Exemplo n.º 1
19
        // http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
        // http://alteredqualia.com/three/examples/webgl_cars.html
        // http://alteredqualia.com/xg/examples/animation_physics_terrain.html

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

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


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

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

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

            Console.WriteLine("enter WebGLHZBlendCharacter");

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

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

                return;
            }
            #endregion


            { TexturesImages ref0; }

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

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

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


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

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

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

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

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

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

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

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

            scene.add(light);

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

            renderer.domElement.AttachToDocument();

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

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


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

            //        await Native.window.async.onresize;

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

            //    }
            //);





            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            var plane = new THREE.Mesh(planeGeometry,
                    new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

                );
            plane.castShadow = false;
            plane.receiveShadow = true;


            {

                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;
                parent.scale.set(100, 100, 100);

                scene.add(parent);
            }

            var random = new Random();
            var meshArray = new List<THREE.Mesh>();
            var geometry = new THREE.CubeGeometry(1, 1, 1);

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

                //THREE.MeshPhongMaterial
                var ii = new THREE.Mesh(geometry,


                    new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 })

                    //new THREE.MeshLambertMaterial(
                    //new
                    //{
                    //    color = (Convert.ToInt32(0xffffff * random.NextDouble())),
                    //    specular = 0xffaaaa,
                    //    ambient= 0x050505, 
                    //})

                    );
                ii.position.x = i % 2 * 500 - 2.5f;

                // raise it up
                ii.position.y = .5f * 100;
                ii.position.z = -1 * i * 400;
                ii.castShadow = true;
                ii.receiveShadow = true;
                //ii.scale.set(100, 100, 100 * i);
                ii.scale.set(100, 100 * i, 100);


                meshArray.Add(ii);

                scene.add(ii);

            }
            #endregion


            #region HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
                {
                    // https://github.com/mrdoob/three.js/issues/1285
                    //cube.children.WithEach(c => c.castShadow = true);

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

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

                    //        }
                    //    )
                    //);

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



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

                    //cube.position.x = -100;

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



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



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


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

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

                    }
                }
            );
            #endregion



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

                        scene.add(blendMesh);

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

                        var radius = blendMesh.geometry.boundingSphere.radius;


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


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

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

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


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

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

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

                        //    }
                        //    )
                        // );

                        #region  createSky

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

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

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

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

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


                        skyScene.add(skyMesh);
                        #endregion




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

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

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

                        ////var bluriness = 6;

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

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

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

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

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

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

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

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

                                controls.center.copy(blendMesh.position);
                                controls.center.y += radius * 2.0;
                                controls.update();

                                //var camOffset = camera.position.clone().sub(controls.center);
                                //camOffset.normalize().multiplyScalar(750);
                                camera.position = controls.center.clone();
                                //camera.position = controls.center.clone().add(camOffset);

                                skyCamera.rotation.copy(camera.rotation);


                                //composer.render(0.1);

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

                        new { }.With(
                           async delegate
                           {
                               //while (true)
                               do
                               {
                                   camera.aspect = Native.window.aspect;
                                   camera.updateProjectionMatrix();
                                   renderer.setSize(Native.window.Width, Native.window.Height);

                                   // convert to bool?
                               } while (await Native.window.async.onresize);
                               //} while (await Native.window.async.onresize != null);

                           }
                       );
                    }
                )
           );




        }
Exemplo n.º 2
0
        public void addLocation(double lat, double lon, double radius, double heigth, THREE.Object3D parent, double segments)
        {
            var phi             = (lat) * Math.PI / 180;
            var theta           = (lon - 180) * Math.PI / 180;
            var x               = -(radius + heigth) * Math.Cos(phi) * Math.Cos(theta);
            var y               = (radius + heigth) * Math.Sin(phi);
            var z               = (radius + heigth) * Math.Cos(phi) * Math.Sin(theta);
            var latLongOnSphere = new THREE.Vector3(x, y, z);

            var p = new THREE.Mesh(
                new THREE.SphereGeometry(
                    0.005,
                    (int)segments, (int)segments),
                new THREE.MeshBasicMaterial(
                    new
            {
                color = "red"
            })
                );

            p.position = latLongOnSphere;
            parent.add(p);
        }
Exemplo n.º 3
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)
        {
            // if we are running in a SYSTEM account
            // the chrome no-sandbox only allows software renderer
            // where we get 1 frame per sec.


            // on older systems we may not get GL_OES_standard_derivatives 
            // http://stackoverflow.com/questions/16795278/disable-some-gl-extensions-for-debugging-three-js-app
            // 			( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
            // or that system is just old as hell


            // http://stackoverflow.com/questions/16795278/disable-some-gl-extensions-for-debugging-three-js-app

            //http://thematicmapping.org/playground/webgl/earth/
            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2014/201402/20140222


            // Earth params
            var radius = 0.5;

            //var segments = 32;
            var segments = 128;
            var rotation = 6;

            var scene = new THREE.Scene();

            var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 0.01, 1000);
            camera.position.z = 1.5;

            var renderer = new THREE.WebGLRenderer(
                   new
                   {
                       preserveDrawingBuffer = true
                   }
                );
            renderer.setSize();

            scene.add(new THREE.AmbientLight(0x333333));

            var light = new THREE.DirectionalLight(0xffffff, 1);
            light.position.set(5, 3, 5);
            scene.add(light);

            var parent = new THREE.Object3D();
            scene.add(parent);


            #region sphere
            var sphere = new THREE.Mesh(
                new THREE.SphereGeometry(radius, segments, segments),
                new THREE.MeshPhongMaterial(
                        new
                        {
                            map = new THREE.Texture().With(
                                async s =>
                                {
                                    //0:75ms event: _2_no_clouds_4k_low view-source:36543
                                    //Application Cache Progress event (1 of 2) http://192.168.1.72:22248/view-source 192.168.1.72/:1
                                    //Application Cache Progress event (2 of 2)  192.168.1.72/:1
                                    //Application Cache Cached event 192.168.1.72/:1
                                    //1:1018ms event: _2_no_clouds_4k_low done view-source:36543
                                    //1:1019ms event: _2_no_clouds_4k view-source:36543
                                    //event.returnValue is deprecated. Please use the standard event.preventDefault() instead. view-source:2995
                                    //1:16445ms event: _2_no_clouds_4k done 

                                    // ~ tilde to open css editor?

                                    Console.WriteLine("event: _2_no_clouds_4k_low");
                                    s.image = await new _2_no_clouds_4k_low();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: _2_no_clouds_4k_low done");

                                    await 20000;

                                    Console.WriteLine("event: _2_no_clouds_4k");
                                    s.image = await new _2_no_clouds_4k();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: _2_no_clouds_4k done");
                                }
                            ),

                            bumpMap = THREE.ImageUtils.loadTexture(
                                new elev_bump_4k().src
                                //new elev_bump_4k_low().src
                                ),


                            // applies onyl to shaders to create the shadow
                            bumpScale = 0.001,
                            specularMap = new THREE.Texture().With(
                                async s =>
                                {
                                    Console.WriteLine("event: water_4k_low");
                                    s.image = await new water_4k_low();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: water_4k_low done");

                                    await 20000;

                                    Console.WriteLine("event: water_4k");
                                    s.image = await new water_4k();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: water_4k done");
                                }
                            ),


                            //specular =    new THREE.Color("grey")								
                            specular = new THREE.Color(0xa0a0a0)
                        })
            );
            #endregion

            // http://stackoverflow.com/questions/12447734/three-js-updateing-texture-on-plane


            //sphere.rotation.y = rotation;
            parent.rotation.y = rotation;
            //sphere.position.x = 10;
            //sphere.position.y = 10;
            //sphere.position.z = 10;
            //sphere.position.normalize();
            //sphere.position.multiplyScalar(200); 

            parent.add(sphere);
            //scene.add(sphere);


            #region clouds
            var clouds = new THREE.Mesh(
                    new THREE.SphereGeometry(
                        //radius + 0.003,
                        radius + 0.006,
                        segments, segments),
                    new THREE.MeshPhongMaterial(
                        new
                        {
                            //map = THREE.ImageUtils.loadTexture(
                            //    //new fair_clouds_4k().src
                            //    new fair_clouds_4k_low().src
                            //    ),


                            map = new THREE.Texture().With(
                                async s =>
                                {
                                    Console.WriteLine("event: fair_clouds_4k_low");
                                    s.image = await new fair_clouds_4k_low();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: fair_clouds_4k_low done");

                                    await 20000;

                                    Console.WriteLine("event: fair_clouds_4k");
                                    s.image = await new fair_clouds_4k();
                                    s.needsUpdate = true;
                                    Console.WriteLine("event: fair_clouds_4k done");
                                }
                            ),

                            transparent = true
                        })
                );
            //clouds.rotation.y = rotation;
            parent.add(clouds);
            //scene.add(clouds);
            #endregion

            #region Location on sphere

            Action AddCities = async delegate
            {
                var table = await this.GetAllCities();
                Console.WriteLine(table.Rows.Count.ToString());

                for (var r = 0; r < table.Rows.Count; r++)
                {
                    var latitude = (double)table.Rows[r]["Latitude"];
                    var longtitude = (double)table.Rows[r]["Longtitude"];
                    addLocation(latitude, longtitude, radius, 0.001, parent, 6);
                    Console.WriteLine(latitude.ToString());
                    await 100;
                }
            };
            AddCities();


            #endregion

            var stars = new THREE.Mesh(
                    new THREE.SphereGeometry(90, 64, 64),
                    new THREE.MeshBasicMaterial(
                    new
                    {
                        map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src),
                        side = THREE.BackSide
                    })
                );
            scene.add(stars);

            this.canvas = (IHTMLCanvas)renderer.domElement;

            //renderer.domElement.AttachToDocument();
            this.canvas.AttachToDocument();
            this.canvas.style.SetLocation(0, 0);

            // jsc, what pointers do we have in store?
            this.canvas.css.style.cursor = IStyle.CursorEnum.pointer;
            this.canvas.css.active.style.cursor = IStyle.CursorEnum.move;


            var
                old = new
                {
                    parent = new
                    {
                        parent.rotation.x,
                        parent.rotation.y
                    },
                    //sphere = new
                    //{
                    //    //sphere.rotation.x,
                    //    //sphere.rotation.y

                    //},
                    //clouds = new
                    //{
                    //    //clouds.rotation.x,
                    //    //clouds.rotation.y,
                    //},


                    CursorX = 0,
                    CursorY = 0
                };

            #region onmousedown
            this.canvas.onmousedown +=
                e =>
                {
                    var pointerLock = this.canvas == Native.document.pointerLockElement;

                    if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                    {
                        this.canvas.requestFullscreen();
                        this.canvas.requestPointerLock();
                    }
                    else
                    {
                        // movementX no longer works
                        old = new
                        {
                            parent = new
                            {
                                parent.rotation.x,
                                parent.rotation.y
                            },
                            //sphere = new
                            //{
                            //    sphere.rotation.x,
                            //    sphere.rotation.y

                            //},
                            //clouds = new
                            //{
                            //    clouds.rotation.x,
                            //    clouds.rotation.y,
                            //},


                            e.CursorX,
                            e.CursorY
                        };

                        if (pointerLock)
                        {
                            // skip
                        }
                        else
                        {
                            e.CaptureMouse();
                        }
                    }

                };
            #endregion





            var z = camera.position.z;

            var sfx = new WebGLEarthTest.HTML.Audio.FromAssets.SatelliteBeep_Sputnik1
            {
                autobuffer = true,

                // this aint working
                //loop = true 

            };

            sfx.play();

            //sfx.AttachToHead();


