var skyBox = new THREE.Mesh(skyBoxGeometry, skyBoxMaterial); // scene.add(skyBox); scene.fog = new THREE.FogExp2(0x9999ff, 0.00025); // "shadow cameras" show the light source and direction // spotlight #1 -- yellow, dark shadow var spotlight = new THREE.SpotLight(0xffff00); spotlight.position.set(-60, 150, -30); spotlight.shadowCameraVisible = true; spotlight.shadowDarkness = 0.95; spotlight.intensity = 2; // must enable shadow casting ability for the light spotlight.castShadow = true; scene.add(spotlight); // spotlight #2 -- red, light shadow var spotlight2 = new THREE.SpotLight(0xff0000); //var spotlight2 = new THREE.SpotLight(0xffff00); spotlight2.position.set(60, 150, -60); scene.add(spotlight2); spotlight2.shadowCameraVisible = true; spotlight2.shadowDarkness = 0.70; spotlight2.intensity = 2; spotlight2.castShadow = true; // THREE.WebGLProgram: gl.getProgramInfoLog() Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (16). for (int i = 0; i < 8; i++) { // spotlight #3 blue var spotlight3 = new THREE.SpotLight(0x0000ff); //var spotlight3 = new THREE.SpotLight(0x00ffff); spotlight3.position.set(150 * i, 80, -100); //spotlight3.shadowCameraVisible = true; spotlight3.shadowDarkness = 0.95; spotlight3.intensity = 2; spotlight3.castShadow = true; scene.add(spotlight3); // change the direction this spotlight is facing var lightTarget = new THREE.Object3D(); lightTarget.position.set(150 * i, 10, -100); scene.add(lightTarget); spotlight3.target = lightTarget; } // cube: mesh to cast shadows #region castShadow var cubeGeometry = new THREE.CubeGeometry(50, 50, 50); var cubeMaterial = new THREE.MeshLambertMaterial(new { color = 0x888888 }); var cube0 = new THREE.Mesh(cubeGeometry, cubeMaterial); //cube.position.set(0, 50, 0); cube0.position.set(0, 100, 0); // Note that the mesh is flagged to cast shadows cube0.castShadow = true; scene.add(cube0); // floor: mesh to receive shadows // public static ImageUtilsType ImageUtils; //var floorTexture = new THREE.ImageUtils.loadTexture("images/checkerboard.jpg"); floorTexture.wrapS = THREE.RepeatWrapping; floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set(10, 10); #endregion // Note the change to Lambert material. #region receiveShadow var floorMaterial = new THREE.MeshLambertMaterial(new { map = floorTexture, side = THREE.DoubleSide }); //var floorGeometry = new THREE.PlaneGeometry(1000 * 8, 1000 * 8, 100, 100); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 100, 100); for (int i = 0; i < 8; i++) { var floor0 = new THREE.Mesh(floorGeometry, floorMaterial); floor0.position.y = -0.5; floor0.position.x = 1000 * i; floor0.rotation.x = Math.PI / 2; // Note the mesh is flagged to receive shadows floor0.receiveShadow = true; scene.add(floor0); } #endregion // create "light-ball" meshes var sphereGeometry = new THREE.SphereGeometry(10, 16, 8); var darkMaterial = new THREE.MeshBasicMaterial(new { color = 0x000000 }); { var wireframeMaterial = new THREE.MeshBasicMaterial( new { color = 0xffff00, wireframe = true, transparent = true }); var shape = THREE.SceneUtils.createMultiMaterialObject( sphereGeometry, new[] { darkMaterial, wireframeMaterial }); shape.position = spotlight.position; scene.add(shape); } { var wireframeMaterial = new THREE.MeshBasicMaterial( new { color = 0xff0000, wireframe = true, transparent = true }); var shape = THREE.SceneUtils.createMultiMaterialObject( sphereGeometry, new[] { darkMaterial, wireframeMaterial }); shape.position = spotlight2.position; scene.add(shape); } //{ // var wireframeMaterial = new THREE.MeshBasicMaterial( // new { color = 0x0000ff, wireframe = true, transparent = true }); // var shape = THREE.SceneUtils.createMultiMaterialObject( // sphereGeometry, new[] { darkMaterial, wireframeMaterial }); // shape.position = spotlight3.position; // scene.add(shape); //} #endregion var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR); scene.add(camera); camera.position.set(0, 150, 400); camera.lookAt(scene.position); if (eyeid == 0) { camera0 = camera; var controls = new THREE.OrbitControls(camera0, renderer.domElement); //var controls = new THREE.OrbitControls(camera0, Native.document.body); Native.window.onframe += delegate { renderer.render(scene, camera0); controls.update(); //stats.update(); }; } else { Native.window.onframe += delegate { camera.rotation.set(camera0.rotation.x, camera0.rotation.y, camera0.rotation.z); camera.position.set(camera0.position.x, camera0.position.y, camera0.position.z); // lets not add any stereo effect. as we may need to run in 360 mono mode anyway to gain speed? //camera.translateX() // scene is unique to renderer!!!!! // we are doing everything twice for now. renderer.render(scene, camera); //controls.update(); //stats.update(); }; } #region onresize new { }.With( async delegate { do { // allow webview to behave in S6 multiview mode //SCREEN_WIDTH = Native.screen.width / 2; SCREEN_WIDTH = Native.window.Width / 2; //camera.aspect = Native.window.aspect; camera.aspect = SCREEN_WIDTH / Native.window.Height; camera.updateProjectionMatrix(); //renderer0.setSize(Native.window.Width / 2, Native.window.Height); renderer.setSize((int)SCREEN_WIDTH, Native.window.Height); //renderer0.domElement.style.SetLocation(Native.window.Width / 2 * eyeid, 0); renderer.domElement.style.SetLocation((int)SCREEN_WIDTH * (1 - eyeid), 0); } while (await Native.window.async.onresize); }); #endregion } ) y(); Console.WriteLine("do you see it?"); }
public override void Init() { // create a scene, that will hold all our elements such as objects, cameras and lights. scene = new THREE.Scene(); // create a camera, which defines where we're looking at. camera = new THREE.PerspectiveCamera(45, Width / Height, 0.1, 1000); // create a render and set the size renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE)); renderer.setSize(Width, Height); renderer.shadowMapEnabled = true; // add the output of the renderer to the html element Container.AppendChild(renderer.domElement); // create the ground plane var planeGeometry = new THREE.PlaneGeometry(60, 20); var planeMaterial = new THREE.MeshLambertMaterial(); planeMaterial.color = new THREE.Color(0.9, 0.9, 0.9); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; // rotate and position the plane plane.rotation.x = -0.5 * Math.PI; plane.position.x = 15; plane.position.y = 0; plane.position.z = 0; // add the plane to the scene scene.add(plane); // create a cube var cubeGeometry = new THREE.CubeGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshLambertMaterial(); // { color = 0xff0000 }; cubeMaterial.color = new THREE.Color(1, 0, 0); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; // position the cube cube.position.x = -4; cube.position.y = 3; cube.position.z = 0; // add the cube to the scene scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 20, 20); var sphereMaterial = new THREE.MeshLambertMaterial(); // { color = 0x7777ff }; sphereMaterial.color = new THREE.Color(0, 0, 1); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); // position the sphere sphere.position.x = 20; sphere.position.y = 4; sphere.position.z = 2; sphere.castShadow = true; // add the sphere to the scene scene.add(sphere); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 30; camera.lookAt(scene.position); // add spotlight for the shadows var spotLight = new THREE.SpotLight(); //0xffffff); spotLight.color = new THREE.Color(1, 1, 1); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; scene.add(spotLight); controls = new THREE.TrackballControls(camera); controls.rotateSpeed = 10.0; controls.zoomSpeed = 1.2; controls.panSpeed = 0.8; controls.noZoom = false; controls.noPan = false; controls.staticMoving = true; controls.dynamicDampingFactor = 0.3; controls.keys = new int[] { 65, 83, 68 }; }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html /// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page = null) { //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code. // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported // IE11 does not work yet //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole(); // DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913 //Uncaught TypeError: Object [object Object] has no method 'subSelf' // { REVISION: '57' }; var boxes = new List<CANNON.RigidBody>(); var boxMeshes = new List<THREE.Mesh>(); var balls = new List<CANNON.RigidBody>(); var ballMeshes = new List<THREE.Mesh>(); Func<long> Date_now = () => (long)new