Пример #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);

                           }
                       );
                    }
                )
           );




        }
        void onDocumentMouseDown(Event arg)
        {
            if (!IsActive)
            {
                return;
            }

            MouseEvent e = arg.As <MouseEvent>();

            e.PreventDefault();

            THREE.Vector3 vector = new THREE.Vector3(mouse.x, mouse.y, 0.5).unproject(camera);

            var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());

            THREE.Intersection[] intersects = raycaster.intersectObjects(allObjects);

            if (intersects.Length > 0)
            {
                THREE.Intersection interSec = intersects[0];
                THREE.Mesh         m        = interSec.Object as THREE.Mesh;

                if (m != null)
                {
                    controls.enabled = false;
                    selected         = m;
                    intersects       = raycaster.intersectObject(plane);
                    offset.copy(interSec.point).sub(plane.position);
                    Container.Style.Cursor = Cursor.Move;
                }
            }
        }
        public override void Init()
        {
            mouse      = new THREE.Vector2();
            raycaster  = new THREE.Raycaster();
            offset     = new THREE.Vector3();
            allObjects = new THREE.Mesh[] { };

            CreateCamera();
            CreateScene();

            CreateBoxes();

            plane = new THREE.Mesh(
                new THREE.PlaneBufferGeometry(2000.0, 2000.0, 8.0, 8.0),
                new THREE.MeshBasicMaterial()
            {
                color = 0x000000, opacity = 0.25, transparent = true
            }
                );
            plane.visible = false;
            scene.add(plane);

            CreateRenderer();
            renderer.domElement.OnMouseMove = this.onDocumentMouseMove;
            renderer.domElement.OnMouseDown = this.onDocumentMouseDown;
            renderer.domElement.OnMouseUp   = this.onDocumentMouseUp;

            CreateTrackball();
        }
        public override void Init()
        {
            mouse = new THREE.Vector2();
            raycaster = new THREE.Raycaster();
            offset = new THREE.Vector3();
            allObjects = new THREE.Mesh[] { };

            CreateCamera();
            CreateScene();

            CreateBoxes();

            plane = new THREE.Mesh(
                new THREE.PlaneBufferGeometry(2000.0, 2000.0, 8.0, 8.0),
                new THREE.MeshBasicMaterial() { color = 0x000000, opacity = 0.25, transparent = true }
            );
            plane.visible = false;
            scene.add(plane);

            CreateRenderer();
            renderer.domElement.OnMouseMove = this.onDocumentMouseMove;
            renderer.domElement.OnMouseDown = this.onDocumentMouseDown;
            renderer.domElement.OnMouseUp = this.onDocumentMouseUp;

            CreateTrackball();
        }
Пример #5
0
        //public readonly ApplicationWebService service = new ApplicationWebService();

        /// <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)
        {
            var goo = new THREE.Vector3(0, 0, 3);


            Native.window.alert(
                new { goo }.ToString()
                );
        }
Пример #6
0
        public BoxConstrain(THREE.Vector3 center, double w, double h, double d)
        {
            Center = center;
            Width  = w;
            Height = h;
            Depth  = d;

            MakeBox();
            MakeMesh();
        }
Пример #7
0
        public BoxConstrain(THREE.Vector3 center, double w, double h, double d)
        {
            Center = center;
            Width=w;
            Height=h;
            Depth=d;

            MakeBox();
            MakeMesh();
        }
Пример #8
0
        //public readonly ApplicationWebService service = new ApplicationWebService();

        /// <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)
        {

            var goo = new THREE.Vector3(0, 0, 3);


            Native.window.alert(
                new { goo }.ToString()
            );