            // http://soundfxnow.com/sound-fx/sputnik-satellite-beeping/

            this.canvas.onmousewheel +=
                e =>
                {
                    //camera.position.z = 1.5;

                    // min max. shall adjust speed also!
                    // max 4.0
                    // min 0.6
                    z -= 0.1 * e.WheelDirection;

                    z = z.Max(0.6).Min(4.5);

                    //Native.document.title = new { camera.position.z }.ToString();

                };

            // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs
            #region onmousemove
            this.canvas.onmousemove +=
                e =>
                {
                    var pointerLock = this.canvas == Native.document.pointerLockElement;


                    //Console.WriteLine(new { e.MouseButton, pointerLock, e.movementX });

                    if (e.MouseButton == IEvent.MouseButtonEnum.Left)
                    {
                        if (pointerLock)
                        {
                            parent.rotation.x += 0.01 * e.movementY;
                            parent.rotation.y += 0.01 * e.movementX;

                            //sphere.rotation.x += 0.01 * e.movementY;
                            //sphere.rotation.y += 0.01 * e.movementX;

                            //clouds.rotation.x += 0.01 * e.movementY;
                            //clouds.rotation.y += 0.01 * e.movementX;
                        }
                        else
                        {
                            parent.rotation.x = old.parent.x + 0.01 * (e.CursorY - old.CursorY);
                            parent.rotation.y = old.parent.y + 0.01 * (e.CursorX - old.CursorX);

                            //sphere.rotation.x = old.sphere.x + 0.01 * (e.CursorY - old.CursorY);
                            //sphere.rotation.y = old.sphere.y + 0.01 * (e.CursorX - old.CursorX);

                            //clouds.rotation.x = old.clouds.x + 0.01 * (e.CursorY - old.CursorY);
                            //clouds.rotation.y = old.clouds.y + 0.01 * (e.CursorX - old.CursorX);
                        }


                        //    Native.document.title = new { e.movementX, e.movementY }.ToString();

                    }

                };
            #endregion


            // could we 
            Native.window.onframe +=
                e =>
                {
                    if (this.canvas.parentNode == null)
                        return;

                    camera.aspect = canvas.clientWidth / (double)canvas.clientHeight;
                    camera.updateProjectionMatrix();

                    camera.position.z += (z - camera.position.z) * e.delay.ElapsedMilliseconds / 200;


                    // the larger the vew the slower the rotation shall be
                    var speed = 0.0001 * e.delay.ElapsedMilliseconds +
                        0.007
                        * 96.0 / canvas.clientHeight
                        * 1.0 / camera.position.z;

                    //Native.document.title = new { s = 96.0 / canvas.clientHeight }.ToString();
                    //Native.document.title = new { speed }.ToString();


                    //controls.update();
                    //sphere.rotation.y += speed;
                    //clouds.rotation.y += speed;

                    parent.rotation.y += speed;


                    renderer.render(scene, camera);
                };

            Native.window.onresize +=
                delegate
                {


                    //if (canvas.parentNode == Native.document.body)

                    // are we embedded?
                    if (page != null)
                        renderer.setSize();
                };


            //new IStyle(this.canvas.css.before)
            //{
            //    content = "'do a middle click to maximize the earth dashboard'",

            //    left = "1em",
            //    bottom = "1em",

            //    color = "white",

            //    position = IStyle.PositionEnum.absolute
            //};
        }
Exemplo n.º 4
0
        // 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/chromeequirectangularcameraexperiment

        // "x:\util\android-sdk-windows\platform-tools\adb.exe" install -r "r:\jsc.svn\examples\javascript\WebGL\WebGLVRHZTeaser\WebGLVRHZTeaser\bin\Debug\staging\WebGLVRHZTeaser.ApplicationWebService\staging.apk\staging\apk\bin\WebGLVRHZTeaser.Activities-release.apk"

        //I/Web Console(25108): 0ms NewInstanceConstructor restore fields.. at http://10.144.157.179:23222/view-source:50800
        //I/Web Console(25108): THREE.WebGLRenderer at http://10.144.157.179:23222/view-source:90370
        //E/Web Console(25108): Error creating WebGL context. at http://10.144.157.179:23222/view-source:90581
        //E/Web Console(25108): Uncaught TypeError: Cannot read property 'getShaderPrecisionFormat' of null at http://10.144.157.179:23222/view-source:90585

        /// <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)
		{

#if false
			#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)
			{

				chrome.Notification.DefaultTitle = "HZ";
				chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Preview().src;

				ChromeTCPServer.TheServerWithAppWindow.Invoke(AppSource.Text);

				return;
			}
			#endregion
#endif

			// https://code.google.com/p/chromium/issues/detail?id=483890

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

			// what dto do if webgl not supported?


			double SCREEN_WIDTH = Native.window.Width;
			double SCREEN_HEIGHT = Native.window.Height;

			#region scene
			var scene = new THREE.Scene();
			var clock = new THREE.Clock();

			var sceneRenderTarget = new THREE.Scene();
			var cameraOrtho = new THREE.OrthographicCamera(
				(int)SCREEN_WIDTH / -2,
				(int)SCREEN_WIDTH / 2,
				(int)SCREEN_HEIGHT / 2,
				(int)SCREEN_HEIGHT / -2,
				-100000,
				100000
			);

			cameraOrtho.position.z = 100;
			sceneRenderTarget.add(cameraOrtho);



			var camera = new THREE.PerspectiveCamera(

				//40,
				20,
				//10,

				Native.window.aspect, 2,

				// how far out do we want to zoom?
				200000
				//9000
				);
			camera.position.set(-1200, 800, 1200);
			var target = new THREE.Vector3(0, 0, 0);

			scene.add(camera);
			//scene.add(new THREE.AmbientLight(0x212121));

			//var spotLight = new THREE.SpotLight(0xffffff, 1.15);
			//spotLight.position.set(500, 2000, 0);
			//spotLight.castShadow = true;
			//scene.add(spotLight);

			//var pointLight = new THREE.PointLight(0xff4400, 1.5);
			//pointLight.position.set(0, 0, 0);
			//scene.add(pointLight);


			//scene.add(new THREE.AmbientLight(0xaaaaaa));
			scene.add(new THREE.AmbientLight(0x101030));
			#endregion


			#region light
			//var light = new THREE.DirectionalLight(0xffffff, 1.0);
			var light = new THREE.DirectionalLight(0xffffff, 2.5);
			//var light = new THREE.DirectionalLight(0xffffff, 2.5);
			//var light = new THREE.DirectionalLight(0xffffff, 1.5);
			//var lightOffset = new THREE.Vector3(0, 1000, 2500.0);
			var lightOffset = new THREE.Vector3(
				2000,
				700,

				// lower makes longer shadows 
				700.0
				);
			light.position.copy(lightOffset);
			light.castShadow = true;

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

			xlight.shadowDarkness = 0.1;
			//xlight.shadowDarkness = 0.5;

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

			xlight.shadowCameraVisible = true;

			scene.add(light);
			#endregion



			var renderer = new THREE.WebGLRenderer(
				new
				{

					// http://stackoverflow.com/questions/20495302/transparent-background-with-three-js
					alpha = true,
					preserveDrawingBuffer = true,
					antialias = true
				}

				);
			renderer.setSize(1920, 1080);
			//renderer.setSize(2560, 1440);
			renderer.domElement.AttachToDocument();
			renderer.shadowMapEnabled = true;
			renderer.shadowMapType = THREE.PCFSoftShadowMap;



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

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

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

			////var bluriness = 6.0;
			//var bluriness = 4.0;

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

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

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

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

			// Uncaught TypeError: renderer.setSize is not a function
			// Uncaught TypeError: renderer.getClearColor is not a function

			var effect = new THREE.OculusRiftEffect(
				renderer,

				// how to get the vblur into oculus effect?

				//renderModel,
				//composer,
				//renderTarget,
				new
				{
					worldScale = 100,

					//HMD
				}
				);

			effect.setSize(1920, 1080);
            //effect.setSize(2560, 1440);

            #region WebGLRah66Comanche
            // why isnt it being found?
            // "Z:\jsc.svn\examples\javascript\WebGL\collada\WebGLRah66Comanche\WebGLRah66Comanche\WebGLRah66Comanche.csproj"
            new global::WebGLRah66Comanche.Comanche(
			).Source.Task.ContinueWithResult(
				dae =>
				{

					//dae.position.y = -40;
					//dae.position.z = 280;
					scene.add(dae);
					//oo.Add(dae);

					// wont do it
					//dae.castShadow = true;

					dae.children[0].children[0].children.WithEach(x => x.castShadow = true);


					// the rotors?
					dae.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true);


					dae.scale.set(0.5, 0.5, 0.5);
					dae.position.x = -900;
					dae.position.z = +900;

					// raise it up
					dae.position.y = 400;

					//var sw = 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;
					//    dae.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.01;
					//};
				}
			);
			#endregion



			#region tree
			// X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs

			var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading });
			var tloader = 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

			tloader.load(

				new WebGLGodRay.Models.tree().Content.src,

				new Action<THREE.Geometry>(
				xgeometry =>
				{

					var treeMesh = new THREE.Mesh(xgeometry, materialScene);
					treeMesh.position.set(0, -150, -150);
					treeMesh.position.x = -900;
					treeMesh.position.z = -900;

					treeMesh.position.y = 25;

					var tsc = 400;
					treeMesh.scale.set(tsc, tsc, tsc);

					treeMesh.matrixAutoUpdate = false;
					treeMesh.updateMatrix();


					treeMesh.AttachTo(scene);

				}
				)
				);
			#endregion

			#region create field

			// THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.

			// could we get some film grain?
			var planeGeometry = new THREE.CubeGeometry(512, 512, 1);
			var plane = new THREE.Mesh(planeGeometry,
					new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

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


			{

				var parent = new THREE.Object3D();
				parent.add(plane);
				parent.rotation.x = -Math.PI / 2;
				parent.scale.set(10, 10, 10);

				scene.add(parent);
			}

			var random = new Random();
			var meshArray = new List<THREE.Mesh>();
			var geometry = new THREE.CubeGeometry(1, 1, 1);
			var sw = Stopwatch.StartNew();

			for (var i = 3; i < 9; 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 % 7 * 200 - 2.5f;

				// raise it up
				ii.position.y = .5f * 100;
				ii.position.z = -1 * i * 100;
				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);

				if (i % 2 == 0)
				{
#if FWebGLHZBlendCharacter
					#region SpeedBlendCharacter
					var _i = i;
					{ WebGLHZBlendCharacter.HTML.Pages.TexturesImages ref0; }

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

								blendMesh.position.x = (_i + 2) % 7 * 200 - 2.5f;

								// raise it up
								//blendMesh.position.y = .5f * 100;
								blendMesh.position.z = -1 * _i * 100;


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

								// will in turn call THREE.AnimationHandler.play( this );
								//blendMesh.run.play();
								// this wont help. bokah does not see the animation it seems.
								//blendMesh.run.update(1);

								blendMesh.showSkeleton(!xtrue);

								scene.add(blendMesh);


								Native.window.onframe +=
								 delegate
								 {

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



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

								 };

							}
						)
					);
					#endregion
#endif
				}

			}
			#endregion


			#region HZCannon
			new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
				async cube =>
				{
					// https://github.com/mrdoob/three.js/issues/1285
					//cube.children.WithEach(c => c.castShadow = true);

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

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

					//        }
					//    )
					//);

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



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

					//cube.position.x = -100;

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



					// if i want to rotate, how do I do it?
					//cube.rotation.z = random() + Math.PI;
					//cube.rotation.x = random() + Math.PI;
					var sw2 = Stopwatch.StartNew();



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

					// offset is wrong
					//while (true)
					//{
					//    await Native.window.async.onframe;