IFunction("return Date.now();").apply(null); var time = Date_now(); #region initCannon // // Setup our world var world = new CANNON.World(); world.quatNormalizeSkip = 0; world.quatNormalizeFast = false; //world.solver.setSpookParams(300, 10); world.solver.iterations = 5; world.gravity.set(0, -20, 0); world.broadphase = new CANNON.NaiveBroadphase(); // // Create a slippery material (friction coefficient = 0.0) var physicsMaterial = new CANNON.Material("slipperyMaterial"); var physicsContactMaterial = new CANNON.ContactMaterial( physicsMaterial, physicsMaterial, 0.0, // friction coefficient 0.3 // restitution ); // // We must add the contact materials to the world world.addContactMaterial(physicsContactMaterial); var controls_sphereShape = default(CANNON.Sphere); var controls_sphereBody = default(CANNON.RigidBody); { // Create a sphere var mass = 5; var radius = 1.3; var sphereShape = new CANNON.Sphere(radius); var sphereBody = new CANNON.RigidBody(mass, sphereShape, physicsMaterial); controls_sphereShape = sphereShape; controls_sphereBody = sphereBody; sphereBody.position.set(0, 5, 0); sphereBody.linearDamping = 0.05; world.add(sphereBody); // // Create a plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.RigidBody(0, groundShape, physicsMaterial); groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2); world.add(groundBody); } #endregion #region init var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000); var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0x000000, 0, 500); var ambient = new THREE.AmbientLight(0x111111); scene.add(ambient); var light = new THREE.SpotLight(0xffffff, 1.0); light.position.set(10, 30, 20); light.target.position.set(0, 0, 0); // if(true){ light.castShadow = true; light.shadowCameraNear = 20; light.shadowCameraFar = 50;//camera.far; light.shadowCameraFov = 40; light.shadowMapBias = 0.1; light.shadowMapDarkness = 0.7; light.shadowMapWidth = 2 * 512; light.shadowMapHeight = 2 * 512; // //light.shadowCameraVisible = true; // } scene.add(light); var controls = new PointerLockControls(camera, controls_sphereBody); scene.add(controls.getObject()); // // floor var geometry = new THREE.PlaneGeometry(300, 300, 50, 50); geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2)); var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd }); //Native.Window. // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9); // Replaced ColorUtils.adjustHSV() with Color's .offsetHSL(). //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material); // var mesh = new THREE.Mesh(geometry, material) { castShadow = true, receiveShadow = true }; scene.add(mesh); var renderer = new THREE.WebGLRenderer(new object()); renderer.shadowMapEnabled = true; renderer.shadowMapSoft = true; //renderer.setSize(Native.Window.Width, Native.Window.Height); //renderer.setClearColor(scene.fog.color, 1); renderer.domElement.style.backgroundColor = JSColor.Black; renderer.domElement.AttachToDocument(); #region onresize Action AtResize = delegate { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); }; Native.window.onresize += delegate { AtResize(); }; AtResize(); #endregion var r = new Random(); Func<f> Math_random = () => r.NextFloat(); #region Add boxes { // for (var i = 0; i < 32; i++) { var boxsize = Math_random() * 0.5; var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize); var boxShape = new CANNON.Box(halfExtents); var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2); var x = (Math_random() - 0.5) * 20; var y = 1 + (Math_random() - 0.5) * 1; var z = (Math_random() - 0.5) * 20; var boxBody = new CANNON.RigidBody(5, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); world.add(boxBody); scene.add(boxMesh); boxBody.position.set(x, y, z); boxMesh.position.set(x, y, z); boxMesh.castShadow = true; boxMesh.receiveShadow = true; //boxMesh.useQuaternion = true; boxes.Add(boxBody); boxMeshes.Add(boxMesh); } } #endregion #region Add linked boxes { // var size = 0.5; var he = new CANNON.Vec3(size, size, size * 0.1); var boxShape = new CANNON.Box(he); var mass = 0.0; var space = 0.1 * size; var N = 5; var last = default(CANNON.RigidBody); var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2); for (var i = 0; i < N; i++) { var boxbody = new CANNON.RigidBody(mass, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0); boxbody.linearDamping = 0.01; boxbody.angularDamping = 0.01; //boxMesh.useQuaternion = true; boxMesh.castShadow = true; boxMesh.receiveShadow = true; world.add(boxbody); scene.add(boxMesh); boxes.Add(boxbody); boxMeshes.Add(boxMesh); if (i != 0) { // Connect this body to the last one var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0)); var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0)); world.addConstraint(c1); world.addConstraint(c2); } else { mass = 0.3; } last = boxbody; } } #endregion #endregion var dt = 1.0 / 60; controls.enabled = true; // vr and tilt shift? Native.window.onframe += delegate { if (controls.enabled) { // how big of a world can we hold? // async ? world.step(dt); // Update ball positions for (var i = 0; i < balls.Count; i++) { balls[i].position.copy(ballMeshes[i].position); balls[i].quaternion.copy(ballMeshes[i].quaternion); } // Update box positions for (var i = 0; i < boxes.Count; i++) { boxes[i].position.copy(boxMeshes[i].position); boxes[i].quaternion.copy(boxMeshes[i].quaternion); } } controls.update(Date_now() - time); renderer.render(scene, camera); time = Date_now(); }; #region havePointerLock renderer.domElement.onclick += delegate { renderer.domElement.requestPointerLock(); }; #endregion #region onmousedown renderer.domElement.onmousedown += e => { if (e.MouseButton == IEvent.MouseButtonEnum.Middle) { if (Native.document.pointerLockElement == Native.document.body) { // cant requestFullscreen while pointerLockElement Console.WriteLine("exitPointerLock"); Native.document.exitPointerLock(); Native.document.exitFullscreen(); return; } Console.WriteLine("requestFullscreen"); renderer.domElement.requestFullscreen(); renderer.domElement.requestPointerLock(); return; } var ballradius = 0.1 + Math_random() * 0.9; var ballShape = new CANNON.Sphere(ballradius); var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32); var shootDirection = new THREE.Vector3(); var shootVelo = 15; var projector = new THREE.Projector(); Action<THREE.Vector3> getShootDir = (targetVec) => { var vector = targetVec; targetVec.set(0, 0, 1); projector.unprojectVector(vector, camera); var ray = new THREE.Ray( (THREE.Vector3)(object)controls_sphereBody.position, vector //.subSelf(controls_sphereBody.position) .normalize() ); targetVec.x = ray.direction.x; targetVec.y = ray.direction.y; targetVec.z = ray.direction.z; }; var x = controls_sphereBody.position.x; var y = controls_sphereBody.position.y; var z = controls_sphereBody.position.z; // could we attach physics via binding list? var ballBody = new CANNON.RigidBody(1, ballShape); var ballMesh = new THREE.Mesh(ballGeometry, material); world.add(ballBody); scene.add(ballMesh); ballMesh.castShadow = true; ballMesh.receiveShadow = true; balls.Add(ballBody); ballMeshes.Add(ballMesh); getShootDir(shootDirection); ballBody.velocity.set(shootDirection.x * shootVelo, shootDirection.y * shootVelo, shootDirection.z * shootVelo); // // Move the ball outside the player sphere x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius); y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius); z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius); ballBody.position.set(x, y, z); ballMesh.position.set(x, y, z); //ballMesh.useQuaternion = true; }; #endregion //var ze = new ZeProperties(); //ze.Show(); //ze.Left = 0; //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action <THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List <THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action<THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List<THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }
/// <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) { //FormStyler.AtFormCreated = //s => //{ // s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; // //var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget()); // var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDragWithShadow().AttachTo(s.Context.GetHTMLTarget()); // s.Context.GetHTMLTarget().style.backgroundColor = "#efefef"; // //s.Context.GetHTMLTarget().style.backgroundColor = "#A26D41"; //}; #if AsWEBSERVER #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) { // if we run as a server. we can open up on android. //chrome.Notification.DefaultTitle = "Nexus7"; //chrome.Notification.DefaultIconUrl = new x128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text //, AtFormCreated: FormStyler.AtFormCreated //AtFormConstructor: // f => // { // //arg[0] is typeof System.Int32 // //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)] // // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs // f.BackColor = System.Drawing.Color.FromArgb(0xA26D41); // } ); return; } #endregion #else #region += Launched chrome.app.window dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { if (!(Native.window.opener == null && Native.window.parent == Native.window.self)) { Console.WriteLine("chrome.app.window.create, is that you?"); // pass thru } else { // should jsc send a copresence udp message? //chrome.runtime.UpdateAvailable += delegate //{ // new chrome.Notification(title: "UpdateAvailable"); //}; chrome.app.runtime.Launched += async delegate { // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }} Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href }); new chrome.Notification(title: "x360x83"); // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions var xappwindow = await chrome.app.window.create( Native.document.location.pathname, options: new { alwaysOnTop = true, visibleOnAllWorkspaces = true } ); //xappwindow.setAlwaysOnTop xappwindow.show(); await xappwindow.contentWindow.async.onload; Console.WriteLine("chrome.app.window loaded!"); }; return; } } #endregion #endif // GpuProcessHostUIShim: The GPU process crashed! var poke = new WebGLRenderingContext(); if (poke == null) { new IHTMLPre { "GpuProcessHostUIShim: The GPU process crashed! restart process." }.AttachToDocument(); return; } // are we in a RemoteApp ? software renderer? // this may hang the buggy rdp protocol... // crash //int cubefacesizeMAX = 2048 * 2; // 6 faces, ? //int cubefacesizeMAX = 2048 * 2; // 6 faces, ? int cubefacesizeMAX = 2048 * 1; // 6 faces, ? int cubefacesize = cubefacesizeMAX; // 6 faces, ? //int cubefacesize = 1024; // 6 faces, ? // "X:\vr\tape1\0000x2048.png" // for 60hz render we may want to use float camera percision, not available for ui. // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/" //if (Environment.ProcessorCount < 8) // //cubefacesize = 64; // 6 faces, ? // // fast gif? //cubefacesize = 1024; // 6 faces, ? // not 8k.. //cubefacesize = 512; // 6 faces, ? // big cubeface may be draw only half of itself? // can we keep fast fps yet highp? // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm? //const int cubefacesize = 128; // 6 faces, ? //var cubecameraoffsetx = 256; var cubecameraoffsetx = 400; //var uizoom = 0.1; //var uizoom = cubefacesize / 128f; var uizoom = 128f / cubefacesize; Native.css.style.backgroundColor = "blue"; Native.css.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); (Native.body.style as dynamic).webkitUserSelect = "text"; IHTMLCanvas shader1canvas = null; //return; // Earth params //var radius = 0.5; //var radius = 1024; //var radius = 2048; //var radius = 512; //var radius = 256; //var radius = 400; // can we have not fly beyond moon too much? //var radius = 500; //var radius = 480; //var radius = -480; //var segments = 32; //var segments = 128 * 2; //var rotation = 6; //const int size = 128; //const int size = 256; // 6 faces, 12KB //const int size = 512; // 6 faces, ? // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. //const int size = 720; // 6 faces, ? //const int size = 1024; // 6 faces, ? //const int cubefacesize = 1024; // 6 faces, ? // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360x83/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg ) // var far = 0xffffff; // need a zoom effect // 5pixels to 33% // radius needs to be a bit bigger so wa cant zoom thru it // far image at this distance var skyboxradius0 = 0 + 2048 * 4; var near = cubefacesize * 0.33; var skyboxradius = skyboxradius0 * 1.2; var far = skyboxradius * 2; //var near = cubefacesize * 0.5; //var near = cubefacesize * 0.4; //var near = cubefacesize * 0.25; new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument(); //new IHTMLPre { "can we stream it into VR, shadertoy, youtube 360, youtube stereo yet?" }.AttachToDocument(); var sw = Stopwatch.StartNew(); var oo = new List<THREE.Object3D>(); // what about physics and that portal rendering? // if we are running as a chrome web server, we may also be opened as android ndk webview app //var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: window.aspect, near: 1, far: 2000); // once we update source // save the source // manually recompile //cameraPX.position.z = 400; //// the camera should be close enough for the object to float off the FOV of PX //cameraPX.position.z = 200; // scene // can we make the 3D object orbit around us ? // and // stream it to vr? var scene = new THREE.Scene(); // since our cube camera is somewhat a fixed thing // would it be easier to move mountains to come to us? // once we change code would chrome app be able to let VR know that a new view is available? var sceneg = new THREE.Group(); sceneg.AttachTo(scene); // whatif we reuse the skybox as is and skip rendering it? // that means we cannot rotate via sky, we have to rotate other elements in reverse. // can we have a checkbox to hide or render the skybox? var scenezooms = new THREE.Group(); scenezooms.AttachTo(scene); // fly up? //sceneg.translateZ(-1024); // rotate the world, as the skybox then matches what we have on filesystem scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2); //scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); // yet for headtracking we shall rotate camera //sceneg.position.set(0, 0, -1024); //sceneg.position.set(0, -1024, 0); //scene.add(new THREE.AmbientLight(0x333333)); //scene.add(new THREE.AmbientLight(0xffffff)); //scene.add(new THREE.AmbientLight(0xaaaaaa)); //scene.add(new THREE.AmbientLight(0xcccccc)); //scene.add(new THREE.AmbientLight(0xeeeeee)); scene.add(new THREE.AmbientLight(0xffffff)); //var light = new THREE.DirectionalLight(0xffffff, 1); //// sun should be beyond moon ////light.position.set(-5 * virtualDistance, -3 * virtualDistance, -5 * virtualDistance); ////light.position.set(-15 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance); //// where shall the light source be to see half planet? //light.position.set(-1 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance); //scene.add(light); //var lightX = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightX" }.AttachToDocument(); //var lightY = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightY" }.AttachToDocument(); //var lightZ = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightZ" }.AttachToDocument(); //new IHTMLHorizontalRule { }.AttachToDocument(); // whats WebGLRenderTargetCube do? // WebGLRenderer preserveDrawingBuffer var renderer0 = new THREE.WebGLRenderer( new { //antialias = true, alpha = true, preserveDrawingBuffer = true } ); // https://github.com/mrdoob/three.js/issues/3836 // the construct. white bg // cyan? //renderer0.setClearColor(0xfffff, 1); //renderer0.setClearColor(0xfffff, 0); renderer0.setClearColor(0x0, 0); //renderer0.setClearColor(0x0, 1); //renderer.setSize(window.Width, window.Height); renderer0.setSize(cubefacesize, cubefacesize); //renderer0.domElement.AttachToDocument(); //rendererPX.domElement.style.SetLocation(0, 0); //renderer0.domElement.style.SetLocation(4, 4); // top // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene // need a place to show the cubemap face to GUI // how does the stereo OTOY do it? // https://www.opengl.org/wiki/Sampler_(GLSL) // http://www.richardssoftware.net/Home/Post/25 // [+X, –X, +Y, –Y, +Z, –Z] fa // move up //camera.position.set(-1200, 800, 1200); //var cameraoffset = new THREE.Vector3(0, 15, 0); // can we aniamte it? //var cameraoffset = new THREE.Vector3(0, 800, 1200); // can we have linear animation fromcenter of the map to the edge and back? // then do the flat earth sun orbit? var cameraoffset = new THREE.Vector3( // left? -512, // height? //0, //1600, //1024, // if the camera is in the center, would we need to move the scene? // we have to move the camera. as we move the scene the lights are messed up //2014, 1024, //1200 0 // can we hover top of the map? ); // original vieworigin //var cameraoffset = new THREE.Vector3(-1200, 800, 1200); // whatif we want more than 30sec video? 