        }
Пример #9
0
        public virtual void satisify()
        {
            THREE.Vector3 diff          = DivVector.sub(p2.position, p1.position);
            var           currentLength = diff.length();

            if (currentLength == 0)
            {
                return;                     // prevents division by 0
            }
            setPosition();
        }
Пример #10
0
        public override THREE.Vector3 Constrain(THREE.Vector3 pos)
        {
            THREE.Vector3 diff = DivVector.sub(pos, Center).clone();
            if (diff.length() < Radius)
            {
                double dist = Radius - diff.length();

                diff.normalize().multiplyScalar(dist);
                return(diff);
            }
            return(null);
        }
Пример #11
0
        public Particle(double m, THREE.Vector3 pos)
        {
            position = pos.clone();
            previous = pos.clone();
            original = pos.clone();



            acc = new THREE.Vector3(0, 0, 0);

            mass    = m;
            invMass = 1.0 / mass;
        }
Пример #12
0
        public void MakeBox()
        {
            double x = Center.x - Width * 0.5;
            double y = Center.y - Height * 0.5;
            double z = Center.z - Depth * 0.5;

            THREE.Vector3 min = new THREE.Vector3(x, y, z);

            x = Center.x + Width * 0.5;
            y = Center.y + Height * 0.5;
            z = Center.z + Depth * 0.5;

            THREE.Vector3 max = new THREE.Vector3(x, y, z);

            box = new THREE.Box3(min, max);
        }
Пример #13
0
        public override THREE.Vector3 Constrain(THREE.Vector3 pos)
        {
            if (box.containsPoint(pos))
            {
                double minDist = double.MaxValue;
                double dist    = 0;
                int    dir     = 0;

                for (int i = 0; i < 6; i++)
                {
                    if (IsX(i))
                    {
                        dist = Distance(pos.x, i);
                        if (Math.Abs(dist) < Math.Abs(minDist) && dist < 0)
                        {
                            minDist = dist;
                            dir     = i;
                        }
                    }
                    else if (IsY(i))
                    {
                        dist = -Distance(pos.y, i);
                        if (Math.Abs(dist) < Math.Abs(minDist) && dist < 0)
                        {
                            minDist = dist;
                            dir     = i;
                        }
                    }
                    else if (IsZ(i))
                    {
                        dist = Distance(pos.z, i);
                        if (Math.Abs(dist) < Math.Abs(minDist) && dist < 0)
                        {
                            minDist = dist;
                            dir     = i;
                        }
                    }
                }


                THREE.Vector3 d = Dirs[dir].clone().multiplyScalar(minDist * 1.3);

                return(d);
            }
            return(null);
        }
Пример #14
0
        public void ApplyConstrained(IEnumerable <Particle> particles)
        {
            if (!Apply)
            {
                return;
            }

            foreach (Particle particle in particles)
            {
                var pos = particle.position;

                THREE.Vector3 disp = Constrain(pos);

                if (disp != null)
                {
                    particle.position.add(disp);
                }
            }
        }
Пример #15
0
        private void setPosition()
        {
            THREE.Vector3 diff = p2.position.clone().sub(p1.position);

            THREE.Vector3 correctionHalf = null;

            var    currentLength = diff.length();
            double stiff         = 0;

            if (currentLength == 0)
            {
                return;
            }


            double delta = currentLength - restLength;

            if (delta < 0)
            {
                return;
            }


            stiff = restLength / currentLength;
            var correction = diff.normalize().multiplyScalar(delta);

            double mid = p1.IsFixed || p2.IsFixed ? 1.0 : 0.5;

            correctionHalf = correction.multiplyScalar(mid);


            if (!p1.IsFixed)
            {
                p1.position.add(correctionHalf);
            }

            if (!p2.IsFixed)
            {
                p2.position.sub(correctionHalf);
            }
        }
Пример #16
0
        public void CreateParticles()
        {
            Console.WriteLine("CreateParticles");
            int u;
            int v;

            particles = new Particle[0];

            // Create particles
            for (v = 0; v <= NrV; v++)
            {
                for (u = 0; u <= NrU; u++)
                {
                    double        up   = u / (double)NrU;
                    double        vp   = v / (double)NrV;
                    THREE.Vector3 pos  = ParamFunction(up, vp);
                    double        mass = ParticleConstants.MASS;
                    particles.Push(new Particle(mass, pos));
                }
            }
        }
Пример #17
0
        public void integrate(double deltaT)
        {
            if (IsFixed)
            {
                ToOriginal();
                return;
            }

            acc.multiplyScalar(ParticleConstants.DAMPING);