					//    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

					//}
				}
			);
			#endregion


			#region HZCannon
			new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
				async cube =>
				{
					// https://github.com/mrdoob/three.js/issues/1285
					//cube.children.WithEach(c => c.castShadow = true);

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

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

					//        }
					//    )
					//);

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



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


					// jsc shat about out of band code patching?
					cube.position.z = 600;
					cube.position.x = -900;
					//cube.position.y = -400;

					//cube.position.x = -100;
					//cube.position.y = -400;

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



					// if i want to rotate, how do I do it?
					//cube.rotation.z = random() + Math.PI;
					//cube.rotation.x = random() + Math.PI;
					var sw2 = Stopwatch.StartNew();



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

					// offset is wrong
					//while (true)
					//{
					//    await Native.window.async.onframe;

					//    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

					//}
				}
			);
			#endregion


			#region HZBunker
			new HeatZeekerRTSOrto.HZBunker().Source.Task.ContinueWithResult(
					 cube =>
					 {
						 // https://github.com/mrdoob/three.js/issues/1285
						 //cube.children.WithEach(c => c.castShadow = true);
						 cube.castShadow = true;

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

						 //        }
						 //    )
						 //);

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

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

						 cube.position.x = -1000;
						 //cube.position.y = (cube.scale.y * 50) / 2;
						 cube.position.z = 0;

						 scene.add(cube);
					 }
				 );
			#endregion






			var lon0 = -45.0;
			var lon1 = 0.0;

			var lon = new sum(
				 () => lon0,
				 () => lon1
			 );

			var lat0 = 0.0;
			var lat1 = 0.0;

			// or could we do it with byref or pointers?
			var lat = new sum(
				() => lat0,
				() => lat1
			);

			var phi = 0.0;
			var theta = 0.0;

			//var controls = new THREE.OrbitControls(camera);
			var camera_rotation_z = 0.0;

			Native.window.onframe +=
				delegate
				{
					////var delta = clock.getDelta();

					//controls.update();



					var scale = 1.0;
					var delta = clock.getDelta();
					var stepSize = delta * scale;

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

						THREE.AnimationHandler.update(stepSize);
					}

					//camera.position = controls.center.clone();

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

					//var lat2 = Math.Max(-85, Math.Min(85, lat));

					//Native.document.title = new { lon, lat }.ToString();
					//Native.document.title = new { lon0 }.ToString();


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

					target.x = camera.position.x + (500 * Math.Sin(phi) * Math.Cos(theta));
					target.y = camera.position.y + (500 * Math.Cos(phi));
					target.z = camera.position.z + (500 * Math.Sin(phi) * Math.Sin(theta));


					//controls.update();
					//camera.position = controls.center.clone();

					// camera beta tilt?

					camera.lookAt(target);
					camera.rotation.z += camera_rotation_z;

					//composer.render(0.1);
					//renderer.render(scene, camera);
					effect.render(scene, camera);
				};


			new { }.With(
					 async delegate
					 {
						 retry:

                         //var s = (double)Native.window.Width / 1920.0;
                         //var s = (double)Native.window.Height / Native.screen.height;
                         //var s = (double)Native.window.Height / 1440;
                         var s = (double)Native.window.Height / 1080;


						 Native.document.body.style.transform = "scale(" + s + ")";
						 Native.document.body.style.transformOrigin = "0% 0%";

						 await Native.window.async.onresize;
						 goto retry;
					 }
				   );

			// gamma -0 .. -90

			var compassHeadingOffset = 0.0;
			var compassHeadingInitialized = 0;

			#region compassHeading
			// X:\jsc.svn\examples\javascript\android\Test\TestCompassHeading\TestCompassHeading\Application.cs
			Native.window.ondeviceorientation +=
			  dataValues =>
			  {
				  // Convert degrees to radians
				  var alphaRad = dataValues.alpha * (Math.PI / 180);
				  var betaRad = dataValues.beta * (Math.PI / 180);
				  var gammaRad = dataValues.gamma * (Math.PI / 180);

				  // Calculate equation components
				  var cA = Math.Cos(alphaRad);
				  var sA = Math.Sin(alphaRad);
				  var cB = Math.Cos(betaRad);
				  var sB = Math.Sin(betaRad);
				  var cG = Math.Cos(gammaRad);
				  var sG = Math.Sin(gammaRad);

				  // Calculate A, B, C rotation components
				  var rA = -cA * sG - sA * sB * cG;
				  var rB = -sA * sG + cA * sB * cG;
				  var rC = -cB * cG;

				  // Calculate compass heading
				  var compassHeading = Math.Atan(rA / rB);

				  // Convert from half unit circle to whole unit circle
				  if (rB < 0)
				  {
					  compassHeading += Math.PI;
				  }
				  else if (rA < 0)
				  {
					  compassHeading += 2 * Math.PI;
				  }

				  /*
                  Alternative calculation (replacing lines 99-107 above):

                    var compassHeading = Math.atan2(rA, rB);

                    if(rA < 0) {
                      compassHeading += 2 * Math.PI;
                    }
                  */

				  // Convert radians to degrees
				  compassHeading *= 180 / Math.PI;

				  // Compass heading can only be derived if returned values are 'absolute'

				  // X:\jsc.svn\examples\javascript\android\Test\TestCompassHeadingWithReset\TestCompassHeadingWithReset\Application.cs

				  //Native.document.body.innerText = new { compassHeading }.ToString();
				  if (compassHeadingInitialized > 0)
				  {
					  lon1 = compassHeading - compassHeadingOffset;
				  }
				  else
				  {
					  compassHeadingOffset = compassHeading;
					  compassHeadingInitialized++;
				  }

			  };
			#endregion

			#region gamma
			Native.window.ondeviceorientation +=
				//e => Native.body.innerText = new { e.alpha, e.beta, e.gamma }.ToString();
				//e => lon = e.gamma;
				e =>
				{
					lat1 = e.gamma;

					// after servicing a running instance would be nice
					// either by patching or just re running the whole iteration in the backgrou
					camera_rotation_z = e.beta * 0.02;
				};
			#endregion



			#region camera rotation
			var old = new { clientX = 0, clientY = 0 };

			Native.document.body.ontouchstart +=
				e =>
				{
					var n = new { e.touches[0].clientX, e.touches[0].clientY };
					old = n;
				};

			Native.document.body.ontouchmove +=
					e =>
					{
						var n = new { e.touches[0].clientX, e.touches[0].clientY };

						e.preventDefault();

						lon0 += (n.clientX - old.clientX) * 0.2;
						lat0 -= (n.clientY - old.clientY) * 0.2;

						old = n;
					};


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

					if (Native.document.pointerLockElement == Native.document.body)
					{
						lon0 += e.movementX * 0.1;
						lat0 -= e.movementY * 0.1;

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


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

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

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

				};


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

					Console.WriteLine("requestPointerLock");
				};

			#endregion

			Native.body.onmousewheel +=
				e =>
				{

					camera_rotation_z += 0.1 * e.WheelDirection; ;

				};
		}
Exemplo n.º 5
0
        // 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\hznosky.png" "/sdcard/oculus/360photos/"
        //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/"



        // 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 a: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\Chrome360HZ\Chrome360HZ\bin\Debug\staging\Chrome360HZ.Application\web
        // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\Chrome360HZ\Chrome360HZ\bin\Debug\staging\Chrome360HZ.Application\web

        // ColladaLoader: Empty or non-existing file (assets/Chrome360HZ/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)
        {
            //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: "Chrome360HZ");

                        // 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

            //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 size = 1024; // 6 faces, ?
            //const int cubefacesize = 2048; // 6 faces, ?
            const int cubefacesize = 512; // 6 faces, ?



            var uizoom = 0.05;

            var far = 0xfffff;

            Native.css.style.backgroundColor = "blue";
            Native.css.style.overflow = IStyle.OverflowEnum.hidden;

            Native.body.Clear();

            new IHTMLPre { "can we stream it into VR, shadertoy, youtube 360, youtube stereo yet?" }.AttachToDocument();


            var sw = Stopwatch.StartNew();

            var pause = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "pause" }.AttachToDocument();


            pause.onchange += delegate
            {

                if (pause.@checked)
                    sw.Stop();
                else
                    sw.Start();


            };

            var oo = new List<THREE.Object3D>();

            #region scene
            var window = Native.window;


            // 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();

            var ambient = new THREE.AmbientLight(0x303030);
            scene.add(ambient);

            // should we fix jsc to do a more correct IDL?
            //var directionalLight = new THREE.DirectionalLight(0xffffff, 0.7);
            //directionalLight.position.set(0, 0, 1);
            //scene.add(directionalLight);

            #region light
            //var light = new THREE.DirectionalLight(0xffffff, 1.0);
            var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 2.5);
            //var light = new THREE.DirectionalLight(0xffffff, 1.5);
            //var lightOffset = new THREE.Vector3(0, 1000, 2500.0);
            var lightOffset = new THREE.Vector3(
                2000,
                700,

                // lower makes longer shadows 
                700.0
                );
            light.position.copy(lightOffset);
            light.castShadow = true;

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

            xlight.shadowDarkness = 0.1;
            //xlight.shadowDarkness = 0.5;

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

            xlight.shadowCameraVisible = true;

            scene.add(light);
            #endregion




            // 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
            renderer0.setClearColor(0xfffff, 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);
            var cameraoffset = new THREE.Vector3(-1200, 800, 1200);

            #region y
            // need to rotate90?
            var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            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(8 + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasNY.canvas.title = "NY";
            canvasNY.canvas.AttachToDocument();
            canvasNY.canvas.style.transformOrigin = "0 0";
            canvasNY.canvas.style.transform = "scale(" + uizoom + ")";

            var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            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(8 + (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 + ")";
            #endregion

            // transpose xz?

            #region x
            var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            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(8 + (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 + ")";

            var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            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(8 + (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 + ")";
            #endregion



            #region z
            var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1));
            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(8 + (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 + ")";

            var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraPZ.lookAt(new THREE.Vector3(1, 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(8 + (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 + ")";
            #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;

            #region onmousedown
            Native.body.onmousedown +=
                async e =>
                {
                    if (e.Element.nodeName.ToLower() != "canvas")
                        return;

                    // movementX no longer works
                    old = new
                    {


                        e.CursorX,
                        e.CursorY
                    };


                    //e.CaptureMouse();
                    var release = e.Element.CaptureMouse();
                    await e.Element.async.onmouseup;

                    release();


                };
            #endregion



            // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs
            #region onmousemove
            Native.body.onmousemove +=
                e =>
                {
                    if (e.Element.nodeName.ToLower() != "canvas")
                    {
                        Native.body.style.cursor = IStyle.CursorEnum.@default;
                        return;
                    }

                    e.preventDefault();
                    e.stopPropagation();


                    Native.body.style.cursor = IStyle.CursorEnum.move;

                    var pointerLock = canvas0 == Native.document.pointerLockElement;


                    //Console.WriteLine(new { e.MouseButton, pointerLock, e.movementX });

                    if (e.MouseButton == IEvent.MouseButtonEnum.Left)
                    {

                        oo.WithEach(
                            x =>
                            {
                                x.rotation.y += 0.006 * (e.CursorX - old.CursorX);
                                x.rotation.x += 0.006 * (e.CursorY - old.CursorY);
                            }
                        );

                        old = new
                        {


                            e.CursorX,
                            e.CursorY
                        };



                    }

                };
            #endregion

            // 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 spherical
            var gl = new WebGLRenderingContext(alpha: true, preserveDrawingBuffer: true);
            var c = gl.canvas.AttachToDocument();

            //  3840x2160

            //c.style.SetSize(3840, 2160);

            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150722/360-youtube


            c.width = 3840;
            c.height = 2160;