2min animation? more frames to render? 2gb disk? var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = 1800, valueAsNumber = 1800 / 2, title = "frameIDslider" }.AttachToDocument(); var xframeID = 0; new { }.With( async delegate { next: //Console.WriteLine("enter vsync0ambient"); Native.document.title = new { xframeID }.ToString(); vsync0ambient = new TaskCompletionSource<object>(); await vsync0ambient.Task; await Task.Delay(1000 / 15); //await Task.Delay(1000); //Console.WriteLine("await vsync0ambient 5"); //await Task.Delay(5000); xframeID++; goto next; } ); new IHTMLHorizontalRule { }.AttachToDocument(); var camerazMIN = 0 - 2048 * 4; var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "camerax" }.AttachToDocument(); // up. whats the most high a rocket can go 120km? new IHTMLHorizontalRule { }.AttachToDocument(); // how high is the bunker? var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 2048 * 4, valueAsNumber = 0, title = "cameray" }.AttachToDocument(); new IHTMLBreak { }.AttachToDocument(); var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument(); new IHTMLHorizontalRule { }.AttachToDocument(); //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "cameraz" }.AttachToDocument(); //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0 - 2048 * 4, title = "cameraz" }.AttachToDocument(); var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = camerazMIN, max = 0, valueAsNumber = camerazMIN, title = "cameraz" }.AttachToDocument(); // the zoom hting.. new IHTMLHorizontalRule { }.AttachToDocument(); var skyrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "skyrotup" }.AttachToDocument(); var skyrotright = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "skyrotright" }.AttachToDocument(); new IHTMLPre { () => new { skyrotup = skyrotup.valueAsNumber, skyrotright = skyrotright.valueAsNumber } }.AttachToDocument(); new IHTMLHorizontalRule { }.AttachToDocument(); // were we able to test for it? //var zoomrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = -12, title = "up" }.AttachToDocument(); var zoomrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "up" }.AttachToDocument(); var zoomrotright = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "right" }.AttachToDocument(); new IHTMLPre { () => new { // on 0 zoom we should rely on the original skybox? cameraz = cameraz.valueAsNumber, zoomrotup = zoomrotup.valueAsNumber, zoomrotright = zoomrotright.valueAsNumber } }.AttachToDocument(); // for render server var fcamerax = 0.0; var fcameray = 0.0; var fcameraz = 0.0; //while (await camerax.async.onchange) //cameray.onchange += delegate //{ // if (cameray.valueAsNumber < cameray.max) // camerayHigh.valueAsNumber = camerayHigh.min; //}; camerayHigh.onmousedown += delegate { //if (camerayHigh.valueAsNumber > camerayHigh.min) cameray.valueAsNumber = cameray.max; }; Action applycameraoffset = delegate { // make sure UI and gpu sync up var cy = cameray; if (cameray.valueAsNumber < cameray.max) camerayHigh.valueAsNumber = camerayHigh.min; if (camerayHigh.valueAsNumber > camerayHigh.min) cameray.valueAsNumber = cameray.max; if (cameray.valueAsNumber == cameray.max) cy = camerayHigh; cameraoffset = new THREE.Vector3( // left? 1.0 * (camerax + fcamerax), // height? //0, //1600, //1024, // if the camera is in the center, would we need to move the scene? // we have to move the camera. as we move the scene the lights are messed up //2014, 1.0 * (cy + fcameray), //1200 1.0 * (cameraz + fcameraz) // can we hover top of the map? ); }; #region y // need to rotate90? var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraNY.position.copy(new THREE.Vector3(0, 0, 0)); cameraNY.lookAt(new THREE.Vector3(0, -1, 0)); cameraNY.position.add(cameraoffset); }; //cameraNY.lookAt(new THREE.Vector3(0, 1, 0)); var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2); canvasNY.canvas.title = "NY"; canvasNY.canvas.AttachToDocument(); canvasNY.canvas.style.transformOrigin = "0 0"; // roslyn! //canvasNY.canvas.style.transform = $"scale({uizoom})"; canvasNY.canvas.style.transform = "scale(" + uizoom + ")"; var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraPY.position.copy(new THREE.Vector3(0, 0, 0)); cameraPY.lookAt(new THREE.Vector3(0, 1, 0)); cameraPY.position.add(cameraoffset); }; //cameraPY.lookAt(new THREE.Vector3(0, -1, 0)); var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0); canvasPY.canvas.title = "PY"; canvasPY.canvas.AttachToDocument(); canvasPY.canvas.style.transformOrigin = "0 0"; //canvasPY.canvas.style.transform = $"scale({uizoom})"; canvasPY.canvas.style.transform = "scale(" + uizoom + ")"; #endregion // transpose xz? #region x var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraNX.position.copy(new THREE.Vector3(0, 0, 0)); cameraNX.lookAt(new THREE.Vector3(0, 0, 1)); cameraNX.position.add(cameraoffset); }; //cameraNX.lookAt(new THREE.Vector3(0, 0, -1)); //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0)); //cameraNX.lookAt(new THREE.Vector3(1, 0, 0)); var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasNX.canvas.title = "NX"; canvasNX.canvas.AttachToDocument(); canvasNX.canvas.style.transformOrigin = "0 0"; //canvasNX.canvas.style.transform = $"scale({uizoom})"; canvasNX.canvas.style.transform = "scale(" + uizoom + ")"; // front?? var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraPX.position.copy(new THREE.Vector3(0, 0, 0)); cameraPX.lookAt(new THREE.Vector3(0, 0, -1)); cameraPX.position.add(cameraoffset); }; //cameraPX.lookAt(new THREE.Vector3(0, 0, 1)); //cameraPX.lookAt(new THREE.Vector3(1, 0, 0)); //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0)); var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasPX.canvas.title = "PX"; canvasPX.canvas.AttachToDocument(); canvasPX.canvas.style.transformOrigin = "0 0"; //canvasPX.canvas.style.transform = $"scale({uizoom})"; canvasPX.canvas.style.transform = "scale(" + uizoom + ")"; #endregion #region z var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1)); applycameraoffset += delegate { cameraNZ.position.copy(new THREE.Vector3(0, 0, 0)); cameraNZ.lookAt(new THREE.Vector3(1, 0, 0)); cameraNZ.position.add(cameraoffset); }; //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0)); //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1)); var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasNZ.canvas.title = "NZ"; canvasNZ.canvas.AttachToDocument(); canvasNZ.canvas.style.transformOrigin = "0 0"; //canvasNZ.canvas.style.transform = $"scale({uizoom})"; canvasNZ.canvas.style.transform = "scale(" + uizoom + ")"; var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0)); applycameraoffset += delegate { cameraPZ.position.copy(new THREE.Vector3(0, 0, 0)); cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0)); cameraPZ.position.add(cameraoffset); }; //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1)); //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1)); var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasPZ.canvas.title = "PZ"; canvasPZ.canvas.AttachToDocument(); canvasPZ.canvas.style.transformOrigin = "0 0"; //canvasPZ.canvas.style.transform = $"scale({uizoom})"; canvasPZ.canvas.style.transform = "scale(" + uizoom + ")"; #endregion // c++ alias locals would be nice.. var canvas0 = (IHTMLCanvas)renderer0.domElement; var old = new { CursorX = 0, CursorY = 0 }; var st = new Stopwatch(); st.Start(); //canvas0.css.active.style.cursor = IStyle.CursorEnum.move; // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/ // https://www.youtube.com/watch?v=D-Wl9jAB45Q #region gl4K spherical var gl4K = new WebGLRenderingContext(alpha: true, preserveDrawingBuffer: true); var c4k = gl4K.canvas.AttachToDocument(); // 3840x2160 //c.style.SetSize(3840, 2160); // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150722/360-youtube // when can we go up? c4k.width = 3840; c4k.height = 2160; // https://www.youtube.com/watch?v=sLprVF6d7Ug // 8K is 7680 4320 // https://www.youtube.com/watch?v=RNdHaeBhT9Q // 8K is 7680 3840 //c.width = 7680; ////c.height = 3840; //c.height = 4320; //c.width = 3840 * 2; //c.height = 2160 * 2; //c.width = 3840; //c.height = 2160; // 1,777777777777778 // https://www.youtube.com/watch?v=fTfJwzRsE-w //c.width = 7580; //c.height = 3840; //1,973958333333333 //7580 // 3840 // wont work //c.width = 8192; //c.height = 4096; // this has the wrong aspect? //c.width = 6466; //c.height = 3232; new IHTMLPre { new { c4k.width, c4k.height } }.AttachToDocument(); //6466x3232 //var suizoom = 720f / c.height; //var suizoom = 360f / c.height; var suizoom = 480f / c4k.width; c4k.style.backgroundColor = "yellow"; c4k.style.transformOrigin = "0 0"; //c.style.transform = $"scale({suizoom})"; c4k.style.transform = "scale(" + suizoom + ")"; //c.style.backgroundColor = "yellow"; c4k.style.position = IStyle.PositionEnum.absolute; c4k.