            THREE.Vector3 newPos = this.position.clone().sub(previous);
            newPos.add(acc.multiplyScalar(deltaT * deltaT));
            newPos.add(position);


            previous = position.clone();
            position = newPos;


            acc.set(0, 0, 0);
        }
Пример #18
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);
        }
Пример #19
0
        public Particle(double m, THREE.Vector3 pos)
        {
            position = pos.clone();
            previous = pos.clone();
            original = pos.clone();

            acc = new THREE.Vector3(0, 0, 0);

            mass = m;
            invMass = 1.0 / mass;
        }
Пример #20
0
 public static THREE.Vector3 sub(THREE.Vector3 v1, THREE.Vector3 v2)
 {
     diff.subVectors(v1, v2);
     return(diff);
 }
Пример #21
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; ;

				};
		}
Пример #22
0
 public void SetValue(double v)
 {
     Value   = v;
     gravity = new THREE.Vector3(0, -Value, 0);
 }
Пример #23
0
        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P


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

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

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

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


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

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

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

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

            scene.add(light);

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

            renderer.domElement.AttachToDocument();
            #endregion



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

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


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

            //        await Native.window.async.onresize;

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

            //    }
            //);





            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            //var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            //var planeMaterial = new THREE.MeshLambertMaterial(
            //    new
            //    {
            //        map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src),
            //        color = 0xffffff
            //    }
            //);

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


            //{

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

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

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

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

                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                    new
                    {
                        color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                    }));
                ii.position.x = i % 2 * 500 - 2.5f;

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


                meshArray.Add(ii);

                scene.add(ii);

            }
            #endregion





            var blendMesh = new THREE.SpeedBlendCharacter();


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

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

                        scene.add(blendMesh);

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

                        // run
                        blendMesh.setSpeed(1.0);

                        var radius = blendMesh.geometry.boundingSphere.radius;


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


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

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

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


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

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

                            }
                            )
                         );

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

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

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

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

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


                        skyScene.add(skyMesh);
                        #endregion

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

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

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

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

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

                                skyCamera.rotation.copy(camera.rotation);



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


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

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


                    }
                )
           );




        }
Пример #24
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?");
        }
Пример #25
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;


        }
Пример #26
0
 public void addForce(THREE.Vector3 force)
 {
     THREE.Vector3 a = force.clone();
     a.multiplyScalar(invMass);
     acc.add(a);
 }
Пример #27
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine

        // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html


        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page = null)
        {
            //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code. 

            // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported
            // IE11 does not work yet

            //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();

            //            DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913
            //Uncaught TypeError: Object [object Object] has no method 'subSelf' 
            // { REVISION: '57' };

            var boxes = new List<CANNON.RigidBody>();
            var boxMeshes = new List<THREE.Mesh>();

            var balls = new List<CANNON.RigidBody>();
            var ballMeshes = new List<THREE.Mesh>();



            Func<long> Date_now = () => (long)new IFunction("return Date.now();").apply(null);

            var time = Date_now();







            #region initCannon
            //    // Setup our world
            var world = new CANNON.World();

            world.quatNormalizeSkip = 0;
            world.quatNormalizeFast = false;
            //world.solver.setSpookParams(300, 10);
            world.solver.iterations = 5;
            world.gravity.set(0, -20, 0);
            world.broadphase = new CANNON.NaiveBroadphase();

            //    // Create a slippery material (friction coefficient = 0.0)
            var physicsMaterial = new CANNON.Material("slipperyMaterial");


            var physicsContactMaterial = new CANNON.ContactMaterial(
                physicsMaterial,
                physicsMaterial,
                0.0, // friction coefficient
                0.3  // restitution
            );

            //    // We must add the contact materials to the world
            world.addContactMaterial(physicsContactMaterial);

            var controls_sphereShape = default(CANNON.Sphere);
            var controls_sphereBody = default(CANNON.RigidBody);