            //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 { c.width, c.height } }.AttachToDocument();

            //6466x3232

            //var suizoom = 720f / c.height;
            //var suizoom = 360f / c.height;
            var suizoom = 480f / c.width;

            c.style.transformOrigin = "0 0";
            c.style.transform = "scale(" + suizoom + ")";
            c.style.backgroundColor = "yellow";
            c.style.position = IStyle.PositionEnum.absolute;

            c.style.SetLocation(8 + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 3);

            var pass = new CubeToEquirectangular.Library.ShaderToy.EffectPass(
                       null,
                       gl,
                       precission: CubeToEquirectangular.Library.ShaderToy.DetermineShaderPrecission(gl),
                       supportDerivatives: gl.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




            //var frame0 = new HTML.Images.FromAssets.tiles_regrid().AttachToDocument();
            var frame0 = new HTML.Images.FromAssets.anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs().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);


            var mesh = new THREE.Mesh(new THREE.SphereGeometry(far / 2, 50, 50),
           new THREE.MeshBasicMaterial(new
           {
               map = THREE.ImageUtils.loadTexture(
                   //new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().src
                   //new HTML.Images.FromAssets._4008650304_7f837ccbb7_b().src
                  frame0.src
                   //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                   //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                   )
           }));
            mesh.scale.x = -1;

            #region fixup rotation

            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), Math.PI / 2);
            //mesh.rotateOnAxis(new THREE.Vector3(1, 0, 0), -Math.PI / 2);
            mesh.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            #endregion


            scene.add(mesh);


            //new IHTMLButton { }

            var dir = default(DirectoryEntry);

            new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate
            {
                dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
            };

            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


                var f0 = new IHTMLImage { src = gl.canvas.toDataURL() };

                //var f0 = (IHTMLImage)gl.canvas;
                //var f0 = (IHTMLImage)gl.canvas;
                //var base64 = gl.canvas.toDataURL();


                //frame0.src = base64;
                frame0.src = f0.src;

                // 7MB!

                if (dir == null)
                    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", f0);
                // 3.7MB
                // 3840x2160

            };



            // "Z:\jsc.svn\examples\javascript\WebGL\WebGLColladaExperiment\WebGLColladaExperiment\WebGLColladaExperiment.csproj"

            #region WebGLRah66Comanche
            // why isnt it being found?
            // "Z:\jsc.svn\examples\javascript\WebGL\collada\WebGLRah66Comanche\WebGLRah66Comanche\WebGLRah66Comanche.csproj"
            new global::WebGLRah66Comanche.Comanche(
            ).Source.Task.ContinueWithResult(
                dae =>
                {

                    //dae.position.y = -40;
                    //dae.position.z = 280;
                    scene.add(dae);
                    //oo.Add(dae);

                    // wont do it
                    //dae.castShadow = true;

                    dae.children[0].children[0].children.WithEach(x => x.castShadow = true);


                    // the rotors?
                    dae.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true);


                    dae.scale.set(0.5, 0.5, 0.5);
                    dae.position.x = -900;
                    dae.position.z = +900;

                    // raise it up
                    dae.position.y = 400;

                    //var sw = 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;
                    //    dae.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.01;
                    //};
                }
            );
            #endregion



            #region tree
            // "Z:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\WebGLGodRay.csproj"

            var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading });
            var tloader = 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

            tloader.load(

                new WebGLGodRay.Models.tree().Content.src,

                new Action<THREE.Geometry>(
                xgeometry =>
                {

                    var treeMesh = new THREE.Mesh(xgeometry, materialScene);
                    treeMesh.position.set(0, -150, -150);
                    treeMesh.position.x = -900;
                    treeMesh.position.z = -900;

                    treeMesh.position.y = 25;

                    var tsc = 400;
                    treeMesh.scale.set(tsc, tsc, tsc);

                    treeMesh.matrixAutoUpdate = false;
                    treeMesh.updateMatrix();


                    treeMesh.AttachTo(scene);

                }
                )
                );
            #endregion

            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.

            // could we get some film grain?
            var planeGeometry = new THREE.CubeGeometry(512, 512, 1);
            var plane = new THREE.Mesh(planeGeometry,
                    new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

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


            {

                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;
                parent.scale.set(10, 10, 10);

                scene.add(parent);
            }

            var random = new Random();
            var meshArray = new List<THREE.Mesh>();
            var geometry = new THREE.CubeGeometry(1, 1, 1);
            //var sw = Stopwatch.StartNew();

            for (var i = 3; i < 9; 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 % 7 * 200 - 2.5f;

                // raise it up
                ii.position.y = .5f * 100;
                ii.position.z = -1 * i * 100;
                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);

                if (i % 2 == 0)
                {
#if FWebGLHZBlendCharacter
                    #region SpeedBlendCharacter
					var _i = i;
					{ WebGLHZBlendCharacter.HTML.Pages.TexturesImages ref0; }

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

								blendMesh.position.x = (_i + 2) % 7 * 200 - 2.5f;

								// raise it up
								//blendMesh.position.y = .5f * 100;
								blendMesh.position.z = -1 * _i * 100;


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

								// will in turn call THREE.AnimationHandler.play( this );
								//blendMesh.run.play();
								// this wont help. bokah does not see the animation it seems.
								//blendMesh.run.update(1);

								blendMesh.showSkeleton(!xtrue);

								scene.add(blendMesh);


								Native.window.onframe +=
								 delegate
								 {

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



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

								 };

							}
						)
					);
                    #endregion
#endif
                }

            }
            #endregion


            #region HZCannon
            // "Z:\jsc.svn\examples\javascript\WebGL\HeatZeekerRTSOrto\HeatZeekerRTSOrto\HeatZeekerRTSOrto.csproj"
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
                {
                    // https://github.com/mrdoob/three.js/issues/1285
                    //cube.children.WithEach(c => c.castShadow = true);

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

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

                    //        }
                    //    )
                    //);

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



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

                    //cube.position.x = -100;

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



                    // if i want to rotate, how do I do it?
                    //cube.rotation.z = random() + Math.PI;
                    //cube.rotation.x = random() + Math.PI;
                    var sw2 = Stopwatch.StartNew();



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

                    // offset is wrong
                    //while (true)
                    //{
                    //    await Native.window.async.onframe;

                    //    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

                    //}
                }
            );
            #endregion


            #region HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
                {
                    // https://github.com/mrdoob/three.js/issues/1285
                    //cube.children.WithEach(c => c.castShadow = true);

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

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

                    //        }
                    //    )
                    //);

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



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


                    // jsc shat about out of band code patching?
                    cube.position.z = 600;
                    cube.position.x = -900;
                    //cube.position.y = -400;

                    //cube.position.x = -100;
                    //cube.position.y = -400;

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



                    // if i want to rotate, how do I do it?
                    //cube.rotation.z = random() + Math.PI;
                    //cube.rotation.x = random() + Math.PI;
                    var sw2 = Stopwatch.StartNew();



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

                    // offset is wrong
                    //while (true)
                    //{
                    //    await Native.window.async.onframe;

                    //    cube.rotation.y = Math.PI * 0.0002 * sw2.ElapsedMilliseconds;

                    //}
                }
            );
            #endregion


            #region HZBunker
            new HeatZeekerRTSOrto.HZBunker().Source.Task.ContinueWithResult(
                     cube =>
                     {
                         // https://github.com/mrdoob/three.js/issues/1285
                         //cube.children.WithEach(c => c.castShadow = true);
                         cube.castShadow = true;

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

                         //        }
                         //    )
                         //);

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

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

                         cube.position.x = -1000;
                         //cube.position.y = (cube.scale.y * 50) / 2;
                         cube.position.z = 0;

                         scene.add(cube);
                     }
                 );
            #endregion


            new Models.ColladaS6Edge().Source.Task.ContinueWithResult(
                   dae =>
                   {
                       // 90deg
                       dae.rotation.x = -Math.Cos(Math.PI);

                       //dae.scale.x = 30;
                       //dae.scale.y = 30;
                       //dae.scale.z = 30;
                       dae.position.z = -(65 - 200);





                       var scale = 0.9;

                       // jsc, do we have ILObserver available yet?
                       dae.scale.x = scale;
                       dae.scale.y = scale;
                       dae.scale.z = scale;


                       #region onmousewheel
                       Native.body.onmousewheel +=
                           e =>
                           {
                               e.preventDefault();

                               //camera.position.z = 1.5;

                               // min max. shall adjust speed also!
                               // max 4.0
                               // min 0.6
                               dae.position.z -= 10.0 * e.WheelDirection;

                               //camera.position.z = 400;
                               //dae.position.z = dae.position.z.Max(-200).Min(200);

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

                           };
                       #endregion


                       //dae.position.y = -80;

                       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 =>
                           {
                               //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;
                               dae.position.x = Math.Sin(sw.ElapsedMilliseconds * 0.0001) * 190.0;
                               dae.position.y = Math.Cos(sw.ElapsedMilliseconds * 0.0001) * 90.0;
                               // manual rebuild?
                               // red compiler notifies laptop chrome of pending update
                               // app reloads


                               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?


                               #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();


                               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()
                               //};

                               new[] {
                                   canvasPX, canvasNX,
                                   canvasPY, canvasNY,
                                   canvasPZ, canvasNZ
                               }.WithEachIndex(
                                   (img, index) =>
                                   {
                                       gl.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex);

                                       //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false);
                                       gl.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);

                                       gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas);

                                   }
                                );


                               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?
                               gl.flush();

                           };


                   }
               );


            #endregion



            Console.WriteLine("do you see it?");
        }
Exemplo n.º 6
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)
        {
            // if we are running in a SYSTEM account
            // the chrome no-sandbox only allows software renderer
            // where we get 1 frame per sec.


            // on older systems we may not get GL_OES_standard_derivatives
            // http://stackoverflow.com/questions/16795278/disable-some-gl-extensions-for-debugging-three-js-app
            //          ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
            // or that system is just old as hell


            // http://stackoverflow.com/questions/16795278/disable-some-gl-extensions-for-debugging-three-js-app

            //http://thematicmapping.org/playground/webgl/earth/
            // https://sites.google.com/a/jsc-solutions.net/backlog/knowledge-base/2014/201402/20140222


            // Earth params
            var radius = 0.5;

            //var segments = 32;
            var segments = 128;
            var rotation = 6;

            var scene = new THREE.Scene();

            locations = new ArrayList();

            var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 0.01, 1000);

            camera.position.z = 1.5;

            var renderer = new THREE.WebGLRenderer(
                new
            {
                preserveDrawingBuffer = true
            }
                );

            renderer.setSize();

            scene.add(new THREE.AmbientLight(0x333333));

            var light = new THREE.DirectionalLight(0xffffff, 1);

            light.position.set(5, 3, 5);
            scene.add(light);

            parent = new THREE.Object3D();
            scene.add(parent);


            #region sphere
            var sphere = new THREE.Mesh(
                new THREE.SphereGeometry(radius, segments, segments),
                new THREE.MeshPhongMaterial(
                    new
            {
                map = new THREE.Texture().With(
                    async s =>
                {
                    //0:75ms event: _2_no_clouds_4k_low view-source:36543
                    //Application Cache Progress event (1 of 2) http://192.168.1.72:22248/view-source 192.168.1.72/:1
                    //Application Cache Progress event (2 of 2)  192.168.1.72/:1
                    //Application Cache Cached event 192.168.1.72/:1
                    //1:1018ms event: _2_no_clouds_4k_low done view-source:36543
                    //1:1019ms event: _2_no_clouds_4k view-source:36543
                    //event.returnValue is deprecated. Please use the standard event.preventDefault() instead. view-source:2995
                    //1:16445ms event: _2_no_clouds_4k done

                    // ~ tilde to open css editor?