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120 ); // until we figure out how to fix the shader, we can try to fake it? // will allow atleast a nice static 8K image? // S6 did a 6546x3272 image. 5k? // 1.77 var c8k = new CanvasRenderingContext2D(3840 * 2, 2160 * 2); //var c8k = new CanvasRenderingContext2D(5120, 2880); // 5120 x 2880 pixel // 8k canvas wont load in chrome? c8k.canvas.AttachToDocument(); c8k.canvas.style.backgroundColor = "cyan"; c8k.canvas.style.transformOrigin = "0% 0%"; c8k.canvas.style.transform = "scale(" + (suizoom / 2) + ")"; c8k.canvas.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0 + 120, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120 + 320 ); var pass = new CubeToEquirectangular.Library.ShaderToy.EffectPass( null, gl4K, precission: CubeToEquirectangular.Library.ShaderToy.DetermineShaderPrecission(gl4K), supportDerivatives: gl4K.getExtension("OES_standard_derivatives") != null, callback: null, obj: null, forceMuted: false, forcePaused: false, //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0), outputGainNode: null ); // how shall we upload our textures? // can we reference GLSL.samplerCube yet? //pass.mInputs[0] = new samplerCube { }; pass.mInputs[0] = new CubeToEquirectangular.Library.ShaderToy.samplerCube { }; pass.MakeHeader_Image(); var vs = new Shaders.ProgramFragmentShader(); pass.NewShader_Image(vs); #endregion // why is it flipped? //var frame0 = new HTML.Images.FromAssets.tiles_regrid().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets.galaxy_starfield().AttachToDocument(); var frame0 = new HTML.Images.FromAssets._20150912_154522().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets._20150912_154522recenter().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets.galaxy_starfield150FOV().AttachToDocument(); //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument(); //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument(); // 270px //xor.style.height = ""; frame0.style.height = "270px"; frame0.style.width = "480px"; frame0.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120); #region DirectoryEntry var dir = default(DirectoryEntry); new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate { dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); }; frame0.style.cursor = IStyle.CursorEnum.pointer; frame0.title = "save frame"; frame0.onclick += delegate { // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf // A method of creating synthetic stereoscopic panoramic images that can be implemented //in most rendering packages has been presented. If single panoramic pairs can be created //then stereoscopic panoramic movies are equally possible giving rise to the prospect of //movies where the viewer can interact with, at least with regard to what they choose to look //at.These images can be projected so as to engage the two features of the human visual //system that assist is giving us a sense of immersion, the feeling of “being there”. That is, //imagery that contains parallax information as captured from two horizontally separated eye //positions (stereopsis)and imagery that fills our peripheral vision.The details that define //how the two panoramic images should be created in rendering packages are provided, in //particular, how to precisely configure the virtual cameras and control the distance to zero //parallax. // grab a frame if (dir == null) { var c8ksw = Stopwatch.StartNew(); c8k.drawImage(frame0, 0, 0, c8k.canvas.width, c8k.canvas.height); c8k.drawImage(gl4K, 0, 0, c8k.canvas.width, c8k.canvas.height); // not exporting to file system? //var f0 = new IHTMLImage { src = gl4K.canvas.toDataURL() }; //var f0 = new IHTMLImage { src = c8k.canvas.toDataURL() }; // png would be 50mb? var f0 = new IHTMLImage { src = c8k.canvas.toDataURL(quality: 0.9) }; // 22989ms { c8ksw = 00:00:12.12976 } Console.WriteLine(new { c8ksw }); //var f0 = (IHTMLImage)gl.canvas; //var f0 = (IHTMLImage)gl.canvas; //var base64 = gl.canvas.toDataURL(); //frame0.src = base64; frame0.src = f0.src; // 7MB! return; } // // --------------------------- //IrfanView //--------------------------- //Warning ! //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension ! //Rename ? //--------------------------- //Yes No //--------------------------- // haha this will render the thumbnail. //dir.WriteAllBytes("0000.png", frame0); //dir.WriteAllBytes("0000.png", gl.canvas); var glsw = Stopwatch.StartNew(); dir.WriteAllBytes("0000.png", gl4K); new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument(); // {{ ElapsedMilliseconds = 1548 }} // 3.7MB // 3840x2160 }; #endregion #region render 60hz 30sec new IHTMLButton { "render 60hz 30sec" }.AttachToDocument().onclick += async e => { e.Element.disabled = true; var total = Stopwatch.StartNew(); var status = "rendering... " + new { dir }; new IHTMLPre { () => status }.AttachToDocument(); if (dir == null) { //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); } total.Restart(); vsync1renderman = new TaskCompletionSource<object>(); await vsync1renderman.Task; status = "rendering... vsync"; //var frameid = 0; frameIDslider.valueAsNumber = -1; goto beforeframe; // parallax offset? await_nextframe: //var filename = frameIDslider.valueAsNumber.ToString().PadLeft(4, '0') + ".png"; var filename = frameIDslider.valueAsNumber.ToString().PadLeft(5, '0') + ".jpg"; status = "rendering... " + new { filename }; vsync1renderman = new TaskCompletionSource<object>(); await vsync1renderman.Task; // frame0 has been rendered var swcapture = Stopwatch.StartNew(); status = "WriteAllBytes... " + new { filename }; //await Native.window.async.onframe; // https://code.google.com/p/chromium/issues/detail?id=404301 if (dir != null) { c8k.drawImage(frame0, 0, 0, c8k.canvas.width, c8k.canvas.height); c8k.drawImage(gl4K, 0, 0, c8k.canvas.width, c8k.canvas.height); //await dir.WriteAllBytes(filename, gl4K); await dir.WriteAllBytes(filename, c8k); } //await dir.WriteAllBytes(filename, gl.canvas); status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds }; status = "rdy " + new { filename, fcamerax }; //await Native.window.async.onframe; // design mode v render mode if (cubefacesize < cubefacesizeMAX) frameIDslider.valueAsNumber += 15; else frameIDslider.valueAsNumber++; beforeframe: // speed? S6 slow motion? // this is really slow. if we do x4x2 =x8 // https://www.youtube.com/watch?v=r76ULW16Ib8 //fcamerax += 16 * (1.0 / 60.0); // fcamerax = radius * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)); // speed? S6 slow motion? // this is really slow. if we do x4x2 =x8 // https://www.youtube.com/watch?v=r76ULW16Ib8 //fcamerax += 16 * (1.0 / 60.0); // some shaders need to know where the camera is looking from. can we tell them? //fcamerax = 2.2 * Math.Sin(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); //fcameraz = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); //// up //fcameray = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); // cameraz.valueAsNumber = (int)(cameraz.max * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f))); // up //fcameray = 128 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)); //fcamerax += (1.0 / 60.0); //fcamerax += (1.0 / 60.0) * 120; // in 30 sec can we have a zoom in and out? // so 15 sec at 60 fps needs to be -max z var a = Math.Abs(frameIDslider.valueAsNumber - (60 * 15)); var aa = a / (60f * 15); //cameraz.valueAsNumber = (int)(camerazMIN * aa); cameraz.valueAsNumber = (int)(camerazMIN * (1.0 - aa)); // 60hz 30sec if (frameIDslider.valueAsNumber < 60 * 30) { // Blob GC? either this helms or the that we made a Blob static. //await Task.Delay(11); await Task.Delay(33); goto await_nextframe; } total.Stop(); status = "all done " + new { frameid = frameIDslider.valueAsNumber, total.ElapsedMilliseconds }; vsync1renderman = default(TaskCompletionSource<object>); // http://stackoverflow.com/questions/22899333/delete-javascript-blobs e.Element.disabled = false; }; #endregion // "Z:\jsc.svn\examples\javascript\WebGL\WebGLColladaExperiment\WebGLColladaExperiment\WebGLColladaExperiment.csproj" // asus will hang // https://3dwarehouse.sketchup.com/model.html?id=fb7a0448d940e575edc01389f336fb0a // can we get one frame into vr? // cube: mesh to cast shadows //{ // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000 }) // ); // floor2.position.set(0, 0, -cubefacesize / 2); // floor2.AttachTo(scene); //} //{ // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial(new { ambient = 0x0000ff, color = 0x0000ff }) // ); // floor2.position.set(-cubefacesize / 2, 0, 0); // floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); // floor2.AttachTo(scene); //} //var p900toCubeSize = cubefacesize / 1080f; var p900toCubeSize = cubefacesize / 1920f; //p900toCubeSize *= 0.7f; // where is this magic number coming from?? p900toCubeSize *= 0.65f; //p900toCubeSize *= 0.5f; // http://stackoverflow.com/questions/17648067/three-js-drawing-two-overlapping-transparent-spheres-and-hiding-intersection var farimage = new output00609(); var nearimage = new output01085(); // front? { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; var tex0 = new THREE.Texture(farimage) { needsUpdate = true, minFilter = THREE.LinearFilter }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //(floor2 as dynamic).renderDepth = 0.2; //floor2.position.set(0, 0, -cubefacesize * 0.55); // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50 - skyboxradius0, 0, 0); //floor2.position.set(-skyboxradius0 - 128, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; var tex0 = new THREE.Texture(nearimage) { needsUpdate = true, minFilter = THREE.LinearFilter }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); //var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * 0.1), (int)(1080 * 0.1), 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //floor2.position.set(0, 0, -cubefacesize * 0.55); //(floor2 as dynamic).renderDepth = 0.3; // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } Action<IHTMLImage, double> AddFrame = (img, z) => { { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; var tex0 = new THREE.Texture(img) { needsUpdate = true, minFilter = THREE.LinearFilter }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //(floor2 as dynamic).renderDepth = 0.2; //floor2.position.set(0, 0, -cubefacesize * 0.55); // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50 - skyboxradius0 * z, 0, 0); //floor2.position.set(-skyboxradius0 - 128, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } }; new IHTMLButton { "load frames from disk " }.AttachToDocument().onclick += async e => { // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\360\x360x83\Application.cs // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\360\x360azimuthal\Application.cs e.Element.disabled = true; // how do we load the files? var dir2 = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); var dir2r = dir2.createReader(); var files2 = await dir2r.readFileEntries(); var files2count = files2.Count(); Console.WriteLine(new { files2count }); // does this dir have the first and last image we already know of? // 55390ms { files2count = 4324 } var firstcandidate = files2.First(); //Console.WriteLine(new { firstcandidate, farimage.src }); // 19230ms { firstcandidate = [object FileEntry], src = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360x83/output00609.png } // 10903ms { firstcandidate = output00001.png, farimage = output00609.png } var files2skip = files2.SkipWhile(firstcandidate1 => firstcandidate1.name != farimage.src.SkipUntilLastOrEmpty("/")); //Console.WriteLine(new { files2skip = files2skip.Count() }); var files2take = files2skip.TakeWhile(firstcandidate1 => firstcandidate1.name != nearimage.src.SkipUntilLastOrEmpty("/")); //6228ms { files2count = 4324 } //view-source:54116 6377ms { files2take = 476 } // reverse? var files3 = files2take.ToArray(); var files3count = files3.Count(); //Console.WriteLine(new { files2take = files2take.Count() }); //var step = 8; //var step = 1;//crashes //var step = 2;//crashes after load var step = 4;//crashes after load //var step = 3;// //var step = (int)(files3count * 0.05); //var step = (int)(files3count * 0.25); for (int i = step; i < files3count; i += step) { //files3[i]. Console.WriteLine(new { i }); e.Element.innerText = new { step, i, files3count }.ToString(); //files3[i].file() var ff = await files3[i].file(); //83fc21e4-a2da-408d-9831-571313ead641 //Refcount: 1 //Content Type: image/png //Type: file //Path: X:\p900\7\DCIM\100NIKON\DSCN0018\output00767.png //Modification Time: Sunday, September 13, 2015 at 10:24:01 AM //Length: 2,131,791 // are we running out of blobs? var url = ff.ToObjectURL(); var img = new IHTMLImage(url); await img.async.oncomplete; //async ff => //{ // var ffbytes = await ff.readAsBytes(); //var ffimage = (IHTMLImage)ffbytes; var aa = (double)i / files3count; AddFrame(img, 1.0 - aa); // } //); //files3[i]. } e.Element.innerText = "done " + new { step, files3count }.ToString(); }; //{ // //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; // //var tex0 = new THREE.Texture(new moon()); // //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; // var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; // applycameraoffset += delegate { tex0.needsUpdate = true; }; // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial( // new // { // map = tex0, // //ambient = 0x00ff00, // //color = 0x00ff00 // }) // ); // floor2.position.set(cubefacesize * 0.55, 0, 0); // floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2); // floor2.AttachTo(scene); //} // X:\jsc.svn\examples\javascript\chrome\apps\ChromeEarth\ChromeEarth\Application.cs // X:\jsc.svn\examples\javascript\canvas\ConvertBlackToAlpha\ConvertBlackToAlpha\Application.cs // hidden for alpha AppWindows //#if FBACKGROUND #region galaxy_starfield new THREE.Texture().With( async s => { //var i = new HTML.Images.FromAssets.galaxy_starfield(); //var i = new HTML.Images.FromAssets.galaxy_starfield150FOV(); var bytes = await frame0.async.bytes; //for (int ii = 0; ii < bytes.Length; ii += 4) //{ // bytes[ii + 3] = (byte)(bytes[ii + 0]); // bytes[ii + 0] = 0xff; // bytes[ii + 1] = 0xff; // bytes[ii + 2] = 0xff; //} var cc = new CanvasRenderingContext2D(frame0.width, frame0.height); cc.bytes = bytes; // does not do a thing? //s.flipY = true; s.image = cc; s.needsUpdate = true; var stars_material = new THREE.MeshBasicMaterial( new { //map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src), map = s, // both? //side = THREE.BackSide, transparent = true }); // nice //stars_material.opacity = 0.5; // THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { // http://learningthreejs.com/blog/2011/10/05/performance-merging-geometry/ // how are we to construct geometry that has higher detail in one spot for zoom in var skyboxsphere = new THREE.SphereGeometry(skyboxradius, 512, 512 // left to right // 0 .. 45 deg // center it? //Math.PI - Math.PI / 4 //, Math.PI / 4, //// up to down //// 0 .. 22 deg //0, Math.PI / 2 ); // var stars = new THREE.Mesh( // radius not used? //new THREE.SphereGeometry(skyboxradius, 64, 64), //new THREE.SphereGeometry(skyboxradius, 8, 8), // we need to be able to zoom in! //new THREE.SphereGeometry(skyboxradius, 256, 256), // chrome will crash on laptop? // chrome will crash on red! //new THREE.SphereGeometry(skyboxradius, 1024, 1024), //new THREE.SphereGeometry(skyboxradius, 1024, 1024), //new THREE.SphereGeometry(skyboxradius, 512, 512), //new THREE.SphereGeometry(skyboxradius, 600, 600), // orr perhaps do we need detailed geometry only in specific spot? skyboxsphere, stars_material ); // http://stackoverflow.com/questions/8502150/three-js-how-can-i-dynamically-change-objects-opacity //(stars_material as dynamic).opacity = 0.5; stars.scale.x = -1; // http://stackoverflow.com/questions/31797871/three-js-alpha-on-entire-object applycameraoffset += delegate { if (cameraz.valueAsNumber == 0) { // static 5k image should take over... stars_material.opacity = 0.0; return; } var a = (cameraz.valueAsNumber / (double)camerazMIN); stars.rotation.set(0, 0, 0); // skyrotright //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (skyrotup.valueAsNumber / 900.0)); stars.rotateOnAxis(new THREE.Vector3(0, 1, 0), (Math.PI / 2) * (skyrotright.valueAsNumber / 900.0)); stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * ((a * 35.0 + skyrotup.valueAsNumber) / 900.0)); stars_material.opacity = (1.0 - a) * 0.7 + 0.3; }; // can we get our hrozion recentered? //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (3 / 90.0)); //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (1.3 / 90.0)); //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (1.5 / 90.0)); applycameraoffset += delegate { scenezooms.rotation.set(0, 0, 0); // keep skybox where it is scenezooms.