            {    // Create a sphere
                var mass = 5;
                var radius = 1.3;
                var sphereShape = new CANNON.Sphere(radius);
                var sphereBody = new CANNON.RigidBody(mass, sphereShape, physicsMaterial);
                controls_sphereShape = sphereShape;
                controls_sphereBody = sphereBody;
                sphereBody.position.set(0, 5, 0);
                sphereBody.linearDamping = 0.05;
                world.add(sphereBody);

                //    // Create a plane
                var groundShape = new CANNON.Plane();
                var groundBody = new CANNON.RigidBody(0, groundShape, physicsMaterial);
                groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
                world.add(groundBody);
            }
            #endregion

            #region init

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000);

            var scene = new THREE.Scene();
            scene.fog = new THREE.Fog(0x000000, 0, 500);

            var ambient = new THREE.AmbientLight(0x111111);
            scene.add(ambient);

            var light = new THREE.SpotLight(0xffffff, 1.0);
            light.position.set(10, 30, 20);
            light.target.position.set(0, 0, 0);
            //    if(true){
            light.castShadow = true;

            light.shadowCameraNear = 20;
            light.shadowCameraFar = 50;//camera.far;
            light.shadowCameraFov = 40;

            light.shadowMapBias = 0.1;
            light.shadowMapDarkness = 0.7;
            light.shadowMapWidth = 2 * 512;
            light.shadowMapHeight = 2 * 512;

            //        //light.shadowCameraVisible = true;
            //    }
            scene.add(light);



            var controls = new PointerLockControls(camera, controls_sphereBody);
            scene.add(controls.getObject());

            //    // floor
            var geometry = new THREE.PlaneGeometry(300, 300, 50, 50);
            geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));

            var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd });

            //Native.Window.




            // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9);

            //  Replaced ColorUtils.adjustHSV() with Color's .offsetHSL(). 
            //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material);

            //    

            var mesh = new THREE.Mesh(geometry, material)
            {
                castShadow = true,
                receiveShadow = true
            };

            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new object());
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft = true;
            //renderer.setSize(Native.Window.Width, Native.Window.Height);
            //renderer.setClearColor(scene.fog.color, 1);

            renderer.domElement.style.backgroundColor = JSColor.Black;
            renderer.domElement.AttachToDocument();



            #region onresize
            Action AtResize = delegate
            {
                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
              delegate
              {
                  AtResize();
              };

            AtResize();
            #endregion


            var r = new Random();
            Func<f> Math_random = () => r.NextFloat();

            #region Add boxes
            {    // 

                for (var i = 0; i < 32; i++)
                {
                    var boxsize = Math_random() * 0.5;

                    var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize);

                    var boxShape = new CANNON.Box(halfExtents);
                    var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2);

                    var x = (Math_random() - 0.5) * 20;
                    var y = 1 + (Math_random() - 0.5) * 1;
                    var z = (Math_random() - 0.5) * 20;
                    var boxBody = new CANNON.RigidBody(5, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    world.add(boxBody);
                    scene.add(boxMesh);
                    boxBody.position.set(x, y, z);
                    boxMesh.position.set(x, y, z);
                    boxMesh.castShadow = true;
                    boxMesh.receiveShadow = true;
                    //boxMesh.useQuaternion = true;

                    boxes.Add(boxBody);
                    boxMeshes.Add(boxMesh);
                }
            }
            #endregion

            #region Add linked boxes
            {    // 
                var size = 0.5;
                var he = new CANNON.Vec3(size, size, size * 0.1);
                var boxShape = new CANNON.Box(he);
                var mass = 0.0;
                var space = 0.1 * size;
                var N = 5;
                var last = default(CANNON.RigidBody);

                var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2);

                for (var i = 0; i < N; i++)
                {
                    var boxbody = new CANNON.RigidBody(mass, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0);
                    boxbody.linearDamping = 0.01;
                    boxbody.angularDamping = 0.01;
                    //boxMesh.useQuaternion = true;
                    boxMesh.castShadow = true;
                    boxMesh.receiveShadow = true;

                    world.add(boxbody);
                    scene.add(boxMesh);

                    boxes.Add(boxbody);
                    boxMeshes.Add(boxMesh);

                    if (i != 0)
                    {
                        // Connect this body to the last one
                        var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0));
                        var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0));