                    Console.WriteLine("event: _2_no_clouds_4k_low");
                    s.image       = await new _2_no_clouds_4k_low();
                    s.needsUpdate = true;
                    Console.WriteLine("event: _2_no_clouds_4k_low done");

                    await 20000;

                    Console.WriteLine("event: _2_no_clouds_4k");
                    s.image       = await new _2_no_clouds_4k();
                    s.needsUpdate = true;
                    Console.WriteLine("event: _2_no_clouds_4k done");
                }
                    ),

                bumpMap = THREE.ImageUtils.loadTexture(
                    new elev_bump_4k().src
                    //new elev_bump_4k_low().src
                    ),


                // applies onyl to shaders to create the shadow
                bumpScale   = 0.001,
                specularMap = new THREE.Texture().With(
                    async s =>
                {
                    Console.WriteLine("event: water_4k_low");
                    s.image       = await new water_4k_low();
                    s.needsUpdate = true;
                    Console.WriteLine("event: water_4k_low done");

                    await 20000;

                    Console.WriteLine("event: water_4k");
                    s.image       = await new water_4k();
                    s.needsUpdate = true;
                    Console.WriteLine("event: water_4k done");
                }
                    ),


                //specular =    new THREE.Color("grey")
                specular = new THREE.Color(0xa0a0a0)
            })
                );
            #endregion

            // http://stackoverflow.com/questions/12447734/three-js-updateing-texture-on-plane


            //sphere.rotation.y = rotation;
            parent.rotation.y = rotation;
            //sphere.position.x = 10;
            //sphere.position.y = 10;
            //sphere.position.z = 10;
            //sphere.position.normalize();
            //sphere.position.multiplyScalar(200);

            parent.add(sphere);
            //scene.add(sphere);


            #region clouds
            var clouds = new THREE.Mesh(
                new THREE.SphereGeometry(
                    //radius + 0.003,
                    radius + 0.006,
                    segments, segments),
                new THREE.MeshPhongMaterial(
                    new
            {
                //map = THREE.ImageUtils.loadTexture(
                //    //new fair_clouds_4k().src
                //    new fair_clouds_4k_low().src
                //    ),


                map = new THREE.Texture().With(
                    async s =>
                {
                    Console.WriteLine("event: fair_clouds_4k_low");
                    s.image       = await new fair_clouds_4k_low();
                    s.needsUpdate = true;
                    Console.WriteLine("event: fair_clouds_4k_low done");

                    await 20000;

                    Console.WriteLine("event: fair_clouds_4k");
                    s.image       = await new fair_clouds_4k();
                    s.needsUpdate = true;
                    Console.WriteLine("event: fair_clouds_4k done");
                }
                    ),

                transparent = true
            })
                );
            //clouds.rotation.y = rotation;
            parent.add(clouds);
            //scene.add(clouds);
            #endregion


            var citiesData = new XElement("cities");



            {
                var cityH = new XElement("city");
                cityH.Add(new XElement("name", "Tallinn"));
                cityH.Add(new XElement("longitude", "24.7281"));
                cityH.Add(new XElement("latitude", "59.4339"));
                citiesData.Add(cityH);
            }
            {
                var cityH = new XElement("city");
                cityH.Add(new XElement("name", "London"));
                cityH.Add(new XElement("longitude", "-0.116667"));
                cityH.Add(new XElement("latitude", "51.5"));
                citiesData.Add(cityH);
            }


            var shadowL = new ShadowLayout().AttachTo(Native.shadow);
            page.dataHolder = citiesData;

            #region Location on sphere

            Action AddCities = async delegate
            {
                //var table = await this.GetAllCities();
                //Console.WriteLine(table.Rows.Count.ToString());



                //for (var r = 0; r < table.Rows.Count; r++)
                //{
                //    var latitude = (double)table.Rows[r]["Latitude"];
                //    var longtitude = (double)table.Rows[r]["Longtitude"];
                //    addLocation(latitude, longtitude, radius, 0.001, parent, 6);
                //    Console.WriteLine(latitude.ToString());
                //    await 100;
                //}
                var elemList = citiesData.Elements();
                Console.WriteLine(elemList.Count().ToString());

                foreach (var i in elemList)
                {
                    //Console.WriteLine(i.ToString());

                    //foreach (var t in i.Elements())
                    //{
                    //    Console.WriteLine(t.ToString());
                    //}

                    //var l = i.Element("name");
                    //if (l == null)
                    //{
                    //    Console.WriteLine("F**k");
                    //}
                    //else
                    //{
                    //    Console.WriteLine(l.Value);
                    //}
                    //Console.WriteLine(i.Element("longitude"));
                    //Console.WriteLine(i.Element("latitude"));

                    var lat = i.Element("latitude");
                    if (lat != null)
                    {
                        Console.WriteLine("Latitude not null");
                        var latitude = Convert.ToDouble(lat.Value);
                        Console.WriteLine(latitude.ToString());

                        var longit = i.Element("longitude");
                        if (longit != null)
                        {
                            Console.WriteLine("Longitude not null");

                            var longtitude = Convert.ToDouble(longit.Value);
                            addLocation(latitude, longtitude, radius, 0.001, parent, 6);
                            Console.WriteLine(longtitude.ToString());
                        }
                    }
                }
            };

            citiesData.Changed += (send, arg) =>
            {
                //if(arg.ObjectChange == XObjectChange.Value)
                //{
                //Console.WriteLine(citiesData);

                //Console.WriteLine("Sender name "+((XAttribute)send).Name);
                //Console.WriteLine("Sender val " + ((XAttribute)send).Value);
                removeLocations();
                AddCities();
                //}
            };


            AddCities();


            #endregion

            var stars = new THREE.Mesh(
                new THREE.SphereGeometry(90, 64, 64),
                new THREE.MeshBasicMaterial(
                    new
            {
                map  = THREE.ImageUtils.loadTexture(new galaxy_starfield().src),
                side = THREE.BackSide
            })
                );
            scene.add(stars);

            this.canvas = (IHTMLCanvas)renderer.domElement;

            //renderer.domElement.AttachToDocument();
            this.canvas.AttachTo(shadowL.webGlCanvas);
            this.canvas.style.SetLocation(0, 0);

            // jsc, what pointers do we have in store?
            this.canvas.css.style.cursor        = IStyle.CursorEnum.pointer;
            this.canvas.css.active.style.cursor = IStyle.CursorEnum.move;


            var
                old = new
            {
                parent = new
                {
                    parent.rotation.x,
                    parent.rotation.y
                },
                //sphere = new
                //{
                //    //sphere.rotation.x,
                //    //sphere.rotation.y

                //},
                //clouds = new
                //{
                //    //clouds.rotation.x,
                //    //clouds.rotation.y,
                //},


                CursorX = 0,
                CursorY = 0
            };

            #region onmousedown
            this.canvas.onmousedown +=
                e =>
            {
                var pointerLock = this.canvas == Native.document.pointerLockElement;

                if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                {
                    this.canvas.requestFullscreen();
                    this.canvas.requestPointerLock();
                }
                else
                {
                    // movementX no longer works
                    old = new
                    {
                        parent = new
                        {
                            parent.rotation.x,
                            parent.rotation.y
                        },
                        //sphere = new
                        //{
                        //    sphere.rotation.x,
                        //    sphere.rotation.y

                        //},
                        //clouds = new
                        //{
                        //    clouds.rotation.x,
                        //    clouds.rotation.y,
                        //},


                        e.CursorX,
                        e.CursorY
                    };

                    if (pointerLock)
                    {
                        // skip
                    }
                    else
                    {
                        e.CaptureMouse();
                    }
                }
            };
            #endregion



            var z = camera.position.z;

            var sfx = new TestWebGLEarthShadowDomXML.HTML.Audio.FromAssets.SatelliteBeep_Sputnik1
            {
                autobuffer = true,

                // this aint working
                //loop = true
            };

            sfx.play();

            //sfx.AttachToHead();


            // http://soundfxnow.com/sound-fx/sputnik-satellite-beeping/

            this.canvas.onmousewheel +=
                e =>
            {
                //camera.position.z = 1.5;

                // min max. shall adjust speed also!
                // max 4.0
                // min 0.6
                z -= 0.1 * e.WheelDirection;

                z = z.Max(0.6).Min(4.5);

                //Native.document.title = new { camera.position.z }.ToString();
            };

            // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs
            #region onmousemove
            this.canvas.onmousemove +=
                e =>
            {
                var pointerLock = this.canvas == Native.document.pointerLockElement;


                //Console.WriteLine(new { e.MouseButton, pointerLock, e.movementX });

                if (e.MouseButton == IEvent.MouseButtonEnum.Left)
                {
                    if (pointerLock)
                    {
                        parent.rotation.x += 0.01 * e.movementY;
                        parent.rotation.y += 0.01 * e.movementX;

                        //sphere.rotation.x += 0.01 * e.movementY;
                        //sphere.rotation.y += 0.01 * e.movementX;

                        //clouds.rotation.x += 0.01 * e.movementY;
                        //clouds.rotation.y += 0.01 * e.movementX;
                    }
                    else
                    {
                        parent.rotation.x = old.parent.x + 0.01 * (e.CursorY - old.CursorY);
                        parent.rotation.y = old.parent.y + 0.01 * (e.CursorX - old.CursorX);

                        //sphere.rotation.x = old.sphere.x + 0.01 * (e.CursorY - old.CursorY);
                        //sphere.rotation.y = old.sphere.y + 0.01 * (e.CursorX - old.CursorX);

                        //clouds.rotation.x = old.clouds.x + 0.01 * (e.CursorY - old.CursorY);
                        //clouds.rotation.y = old.clouds.y + 0.01 * (e.CursorX - old.CursorX);
                    }


                    //    Native.document.title = new { e.movementX, e.movementY }.ToString();
                }
            };
            #endregion


            // could we
            Native.window.onframe +=
                e =>
            {
                if (this.canvas.parentNode == null)
                {
                    return;
                }

                camera.aspect = canvas.clientWidth / (double)canvas.clientHeight;
                camera.updateProjectionMatrix();

                camera.position.z += (z - camera.position.z) * e.delay.ElapsedMilliseconds / 200;


                // the larger the vew the slower the rotation shall be
                var speed = 0.0001 * e.delay.ElapsedMilliseconds +
                            0.007
                            * 96.0 / canvas.clientHeight
                            * 1.0 / camera.position.z;

                //Native.document.title = new { s = 96.0 / canvas.clientHeight }.ToString();
                //Native.document.title = new { speed }.ToString();


                //controls.update();
                //sphere.rotation.y += speed;
                //clouds.rotation.y += speed;

                parent.rotation.y += speed;


                renderer.render(scene, camera);
            };

            Native.window.onresize +=
                delegate
            {
                //if (canvas.parentNode == Native.document.body)

                // are we embedded?
                if (page != null)
                {
                    renderer.setSize();
                }
            };


            //new IStyle(this.canvas.css.before)
            //{
            //    content = "'do a middle click to maximize the earth dashboard'",

            //    left = "1em",
            //    bottom = "1em",

            //    color = "white",

            //    position = IStyle.PositionEnum.absolute
            //};
        }
Exemplo n.º 7
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {

            onMouseDownPosition = new THREE.Vector2();