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (zoomrotup.valueAsNumber / 900.0)); scenezooms.rotateOnAxis(new THREE.Vector3(0, 1, 0), (Math.PI / 2) * (zoomrotright.valueAsNumber / 900.0)); }; var hideskybox = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "hide skybox", @checked = true }.AttachToDocument(); //Native.window.onframe += delegate //{ // // // stars.visible = !hideskybox.@checked; //}; hideskybox.onchange += delegate { // stars.visible = !hideskybox.@checked; }; stars.visible = !hideskybox.@checked; scene.add(stars); } ); #endregion //var NYonly = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "NY only" }.AttachToDocument(); var PXonly = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, @checked = true, title = "PX only" }.AttachToDocument(); //new Models.ColladaS6Edge().Source.Task.ContinueWithResult( // dae => { //dae.position.y = -80; //dae.AttachTo(sceneg); //scene.add(dae); //oo.Add(dae); // view-source:http://threejs.org/examples/webgl_multiple_canvases_circle.html // https://threejsdoc.appspot.com/doc/three.js/src.source/extras/cameras/CubeCamera.js.html Native.window.onframe += e => { // Z:\jsc.svn\examples\javascript\test\TestDelegateIfIfReturn\Application.cs // let render man know.. var flag1 = vsync1renderman != null; // nonroslyn!! if (flag1) // this if block is not detected? { // whats going on with if clauses? nop(); // wtf??? var flag0 = vsync1renderman.Task.IsCompleted; if (flag0) return; } if (vsync0ambient != null) if (vsync0ambient.Task.IsCompleted) return; // 38045ms Native.window.onframe { vsync1renderman = , vsync0ambient = [object Object] } //Console.WriteLine("Native.window.onframe " + new { vsync1renderman, vsync0ambient }); //return; //if (pause) return; //if (pause.@checked) // return; // can we float out of frame? // haha. a bit too flickery. //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0; //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0; //globesphere.position.y = Math.Sin(fcamerax * 0.001) * 90.0; //clouds.position.y = Math.Cos(fcamerax * 0.001) * 90.0; //sphere.rotation.y += speed; //clouds.rotation.y += speed; // manual rebuild? // red compiler notifies laptop chrome of pending update // app reloads applycameraoffset(); renderer0.clear(); //rendererPY.clear(); //cameraPX.aspect = canvasPX.aspect; //cameraPX.updateProjectionMatrix(); // um what does this do? //cameraPX.position.z += (z - cameraPX.position.z) * e.delay.ElapsedMilliseconds / 200.0; // mousewheel allos the camera to move closer // once we see the frame in vr, can we udp sync vr tracking back to laptop? //this.targetPX.x += 1; //this.targetNX.x -= 1; //this.targetPY.y += 1; //this.targetNY.y -= 1; //this.targetPZ.z += 1; //this.targetNZ.z -= 1; // how does the 360 or shadertoy want our cubemaps? // and then rotate right? // how can we render cubemap? if (cameraz.valueAsNumber == 0) renderer0.setClearColor(0x0, 0); else renderer0.setClearColor(0x0, 1); new[] { canvasPX, canvasNX, canvasPY, canvasNY, canvasPZ, canvasNZ }.WithEach(cc => { cc.clearRect(0, 0, cubefacesize, cubefacesize); } ); //gl.clear() if (PXonly.@checked) { var cameraPXsw = Stopwatch.StartNew(); renderer0.render(scene, cameraPX); // 35207ms { cameraPXsw = 00:00:00.88 } //75505ms { cameraPXsw = 00:00:00.61 } //Console.WriteLine(new { cameraPXsw }); // clear if transparent? canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //return; } else { #region x // upside down? renderer0.render(scene, cameraPX); canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); renderer0.render(scene, cameraNX); canvasNX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); #endregion #region z renderer0.render(scene, cameraPZ); canvasPZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); renderer0.render(scene, cameraNZ); canvasNZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); #endregion #region y renderer0.render(scene, cameraPY); //canvasPY.save(); //canvasPY.translate(0, size); //canvasPY.rotate((float)(-Math.PI / 2)); canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //canvasPY.restore(); // the floor? // render only this one? renderer0.render(scene, cameraNY); //canvasNY.save(); //canvasNY.translate(size, 0); //canvasNY.rotate((float)(Math.PI / 2)); canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //canvasNY.restore(); // ? #endregion //renderer0.render(scene, cameraPX); //rendererPY.render(scene, cameraPY); // at this point we should be able to render the sphere texture //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() //}; #region Paint_Image new[] { canvasPX, canvasNX, canvasPY, canvasNY, canvasPZ, canvasNZ }.WithEachIndex( (img, index) => { gl4K.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex); //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false); gl4K.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); gl4K.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas); } ); // http://stackoverflow.com/questions/11544608/how-to-clear-a-rectangle-area-in-webgl if (cameraz.valueAsNumber == 0) gl4K.clearColor(0, 0, 0, 0); else gl4K.clearColor(0, 0, 0, 1); gl4K.clear(gl.COLOR_BUFFER_BIT); // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360 pass.Paint_Image( 0, 0, 0, 0, 0 //, // gl_FragCoord // cannot be scaled, and can be referenced directly. // need another way to scale //zoom: 0.3f ); //paintsw.Stop(); // what does it do? gl4K.flush(); #endregion } // let render man know.. if (vsync1renderman != null) if (!vsync1renderman.Task.IsCompleted) vsync1renderman.SetResult(null); if (vsync0ambient != null) if (!vsync0ambient.Task.IsCompleted) vsync0ambient.SetResult(null); }; } //); Console.WriteLine("do you see it?"); }
/// <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) { // X:\jsc.svn\examples\javascript\WebGL\WebGLDepthOfField\WebGLDepthOfField\Application.cs // http://threejs.org/examples/#webgl_postprocessing_dof // "X:\opensource\github\three.js\examples\webgl_postprocessing_dof.html" Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.sortObjects = false; //var material_depth = new THREE.MeshDepthMaterial(); 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); //var parameters = new { color = 0xff1100, envMap = textureCube, shading = THREE.FlatShading }; // red vs yellow var parameters = new { color = 0xffff00, envMap = textureCube, shading = THREE.FlatShading }; var cubeMaterial = new THREE.MeshBasicMaterial(parameters); var geo = new THREE.SphereGeometry(1, 20, 10); var xgrid = 14; var ygrid = 9; var zgrid = 14; var nobjects = xgrid * ygrid * zgrid; var c = 0; //var s = 0.25; var s = 60; for (var i = 0; i < xgrid; i++) for (var j = 0; j < ygrid; j++) for (var k = 0; k < zgrid; k++) { var mesh = new THREE.Mesh(geo, cubeMaterial); var x = 200 * (i - xgrid / 2); var y = 200 * (j - ygrid / 2); var z = 200 * (k - zgrid / 2); mesh.position.set(x, y, z); mesh.scale.set(s, s, s); mesh.matrixAutoUpdate = false; mesh.updateMatrix(); scene.add(mesh); //objects.push(mesh); c++; } //scene.matrixAutoUpdate = false; var renderPass = new THREE.RenderPass(scene, camera); // THREE.BokehPass relies on THREE.BokehShader var bokehPass = new THREE.BokehPass(scene, camera, new { focus = 1.0, aperture = 0.025, maxblur = 1.0, width = Native.window.Width, height = Native.window.Height }); bokehPass.renderToScreen = true; // maskpass // THREE.EffectComposer relies on THREE.CopyShader var composer = new THREE.EffectComposer(renderer); composer.addPass(renderPass); composer.addPass(bokehPass); renderer.autoClear = false; var effectController = new { focus = 1.0, aperture = 0.025, maxblur = 1.0 }; //var matChanger = function() { // postprocessing.bokeh.uniforms["focus"].value = effectController.focus; // postprocessing.bokeh.uniforms["aperture"].value = effectController.aperture; // postprocessing.bokeh.uniforms["maxblur"].value = effectController.maxblur; // }; var controls = new THREE.OrbitControls(camera); #region onframe Native.window.onframe += delegate { controls.update(); camera.position = controls.center.clone(); composer.render(0.1); }; #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); } ); }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html /// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page = null) { //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code. // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported // IE11 does not work yet //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole(); // DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913 //Uncaught TypeError: Object [object Object] has no method 'subSelf' // { REVISION: '57' }; var boxes = new List <CANNON.RigidBody>(); var boxMeshes = new List <THREE.Mesh>(); var balls = new List <CANNON.RigidBody>(); var ballMeshes = new List <THREE.Mesh>(); Func <long> Date_now = () => (long)new IFunction("return Date.now();").apply(null); var time = Date_now(); #region initCannon // // Setup our world var world = new CANNON.World(); world.quatNormalizeSkip = 0; world.quatNormalizeFast = false; //world.solver.setSpookParams(300, 10); world.solver.iterations = 5; world.gravity.set(0, -20, 0); world.broadphase = new CANNON.NaiveBroadphase(); // // Create a slippery material (friction coefficient = 0.0) var physicsMaterial = new CANNON.Material("slipperyMaterial"); var physicsContactMaterial = new CANNON.ContactMaterial( physicsMaterial, physicsMaterial, 0.0, // friction coefficient 0.3 // restitution ); // // We must add the contact materials to the world world.addContactMaterial(physicsContactMaterial); var controls_sphereShape = default(CANNON.Sphere); var controls_sphereBody = default(CANNON.RigidBody); { // Create a sphere var mass = 5; var radius = 1.3; var sphereShape = new CANNON.Sphere(radius); var sphereBody = new CANNON.RigidBody(mass, sphereShape, physicsMaterial); controls_sphereShape = sphereShape; controls_sphereBody = sphereBody; sphereBody.position.set(0, 5, 0); sphereBody.linearDamping = 0.05; world.add(sphereBody); // // Create a plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.RigidBody(0, groundShape, physicsMaterial); groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2); world.add(groundBody); } #endregion #region init var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000); var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0x000000, 0, 500); var ambient = new THREE.AmbientLight(0x111111); scene.add(ambient); var light = new THREE.SpotLight(0xffffff, 1.0); light.position.set(10, 30, 20); light.target.position.set(0, 0, 0); // if(true){ light.castShadow = true; light.shadowCameraNear = 20; light.shadowCameraFar = 50;//camera.far; light.shadowCameraFov = 40; light.shadowMapBias = 0.1; light.shadowMapDarkness = 0.7; light.shadowMapWidth = 2 * 512; light.shadowMapHeight = 2 * 512; // //light.shadowCameraVisible = true; // } scene.add(light); var controls = new PointerLockControls(camera, controls_sphereBody); scene.add(controls.getObject()); // // floor var geometry = new THREE.PlaneGeometry(300, 300, 50, 50); geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2)); var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd }); //Native.Window. // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9); // Replaced ColorUtils.adjustHSV() with Color's .offsetHSL(). //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material); // var mesh = new THREE.Mesh(geometry, material) { castShadow = true, receiveShadow = true }; scene.add(mesh); var renderer = new THREE.WebGLRenderer(new object()); renderer.shadowMapEnabled = true; renderer.shadowMapSoft = true; //renderer.setSize(Native.Window.Width, Native.Window.Height); //renderer.setClearColor(scene.fog.color, 1); renderer.domElement.style.backgroundColor = JSColor.Black; renderer.domElement.AttachToDocument(); #region onresize Action AtResize = delegate { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); }; Native.window.onresize += delegate { AtResize(); }; AtResize(); #endregion var r = new Random(); Func <f> Math_random = () => r.NextFloat(); #region Add boxes { // for (var i = 0; i < 32; i++) { var boxsize = Math_random() * 0.5; var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize); var boxShape = new CANNON.Box(halfExtents); var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2); var x = (Math_random() - 0.5) * 20; var y = 1 + (Math_random() - 0.5) * 1; var z = (Math_random() - 0.5) * 20; var boxBody = new CANNON.RigidBody(5, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); world.add(boxBody); scene.add(boxMesh); boxBody.position.set(x, y, z); boxMesh.position.set(x, y, z); boxMesh.castShadow = true; boxMesh.receiveShadow = true; //boxMesh.useQuaternion = true; boxes.Add(boxBody); boxMeshes.Add(boxMesh); } } #endregion #region Add linked boxes { // var size = 0.5; var he = new CANNON.Vec3(size, size, size * 0.1); var boxShape = new CANNON.Box(he); var mass = 0.0; var space = 0.1 * size; var N = 5; var last = default(CANNON.RigidBody); var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2); for (var i = 0; i < N; i++) { var boxbody = new CANNON.RigidBody(mass, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0); boxbody.linearDamping = 0.01; boxbody.angularDamping = 0.01; //boxMesh.useQuaternion = true; boxMesh.castShadow = true; boxMesh.receiveShadow = true; world.add(boxbody); scene.add(boxMesh); boxes.Add(boxbody); boxMeshes.Add(boxMesh); if (i != 0) { // Connect this body to the last one var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0)); var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0)); world.addConstraint(c1); world.addConstraint(c2); } else { mass = 0.3; } last = boxbody; } } #endregion #endregion var dt = 1.0 / 60; controls.enabled = true; // vr and tilt shift? Native.window.onframe += delegate { if (controls.enabled) { // how big of a world can we hold? // async ? world.step(dt); // Update ball positions for (var i = 0; i < balls.Count; i++) { balls[i].position.copy(ballMeshes[i].position); balls[i].quaternion.copy(ballMeshes[i].quaternion); } // Update box positions for (var i = 0; i < boxes.Count; i++) { boxes[i].position.copy(boxMeshes[i].position); boxes[i].quaternion.copy(boxMeshes[i].quaternion); } } controls.update(Date_now() - time); renderer.render(scene, camera); time = Date_now(); }; #region havePointerLock renderer.domElement.onclick += delegate { renderer.domElement.requestPointerLock(); }; #endregion #region onmousedown renderer.domElement.onmousedown += e => { if (e.MouseButton == IEvent.MouseButtonEnum.Middle) { if (Native.document.pointerLockElement == Native.document.body) { // cant requestFullscreen while pointerLockElement Console.WriteLine("exitPointerLock"); Native.document.exitPointerLock(); Native.document.exitFullscreen(); return; } Console.WriteLine("requestFullscreen"); renderer.domElement.requestFullscreen(); renderer.domElement.requestPointerLock(); return; } var ballradius = 0.1 + Math_random() * 0.9; var ballShape = new CANNON.Sphere(ballradius); var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32); var shootDirection = new THREE.Vector3(); var shootVelo = 15; var projector = new THREE.Projector(); Action <THREE.Vector3> getShootDir = (targetVec) => { var vector = targetVec; targetVec.set(0, 0, 1); projector.unprojectVector(vector, camera); var ray = new THREE.Ray((THREE.Vector3)(object) controls_sphereBody.position, vector //.subSelf(controls_sphereBody.position) .normalize() ); targetVec.x = ray.direction.x; targetVec.y = ray.direction.y; targetVec.z = ray.direction.z; }; var x = controls_sphereBody.position.x; var y = controls_sphereBody.position.y; var z = controls_sphereBody.position.z; // could we attach physics via binding list? var ballBody = new CANNON.RigidBody(1, ballShape); var ballMesh = new THREE.Mesh(ballGeometry, material); world.add(ballBody); scene.add(ballMesh); ballMesh.castShadow = true; ballMesh.receiveShadow = true; balls.Add(ballBody); ballMeshes.Add(ballMesh); getShootDir(shootDirection); ballBody.velocity.set(shootDirection.x * shootVelo, shootDirection.y * shootVelo, shootDirection.z * shootVelo); // // Move the ball outside the player sphere x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius); y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius); z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius); ballBody.position.set(x, y, z); ballMesh.position.set(x, y, z); //ballMesh.useQuaternion = true; }; #endregion //var ze = new ZeProperties(); //ze.Show(); //ze.Left = 0; //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); }