                        world.addConstraint(c1);
                        world.addConstraint(c2);
                    }
                    else
                    {
                        mass = 0.3;
                    }
                    last = boxbody;
                }
            }
            #endregion

            #endregion


            var dt = 1.0 / 60;
            controls.enabled = true;

            // vr and tilt shift?

            Native.window.onframe += delegate
            {

                if (controls.enabled)
                {
                    // how big of a world can we hold?
                    // async ?
                    world.step(dt);

                    // Update ball positions
                    for (var i = 0; i < balls.Count; i++)
                    {
                        balls[i].position.copy(ballMeshes[i].position);
                        balls[i].quaternion.copy(ballMeshes[i].quaternion);
                    }

                    // Update box positions
                    for (var i = 0; i < boxes.Count; i++)
                    {
                        boxes[i].position.copy(boxMeshes[i].position);
                        boxes[i].quaternion.copy(boxMeshes[i].quaternion);
                    }
                }

                controls.update(Date_now() - time);
                renderer.render(scene, camera);
                time = Date_now();


            };



            #region havePointerLock

            renderer.domElement.onclick +=
                delegate
                {
                    renderer.domElement.requestPointerLock();
                };


            #endregion



            #region onmousedown
            renderer.domElement.onmousedown +=
                e =>
                {
                    if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                    {
                        if (Native.document.pointerLockElement == Native.document.body)
                        {
                            // cant requestFullscreen while pointerLockElement
                            Console.WriteLine("exitPointerLock");
                            Native.document.exitPointerLock();
                            Native.document.exitFullscreen();
                            return;
                        }

                        Console.WriteLine("requestFullscreen");
                        renderer.domElement.requestFullscreen();
                        renderer.domElement.requestPointerLock();
                        return;
                    }

                    var ballradius = 0.1 + Math_random() * 0.9;

                    var ballShape = new CANNON.Sphere(ballradius);
                    var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32);
                    var shootDirection = new THREE.Vector3();
                    var shootVelo = 15;
                    var projector = new THREE.Projector();

                    Action<THREE.Vector3> getShootDir = (targetVec) =>
                    {
                        var vector = targetVec;
                        targetVec.set(0, 0, 1);
                        projector.unprojectVector(vector, camera);
                        var ray = new THREE.Ray( (THREE.Vector3)(object)controls_sphereBody.position,
                            vector
                            //.subSelf(controls_sphereBody.position)
                            .normalize()

                            );
                        targetVec.x = ray.direction.x;
                        targetVec.y = ray.direction.y;
                        targetVec.z = ray.direction.z;
                    };


                    var x = controls_sphereBody.position.x;
                    var y = controls_sphereBody.position.y;
                    var z = controls_sphereBody.position.z;

                    // could we attach physics via binding list?
                    var ballBody = new CANNON.RigidBody(1, ballShape);
                    var ballMesh = new THREE.Mesh(ballGeometry, material);
                    world.add(ballBody);
                    scene.add(ballMesh);
                    ballMesh.castShadow = true;
                    ballMesh.receiveShadow = true;
                    balls.Add(ballBody);
                    ballMeshes.Add(ballMesh);
                    getShootDir(shootDirection);
                    ballBody.velocity.set(shootDirection.x * shootVelo,
                                            shootDirection.y * shootVelo,
                                            shootDirection.z * shootVelo);

                    //        // Move the ball outside the player sphere
                    x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius);
                    y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius);
                    z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius);
                    ballBody.position.set(x, y, z);
                    ballMesh.position.set(x, y, z);
                    //ballMesh.useQuaternion = true;
                };
            #endregion



            //var ze = new ZeProperties();

            //ze.Show();

            //ze.Left = 0;

            //ze.Add(() => renderer);
            //ze.Add(() => controls);
            //ze.Add(() => scene);
        }
Пример #28
0
        //---------------------------
        //Asset Compiler
        //---------------------------
        //The Asset Compiler has found a few issues while preparing the assets! 