            //camera = new THREE.PerspectiveCamera(
            //   45,
            //   Native.window.aspect,
            //   1,
            //   1000
            //    //2000
            //   );
            //camera.position.z = 400;

            camera = new THREE.PerspectiveCamera(40, Native.window.Width / Native.window.Height, 1, 10000);
            camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
            camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
            camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
            

            scene = new THREE.Scene();
            var ambientLight = new THREE.AmbientLight(0x404040);
            scene.add(ambientLight);

            var directionalLight = new THREE.DirectionalLight(0xffeedd);
            directionalLight.position.set(0, 0, 1);
            scene.add(directionalLight);

            var obj = new THREE.Object3D();


            var buttomCylinder1 = new THREE.Mesh(
               new THREE.CylinderGeometry(50, 50, 50, 32),
               new THREE.MeshPhongMaterial(
                       new
                       {
                           specular = new THREE.Color(0xa0a0a0),
                           color = new THREE.Color(0xa0a0a0),
                       })
           );
            buttomCylinder1.rotation.x = - 90 * Math.PI / 180;

            //buttomCylinder1.position.x = 0;
            //buttomCylinder1.position.y = 0;
            //buttomCylinder1.position.z = 0;

            obj.add(buttomCylinder1);
            scene.add(obj);
            

            var renderer = new THREE.WebGLRenderer(
                   new
                   {
                       preserveDrawingBuffer = true
                   }

                );
            renderer.setSize(Native.window.Width, Native.window.Height);
            this.canvas = (IHTMLCanvas)renderer.domElement;
            this.canvas.AttachToDocument();
            this.canvas.style.SetLocation(0, 0);

            camera.lookAt(scene.position);
            scene.add(obj);

            //var plane = new THREE.Mesh(new THREE.Plane(1000, 1000));
            //plane.rotation.x = -90 * Math.PI / 180;
            //scene.add(plane);

            #region onmousedown
            this.canvas.onmousedown +=
                e =>
                {
                    e.preventDefault();

                    isMouseDown = true;

                    onMouseDownTheta = theta;
                    onMouseDownPhi = phi;
                    onMouseDownPosition.x = e.CursorX;
                    onMouseDownPosition.y = e.CursorY;

                };
            #endregion


            this.canvas.onmousewheel +=
                e =>
                {
                    radious -= e.WheelDirection;

                    camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                    camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
                    camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                    camera.updateMatrix();
                };

            #region onmousemove
            this.canvas.onmousemove +=
                e =>
                {
                    e.preventDefault();

                    if (isMouseDown)
                    {

                        theta = -((e.CursorX - onMouseDownPosition.x) * 0.5) + onMouseDownTheta;
                        phi = ((e.CursorX - onMouseDownPosition.y) * 0.5) + onMouseDownPhi;

                        phi = Math.Min(360, Math.Max(0, phi));

                        camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                        camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
                        camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                        camera.updateMatrix();

                    }


                };
            #endregion

            this.canvas.onmouseup += e =>
                {
                    e.preventDefault();

                    isMouseDown = false;

                    onMouseDownPosition.x = e.CursorX - onMouseDownPosition.x;
                    onMouseDownPosition.y = e.CursorY - onMouseDownPosition.y;
                };

            


            // could we 
            Native.window.onframe +=
                e =>
                {
                    renderer.clear();
                    camera.updateProjectionMatrix();
                    camera.lookAt(scene.position);
                    renderer.render(scene, camera);
                    
                };

            Native.window.onresize +=
                delegate
                {


                    //if (canvas.parentNode == Native.document.body)

                    // are we embedded?
                    if (page != null)
                        renderer.setSize();
                };
        }
Exemplo n.º 8
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)
        {
            // view-source:http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
            // http://threejs.org/examples/#webgl_materials_cubemap_dynamic

            // 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"

            { WebGLHZBlendCharacter.HTML.Pages.TexturesImages ref0; }

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

            var clock = new THREE.Clock();

            var radius    = 100;
            var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);

            skyCamera.position.set(0.0, radius * 3, radius * 3.5);

            var camera = new THREE.PerspectiveCamera(80, Native.window.aspect, 1, 5000);

            camera.position.z = 200;

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



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

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

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

            var light = new THREE.DirectionalLight(0xffffff, 1.0);

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

            var xlight = light as dynamic;

            xlight.shadowMapWidth  = 4096;
            xlight.shadowMapHeight = 2048;

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

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

            scene.add(light);


            var renderer = new THREE.WebGLRenderer(new { antialias = false });

            renderer.setSize(Native.window.Width, Native.window.Height);
            renderer.domElement.AttachToDocument();
            renderer.sortObjects      = false;
            renderer.autoClear        = false;
            renderer.shadowMapEnabled = true;
            renderer.shadowMapType    = THREE.PCFSoftShadowMap;

            //var material_depth = new THREE.MeshDepthMaterial();



            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            var plane         = new THREE.Mesh(planeGeometry,
                                               new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

                                               );
            plane.castShadow    = false;
            plane.receiveShadow = true;


            {
                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;
                parent.scale.set(100, 100, 100);

                scene.add(parent);
            }

            var random    = new Random();
            var meshArray = new List <THREE.Mesh>();
            var geometry  = new THREE.CubeGeometry(1, 1, 1);
            var sw        = Stopwatch.StartNew();

            for (var i = 1; i < 5; 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 % 4 * 500 - 2.5f;

                // raise it up
                ii.position.y    = .5f * 100;
                ii.position.z    = -1 * i * 300;
                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);

                var _i = i;

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

                    blendMesh.position.x = (_i + 2) % 4 * 500 - 2.5f;

                    // raise it up
                    //blendMesh.position.y = .5f * 100;
                    blendMesh.position.z = -1 * _i * 300;


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

                    // will in turn call THREE.AnimationHandler.play( this );
                    blendMesh.run.play();
                    // this wont help. bokah does not see the animation it seems.
                    blendMesh.run.update(1);

                    blendMesh.showSkeleton(!xtrue);

                    scene.add(blendMesh);


                    Native.window.onframe +=
                        delegate
                    {
                        blendMesh.rotation.y = Math.PI * 0.0002 * sw.ElapsedMilliseconds;



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


            // maskpass
            // THREE.EffectComposer relies on THREE.CopyShader
            var composer = new THREE.EffectComposer(renderer);

            var renderPass = new THREE.RenderPass(scene, camera);
            composer.addPass(renderPass);

            // 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;
            composer.addPass(bokehPass);

            renderer.autoClear = false;

            var controls = new THREE.OrbitControls(camera);


            Native.document.onclick +=
                delegate
            {
                // THREE.AnimationHandler.add() has been deprecated.

                // how to make it work with bokah?
                //THREE.AnimationHandler.update(1);
            };



            #region onframe
            Native.window.onframe +=
                delegate
            {
                controls.update();


                var scale    = 1.0;
                var delta    = clock.getDelta();
                var stepSize = delta * scale;

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

                    //THREE.AnimationHandler.update(stepSize);
                }


                camera.position = controls.center.clone();


                skyCamera.rotation.copy(camera.rotation);

                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);
            }
                );
        }
Exemplo n.º 9
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            onMouseDownPosition = new THREE.Vector2();

            //camera = new THREE.PerspectiveCamera(
            //   45,
            //   Native.window.aspect,
            //   1,
            //   1000
            //    //2000
            //   );
            //camera.position.z = 400;

            camera            = new THREE.PerspectiveCamera(40, Native.window.Width / Native.window.Height, 1, 10000);
            camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
            camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
            camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);


            scene = new THREE.Scene();
            var ambientLight = new THREE.AmbientLight(0x404040);

            scene.add(ambientLight);

            var directionalLight = new THREE.DirectionalLight(0xffeedd);

            directionalLight.position.set(0, 0, 1);
            scene.add(directionalLight);

            var obj = new THREE.Object3D();


            var buttomCylinder1 = new THREE.Mesh(
                new THREE.CylinderGeometry(50, 50, 50, 32),
                new THREE.MeshPhongMaterial(
                    new
            {
                specular = new THREE.Color(0xa0a0a0),
                color    = new THREE.Color(0xa0a0a0),
            })
                );

            buttomCylinder1.rotation.x = -90 * Math.PI / 180;

            //buttomCylinder1.position.x = 0;
            //buttomCylinder1.position.y = 0;
            //buttomCylinder1.position.z = 0;

            obj.add(buttomCylinder1);
            scene.add(obj);


            var renderer = new THREE.WebGLRenderer(
                new
            {
                preserveDrawingBuffer = true
            }

                );

            renderer.setSize(Native.window.Width, Native.window.Height);
            this.canvas = (IHTMLCanvas)renderer.domElement;
            this.canvas.AttachToDocument();
            this.canvas.style.SetLocation(0, 0);

            camera.lookAt(scene.position);
            scene.add(obj);

            //var plane = new THREE.Mesh(new THREE.Plane(1000, 1000));
            //plane.rotation.x = -90 * Math.PI / 180;
            //scene.add(plane);

            #region onmousedown
            this.canvas.onmousedown +=
                e =>
            {
                e.preventDefault();

                isMouseDown = true;

                onMouseDownTheta      = theta;
                onMouseDownPhi        = phi;
                onMouseDownPosition.x = e.CursorX;
                onMouseDownPosition.y = e.CursorY;
            };
            #endregion


            this.canvas.onmousewheel +=
                e =>
            {
                radious -= e.WheelDirection;

                camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
                camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                camera.updateMatrix();
            };

            #region onmousemove
            this.canvas.onmousemove +=
                e =>
            {
                e.preventDefault();

                if (isMouseDown)
                {
                    theta = -((e.CursorX - onMouseDownPosition.x) * 0.5) + onMouseDownTheta;
                    phi   = ((e.CursorX - onMouseDownPosition.y) * 0.5) + onMouseDownPhi;

                    phi = Math.Min(360, Math.Max(0, phi));

                    camera.position.x = radious * Math.Sin(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                    camera.position.y = radious * Math.Sin(phi * Math.PI / 360);
                    camera.position.z = radious * Math.Cos(theta * Math.PI / 360) * Math.Cos(phi * Math.PI / 360);
                    camera.updateMatrix();
                }
            };
            #endregion

            this.canvas.onmouseup += e =>
            {
                e.preventDefault();

                isMouseDown = false;

                onMouseDownPosition.x = e.CursorX - onMouseDownPosition.x;
                onMouseDownPosition.y = e.CursorY - onMouseDownPosition.y;
            };



            // could we
            Native.window.onframe +=
                e =>
            {
                renderer.clear();
                camera.updateProjectionMatrix();
                camera.lookAt(scene.position);
                renderer.render(scene, camera);
            };

            Native.window.onresize +=
                delegate
            {
                //if (canvas.parentNode == Native.document.body)

                // are we embedded?
                if (page != null)
                {
                    renderer.setSize();
                }
            };
        }
Exemplo n.º 10
0
		/// <summary>
		/// This is a javascript application.
		/// </summary>
		/// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
		public Application(IApp page)
		{
			// view-source:http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
			// http://threejs.org/examples/#webgl_materials_cubemap_dynamic

			// 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"

			{ WebGLHZBlendCharacter.HTML.Pages.TexturesImages ref0; }

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

			var clock = new THREE.Clock();

			var radius = 100;
			var skyCamera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 20000);
			skyCamera.position.set(0.0, radius * 3, radius * 3.5);

			var camera = new THREE.PerspectiveCamera(80, Native.window.aspect, 1, 5000);
			camera.position.z = 200;

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



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

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

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

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

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

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

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

			scene.add(light);


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

			//var material_depth = new THREE.MeshDepthMaterial();





			#region create field

			// THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
			var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
			var plane = new THREE.Mesh(planeGeometry,
					new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

				);
			plane.castShadow = false;
			plane.receiveShadow = true;


			{

				var parent = new THREE.Object3D();
				parent.add(plane);
				parent.rotation.x = -Math.PI / 2;
				parent.scale.set(100, 100, 100);

				scene.add(parent);
			}

			var random = new Random();
			var meshArray = new List<THREE.Mesh>();
			var geometry = new THREE.CubeGeometry(1, 1, 1);
			var sw = Stopwatch.StartNew();

			for (var i = 1; i < 5; 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 % 4 * 500 - 2.5f;

				// raise it up
				ii.position.y = .5f * 100;
				ii.position.z = -1 * i * 300;
				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);

				var _i = i;

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

							blendMesh.position.x = (_i + 2) % 4 * 500 - 2.5f;

							// raise it up
							//blendMesh.position.y = .5f * 100;
							blendMesh.position.z = -1 * _i * 300;


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

							// will in turn call THREE.AnimationHandler.play( this );
							blendMesh.run.play();
							// this wont help. bokah does not see the animation it seems.
							blendMesh.run.update(1);

							blendMesh.showSkeleton(!xtrue);

							scene.add(blendMesh);


							Native.window.onframe +=
							 delegate
							 {

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



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

							 };

						}
					)
				);

			}
			#endregion


			// maskpass
			// THREE.EffectComposer relies on THREE.CopyShader
			var composer = new THREE.EffectComposer(renderer);

			var renderPass = new THREE.RenderPass(scene, camera);
			composer.addPass(renderPass);

			// 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;
			composer.addPass(bokehPass);

			renderer.autoClear = false;

			var controls = new THREE.OrbitControls(camera);


			Native.document.onclick +=
				delegate
				{
					// THREE.AnimationHandler.add() has been deprecated.

					// how to make it work with bokah?
					//THREE.AnimationHandler.update(1);

				};



			#region onframe
			Native.window.onframe +=
				delegate
				{
					controls.update();


					var scale = 1.0;
					var delta = clock.getDelta();
					var stepSize = delta * scale;

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

						//THREE.AnimationHandler.update(stepSize);
					}


					camera.position = controls.center.clone();


					skyCamera.rotation.copy(camera.rotation);

					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);

				  }
			  );

		}
Exemplo n.º 11
0
        // http://alteredqualia.com/three/examples/webgl_postprocessing_ssao.html
        // http://alteredqualia.com/three/examples/webgl_cars.html
        // http://alteredqualia.com/xg/examples/animation_physics_terrain.html

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

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


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

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

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

            Console.WriteLine("enter WebGLHZBlendCharacter");

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

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

                return;
            }
            #endregion


            { TexturesImages ref0; }

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

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

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


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

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

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

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

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

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

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

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

            scene.add(light);

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

            renderer.domElement.AttachToDocument();

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

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


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

            //        await Native.window.async.onresize;

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

            //    }
            //);



            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            var plane         = new THREE.Mesh(planeGeometry,
                                               new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })

                                               );
            plane.castShadow    = false;
            plane.receiveShadow = true;


            {
                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;
                parent.scale.set(100, 100, 100);

                scene.add(parent);
            }

            var random    = new Random();
            var meshArray = new List <THREE.Mesh>();
            var geometry  = new THREE.CubeGeometry(1, 1, 1);

            for (var i = 1; i < 100; i++)
            {
                //THREE.MeshPhongMaterial
                var ii = new THREE.Mesh(geometry,


                                        new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 })

                                        //new THREE.MeshLambertMaterial(
                                        //new
                                        //{
                                        //    color = (Convert.ToInt32(0xffffff * random.NextDouble())),
                                        //    specular = 0xffaaaa,
                                        //    ambient= 0x050505,
                                        //})

                                        );
                ii.position.x = i % 2 * 500 - 2.5f;

                // raise it up
                ii.position.y    = .5f * 100;
                ii.position.z    = -1 * i * 400;
                ii.castShadow    = true;
                ii.receiveShadow = true;
                //ii.scale.set(100, 100, 100 * i);
                ii.scale.set(100, 100 * i, 100);


                meshArray.Add(ii);

                scene.add(ii);
            }
            #endregion


            #region HZCannon
            new HeatZeekerRTSOrto.HZCannon().Source.Task.ContinueWithResult(
                async cube =>
            {
                // https://github.com/mrdoob/three.js/issues/1285
                //cube.children.WithEach(c => c.castShadow = true);

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

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

                //        }
                //    )
                //);

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



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

                //cube.position.x = -100;

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



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



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


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

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



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

                scene.add(blendMesh);

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

                var radius = blendMesh.geometry.boundingSphere.radius;


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


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

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

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


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

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

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

                //    }
                //    )
                // );

                #region  createSky

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

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

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

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

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


                skyScene.add(skyMesh);
                #endregion



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

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

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

                ////var bluriness = 6;

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

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

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

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

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

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

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

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

                    controls.center.copy(blendMesh.position);
                    controls.center.y += radius * 2.0;
                    controls.update();

                    //var camOffset = camera.position.clone().sub(controls.center);
                    //camOffset.normalize().multiplyScalar(750);
                    camera.position = controls.center.clone();
                    //camera.position = controls.center.clone().add(camOffset);

                    skyCamera.rotation.copy(camera.rotation);


                    //composer.render(0.1);

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

                new { }.With(
                    async delegate
                {
                    //while (true)
                    do
                    {
                        camera.aspect = Native.window.aspect;
                        camera.updateProjectionMatrix();
                        renderer.setSize(Native.window.Width, Native.window.Height);

                        // convert to bool?
                    } while (await Native.window.async.onresize);
                    //} while (await Native.window.async.onresize != null);
                }
                    );
            }
                    )
                );
        }
Exemplo n.º 12
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)
        {
            // what are we looking at?

            var scene = new THREE.Scene();

            var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 1000);

            camera.position.z = 300;

            var renderer = new THREE.WebGLRenderer(
                new
            {
                preserveDrawingBuffer = true
            }
                );

            renderer.setSize();

            scene.add(new THREE.AmbientLight(0x333333));

            var light = new THREE.DirectionalLight(0xffffff, 1);

            light.position.set(5, 3, 5);
            scene.add(light);

            var cube     = new THREE.CubeGeometry(0.5, 0.5, 0.5);
            var material = new THREE.MeshBasicMaterial(new
            {
                color = new THREE.Color(0xADD8E6),
            });

            var obj = new THREE.Object3D();

            for (var x = 0; x < 100; x++)
            {
                for (var y = 0; y < 100; y++)
                {
                    for (var zz = 0; zz < 15; zz++)
                    {
                        var mesh1 = new THREE.Mesh(cube, material);
                        mesh1.position.x = x;
                        mesh1.position.y = y;
                        mesh1.position.z = zz;
                        obj.add(mesh1);
                    }
                }
            }

            //var mesh1 = new THREE.Mesh(cube, material);
            //mesh1.position.x = 1;
            //mesh1.position.y = 1;
            //mesh1.position.z = 1;
            //obj.add(mesh1);
            scene.add(obj);

            var z = camera.position.z;

            this.canvas = (IHTMLCanvas)renderer.domElement;

            //renderer.domElement.AttachToDocument();
            this.canvas.AttachToDocument();
            this.canvas.style.SetLocation(0, 0);

            Native.window.onframe +=
                e =>
            {
                //if (this.canvas.parentNode == null)
                //    return;

                camera.aspect = canvas.clientWidth / (double)canvas.clientHeight;
                camera.updateProjectionMatrix();

                camera.position.z += (z - camera.position.z) * e.delay.ElapsedMilliseconds / 200;


                // the larger the vew the slower the rotation shall be
                var speed = 0.0001 * e.delay.ElapsedMilliseconds +
                            0.007
                            * 96.0 / canvas.clientHeight
                            * 1.0 / camera.position.z;

                //Native.document.title = new { s = 96.0 / canvas.clientHeight }.ToString();
                //Native.document.title = new { speed }.ToString();


                //controls.update();
                //sphere.rotation.y += speed;
                obj.rotation.y += speed;


                renderer.render(scene, camera);
            };

            Native.window.onresize +=
                delegate
            {
                //if (canvas.parentNode == Native.document.body)

                // are we embedded?
                if (page != null)
                {
                    renderer.setSize();
                }
            };
        }
Exemplo n.º 13
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 = null)
        {
            { THREE.SkinnedMesh ref0; }
            { THREE.SpeedBlendCharacter ref0; }

//			will skip DefineVersionInfoResource
//102c: 02:01:1e RewriteToAssembly error: System.NotSupportedException: Type 'xchrome.BCLImplementation.System.Net.Sockets.__TcpListener' was not completed.


			#region AtFormCreated
			FormStyler.AtFormCreated =
                 s =>
                 {
                     s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

                     // this is working?
                     var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget());
                 };
			#endregion

#if false
			#region ChromeTCPServer
			dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

            if (self_chrome_socket != null)
            {
                chrome.Notification.DefaultIconUrl = new HTML.Images.FromAssets.Preview().src;
                chrome.Notification.DefaultTitle = "WebGLYomotsuTPS";


                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                    AppSource.Text,
                    AtFormCreated: FormStyler.AtFormCreated
                );

                return;
            }
			#endregion
#endif

			var fov = 40;

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

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

            var player_model_objects = new THREE.Object3D();
            var player_position_x = 0.0f;
            var player_position_y = 0.0f;
            var player_position_z = 0.0f;
            var player_position_direction = 0;
            var player_camera_speed = 300;
            var player_camera_distance = 5;
            var player_camera_x = 0.0f;
            var player_camera_y = 0.0f;
            var player_camera_z = 0.0f;
            var player_motion = default(motion);

            //var width = Native.window.Width;
            //var height = Native.window.Height;

            var clock = new Stopwatch();
            clock.Start();
            //var clock = new THREE.Clock();

            var scene = new THREE.Scene();
            scene.fog = new THREE.FogExp2(0x000000, 0.05f);

            scene.add(player_model_objects);

            var camera = new THREE.PerspectiveCamera(fov,
                Native.window.aspect,
                //width / height,
                1, 1000);

            scene.add(camera);

            #region light

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

            light.position.set(1, 1, 1).normalize();

            light.castShadow = true;




            scene.add(light);




            #endregion

            var md2frames = new md2frames();

            var moveState_moving = false;
            var moveState_front = false;
            var moveState_Backwards = false;
            var moveState_left = false;
            var moveState_right = false;
            var moveState_speed = .1;
            var moveState_angle = 0;

            #region move
            Action move = delegate
            {
                //            if(player.model.motion !== 'run' && player.model.state === 'stand'){

                //    changeMotion('run');

                //}

                //if(player.model.motion !== 'crwalk' && player.model.state === 'crstand'){

                //    changeMotion('crwalk');

                //}

                var speed = moveState_speed;

                //if(player.model.state === 'crstand'){speed *= .5;}

                //if(player.model.state === 'freeze') {speed *= 0;}



                var direction = moveState_angle;

                if (moveState_front && !moveState_left && !moveState_Backwards && !moveState_right) { direction += 0; }
                if (moveState_front && moveState_left && !moveState_Backwards && !moveState_right) { direction += 45; }
                if (!moveState_front && moveState_left && !moveState_Backwards && !moveState_right) { direction += 90; }
                if (!moveState_front && moveState_left && moveState_Backwards && !moveState_right) { direction += 135; }
                if (!moveState_front && !moveState_left && moveState_Backwards && !moveState_right) { direction += 180; }
                if (!moveState_front && !moveState_left && moveState_Backwards && moveState_right) { direction += 225; }
                if (!moveState_front && !moveState_left && !moveState_Backwards && moveState_right) { direction += 270; }
                if (moveState_front && !moveState_left && !moveState_Backwards && moveState_right) { direction += 315; }



                player_model_objects.rotation.y = (float)(direction * Math.PI / 180);

                player_position_x -= (float)(Math.Sin(direction * Math.PI / 180) * speed);
                player_position_z -= (float)(Math.Cos(direction * Math.PI / 180) * speed);

            };
            #endregion

            #region camera rotation


            Action rotate = delegate { };

            var pointer_x = 0f;
            var pointer_y = 0f;
            var oldPointerX = 0f;
            var oldPointerY = 0f;

            container.onmousemove +=
                e =>
                {
                    if (Native.document.pointerLockElement == container)
                    {
                        oldPointerX = 0;
                        oldPointerY = 0;
                        pointer_x = e.movementX * 0.01f;
                        pointer_y = -e.movementY * 0.01f;
                        rotate();
                        return;
                    }

                    pointer_x = (e.CursorX / Native.window.Width) * 2 - 1;
                    pointer_y = -(e.CursorY / Native.window.Height) * 2 + 1;
                    rotate();
                };


            container.onmouseup +=
              e =>
              {
                  rotate = delegate { };

                  Native.document.exitPointerLock();
              };

            container.onmousedown +=
                e =>
                {

                    oldPointerX = pointer_x;
                    oldPointerY = pointer_y;

                    rotate = delegate
                    {
                        player_camera_x += (oldPointerX - pointer_x) * player_camera_speed;
                        player_camera_y += (oldPointerY - pointer_y) * player_camera_speed;

                        if (player_camera_y > 150)
                        {
                            player_camera_y = 150;
                        }

                        if (player_camera_y < -150)
                        {
                            player_camera_y = -150;
                        }

                        moveState_angle = Convert.ToInt32(player_camera_x / 2) % 360;

                        oldPointerX = pointer_x;
                        oldPointerY = pointer_y;

                    };

                    Console.WriteLine("requestPointerLock");
                    container.requestPointerLock();
                };

            #endregion

            var renderer = new THREE.WebGLRenderer();
            //renderer.setSize(width, height);
            renderer.setSize();
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft = true;
            renderer.domElement.AttachTo(container);




            #region create field


            var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            var planeMaterial = new THREE.MeshLambertMaterial(
                new
                {
                    map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.bg().src),
                    color = 0xffffff
                }
            );

            planeMaterial.map.repeat.x = 300;
            planeMaterial.map.repeat.y = 300;
            planeMaterial.map.wrapS = THREE.RepeatWrapping;
            planeMaterial.map.wrapT = THREE.RepeatWrapping;
            var plane = new THREE.Mesh(planeGeometry, planeMaterial);
            plane.castShadow = false;
            plane.receiveShadow = true;


            {

                var parent = new THREE.Object3D();
                parent.add(plane);
                parent.rotation.x = -Math.PI / 2;

                scene.add(parent);
            }

            var random = new Random();
            var meshArray = new List<THREE.Mesh>();
            var geometry = new THREE.CubeGeometry(1, 1, 1);

            for (var i = 0; i < 100; i++)
            {

                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                    new
                    {
                        color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                    }));
                ii.position.x = i % 2 * 5 - 2.5f;
                ii.position.y = .5f;
                ii.position.z = -1 * i * 4;
                ii.castShadow = true;
                ii.receiveShadow = true;


                meshArray.Add(ii);

                scene.add(ii);

            }
            #endregion







            //load converted md2 data

            var material = new THREE.MeshPhongMaterial(
                new
                {
                    map = THREE.ImageUtils.loadTexture(
                        new HTML.Images.FromAssets._1().src
                    ),
                    ambient = 0x999999,
                    color = 0xffffff,
                    specular = 0xffffff,
                    shininess = 25,
                    morphTargets = true
                }
            );




            var loader = new THREE.JSONLoader();

            loader.load(
                new global::WebGLYomotsuTPS.Design.droid().Content.src,
                            xgeometry =>
                            {
                                var md2meshBody = new THREE.MorphAnimMesh(xgeometry, material);

                                md2meshBody.rotation.y = (float)(-Math.PI / 2);
                                md2meshBody.scale.set(.02, .02, .02);
                                md2meshBody.position.y = .5f;
                                md2meshBody.castShadow = true;
                                md2meshBody.receiveShadow = false;

                                #region player_motion
                                Action<motion> player_changeMotion = motion =>
                                {
                                    Console.WriteLine(
                                        new { motion, md2frames.run, md2frames.stand });

                                    player_motion = motion;

                                    //    player.state = md2frames[motion][3].state;

                                    var animMin = motion.min;
                                    var animMax = motion.max;
                                    var animFps = motion.fps;

                                    md2meshBody.time = 0;
                                    md2meshBody.duration = (int)(
                                        1000 * ((animMax - animMin) / (double)animFps)
                                    );
                                    Native.document.title = new { animMin, animMax }.ToString();

                                    md2meshBody.setFrameRange(animMin, animMax);
                                };

                                player_changeMotion(md2frames.stand);
                                #endregion

                                player_model_objects.add(md2meshBody);

                                #region onkeydown
                                Native.document.onkeydown +=
                                    e =>
                                    {
                                        if (e.KeyCode == 67)
                                        {
                                            if (player_motion == md2frames.stand)
                                                player_changeMotion(md2frames.crstand);
                                            else if (player_motion == md2frames.crstand)
                                                player_changeMotion(md2frames.stand);

                                        }
                                        else if (e.KeyCode == 87)
                                        {
                                            moveState_front = true;
                                            moveState_Backwards = false;
                                        }
                                        else if (e.KeyCode == 83)
                                        {
                                            moveState_front = false;
                                            moveState_Backwards = true;
                                        }
                                        else if (e.KeyCode == 65)
                                        {
                                            moveState_left = true;
                                            moveState_right = false;
                                        }
                                        else if (e.KeyCode == 68)
                                        {
                                            moveState_left = false;
                                            moveState_right = true;
                                        }

                                        var isStand = player_motion == md2frames.stand;
                                        Console.WriteLine(
                                            new { e.KeyCode, moveState_front, moveState_Backwards, isStand }
                                            );

                                        if (moveState_front || moveState_Backwards || moveState_left || moveState_right)
                                            if (player_motion == md2frames.stand)
                                                player_changeMotion(md2frames.run);
                                            else if (player_motion == md2frames.crstand)
                                                player_changeMotion(md2frames.crwalk);
                                    };
                                #endregion

                                #region onkeyup
                                Native.document.onkeyup +=
                                    e =>
                                    {
                                        if (e.KeyCode == 87)
                                        {
                                            moveState_front = false;
                                        }
                                        else if (e.KeyCode == 83)
                                        {
                                            moveState_Backwards = false;
                                        }
                                        else if (e.KeyCode == 65)
                                        {
                                            moveState_left = false;
                                        }
                                        else if (e.KeyCode == 68)
                                        {
                                            moveState_right = false;
                                        }

                                    };
                                #endregion




                                #region loop


                                Native.window.onframe += delegate
                                {
                                    if (moveState_front || moveState_Backwards || moveState_left || moveState_right)
                                        move();
                                    else
                                        if (player_motion == md2frames.run)
                                        player_changeMotion(md2frames.stand);
                                    else if (player_motion == md2frames.crwalk)
                                        player_changeMotion(md2frames.crstand);



                                    player_model_objects.position.x = player_position_x;
                                    player_model_objects.position.y = player_position_y;
                                    player_model_objects.position.z = player_position_z;

                                    // camera rotate x
                                    camera.position.x = (float)(player_position_x + player_camera_distance * Math.Sin((player_camera_x) * Math.PI / 360.0));
                                    camera.position.z = (float)(player_position_z + player_camera_distance * Math.Cos((player_camera_x) * Math.PI / 360.0));

                                    //camera rotate y
                                    //camera.position.x = player.position.x + player.camera.distance * Math.cos( (player.camera.y) * Math.PI / 360 );
                                    camera.position.y = (float)(player_position_y + player_camera_distance * Math.Sin((player_camera_y) * Math.PI / 360.0));
                                    //camera.position.z = player.position.z + player.camera.distance * Math.cos( (player.camera.y) * Math.PI / 360 );

                                    camera.position.y += 1;
                                    //console.log(camera.position.z)

                                    var vec3 = new THREE.Vector3(player_position_x, player_position_y, player_position_z);

                                    camera.lookAt(vec3);



                                    #region model animation

                                    var delta = clock.ElapsedMilliseconds * 0.001;
                                    clock.Restart();

                                    var isEndFleame = (player_motion.max == md2meshBody.currentKeyframe);
                                    var isAction = player_motion.action;

                                    var x = (isAction && !isEndFleame);

                                    if (!isAction || x)
                                    {
                                        md2meshBody.updateAnimation(1000 * delta);
                                    }
                                    else if (player_motion.state == "freeze")
                                    {
                                        //dead...
                                    }
                                    else
                                    {
                                        player_changeMotion(player_motion);
                                    }
                                    #endregion

                                    renderer.render(scene, camera);


                                };

                                #endregion





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


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

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

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

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

                                AtResize();
                                #endregion

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

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

                                    Native.document.body.requestFullscreen();

                                    //AtResize();
                                };
                                #endregion


                            }
            );





        }
Exemplo n.º 14
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;
        }
Exemplo n.º 15
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;


        }
Exemplo n.º 16
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)
        {
            // what are we looking at?

            var scene = new THREE.Scene();

            var camera = new THREE.PerspectiveCamera(45, Native.window.aspect, 1, 1000);
            camera.position.z = 300;

            var renderer = new THREE.WebGLRenderer(
                   new
                   {
                       preserveDrawingBuffer = true
                   }
                );
            renderer.setSize();

            scene.add(new THREE.AmbientLight(0x333333));

            var light = new THREE.DirectionalLight(0xffffff, 1);
            light.position.set(5, 3, 5);
            scene.add(light);
   
            var cube = new THREE.CubeGeometry(0.5,0.5,0.5);
            var material = new THREE.MeshBasicMaterial(new
                        {
                            color = new THREE.Color(0xADD8E6),
                        });

            var obj = new THREE.Object3D();

            for (var x = 0; x < 100; x++)
            {
                for (var y = 0; y < 100; y++)
                {
                    for (var zz = 0; zz < 15; zz++)
                    {
                        var mesh1 = new THREE.Mesh(cube, material);
                        mesh1.position.x = x;
                        mesh1.position.y = y;
                        mesh1.position.z = zz;
                        obj.add(mesh1);
                    }
                }
            }

            //var mesh1 = new THREE.Mesh(cube, material);
            //mesh1.position.x = 1;
            //mesh1.position.y = 1;
            //mesh1.position.z = 1;
            //obj.add(mesh1);
            scene.add(obj);

            var z = camera.position.z;

            this.canvas = (IHTMLCanvas)renderer.domElement;

            //renderer.domElement.AttachToDocument();
            this.canvas.AttachToDocument();
            this.canvas.style.SetLocation(0, 0);

            Native.window.onframe +=
                e =>
                {
                    //if (this.canvas.parentNode == null)
                    //    return;

                    camera.aspect = canvas.clientWidth / (double)canvas.clientHeight;
                    camera.updateProjectionMatrix();

                    camera.position.z += (z - camera.position.z) * e.delay.ElapsedMilliseconds / 200;


                    // the larger the vew the slower the rotation shall be
                    var speed = 0.0001 * e.delay.ElapsedMilliseconds +
                        0.007
                        * 96.0 / canvas.clientHeight
                        * 1.0 / camera.position.z;

                    //Native.document.title = new { s = 96.0 / canvas.clientHeight }.ToString();
                    //Native.document.title = new { speed }.ToString();


                    //controls.update();
                    //sphere.rotation.y += speed;
                    obj.rotation.y += speed;


                    renderer.render(scene, camera);
                };

            Native.window.onresize +=
                delegate
                {


                    //if (canvas.parentNode == Native.document.body)

                    // are we embedded?
                    if (page != null)
                        renderer.setSize();
                };
        }