        //'.', hexadecimal value 0x00, is an invalid character.Line 1, position 1.

        //Please fix the issues and try again!
        //You may need to reconnect your external drive.

        //X:\jsc.svn\examples\javascript\synergy\webgl\WebGLEquirectangularPanorama\WebGLEquirectangularPanorama\WebGLEquirectangularPanorama.csproj
        //---------------------------
        //OK
        //---------------------------

        public Application(IApp page)
        {
            // is there a chrome version?
            // X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\Application.cs

			// http://mrdoob.github.io/three.js/examples/webgl_panorama_equirectangular.html
			// http://stackoverflow.com/users/94411/zproxy
			// https://www.shadertoy.com/view/XsBSDR#
			// https://www.shadertoy.com/view/4dsGD2
			// https://www.shadertoy.com/view/ldjGRw
			// https://www.youtube.com/watch?v=GnFGYN-npqM

			var window = Native.window;

            var fov = 70.0;

            var camera = new THREE.PerspectiveCamera(fov,
                window.aspect, 1, 1100);
            var target = new THREE.Vector3(0, 0, 0);

            //(camera as dynamic).target = target;

            var scene = new THREE.Scene();

            var mesh = new THREE.Mesh(new THREE.SphereGeometry(500, 60, 40),
                new THREE.MeshBasicMaterial(new
                {
                    map = THREE.ImageUtils.loadTexture(
                        new WebGLEquirectangularPanorama.HTML.Images.FromAssets._2294472375_24a3b8ef46_o().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                        )
                }));
            mesh.scale.x = -1;
            scene.add(mesh);

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

            renderer.domElement.AttachToDocument();

            //renderer.domElement.style.position = IStyle.PositionEnum.absolute;
            renderer.domElement.style.SetLocation(0, 0);

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


            #region onresize
            Native.window.onresize +=
                delegate
                {
                    camera.aspect = Native.window.aspect;
                    camera.updateProjectionMatrix();

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


            Native.document.body.onmousewheel +=
                e =>
                {
                    fov -= e.WheelDirection * 5.0;
                    camera.projectionMatrix.makePerspective(fov,
                        (double)window.Width / window.Height, 1, 1100);
                };

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

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

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

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


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

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

                    camera.lookAt(target);

                    renderer.render(scene, camera);

                };



            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

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

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

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


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

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

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

                };


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

                    Console.WriteLine("requestPointerLock");
                };

            #endregion

        }
Пример #29
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;
        }
Пример #30
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)
        {
            // haha this is rather messed up on android.
            // perhaps the css3d runs out of memory?

            //var frame0 = Task.Delay(100);
            //var frame1 = Task.Delay(200);



            var sw = Stopwatch.StartNew();



            //var lon0 = 90.0;
            var lon0 = 0.0;
            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 camera_rotation_z = 0.0;


            var drag = false;

            new { }.With(
                async delegate
                {

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

                    // S6 likes 1024 more...
                    var f12 = await new airplane_1024().async.oncomplete;



                    Action<int> draweye = async (int eyeid) =>
                        {
                            // view-source:file:///X:/opensource/github/three.js/examples/css3d_panorama.html

                            //var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 1, 1000);

                            // wearality lenses?
                            //var camera = new THREE.PerspectiveCamera(90, Native.window.aspect, 1, 1000);
                            //var camera = new THREE.PerspectiveCamera(120, Native.window.aspect, 1, 1000);
                            //var camera = new THREE.PerspectiveCamera(96, Native.window.aspect, 1, 1000);
                            var camera = new THREE.PerspectiveCamera(90, Native.window.aspect, 1, 1000);
                            var scene = new THREE.Scene();

                            var renderer0 = new THREE.CSS3DRenderer();

                            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150621


                            // s6 webview wont know?
                            //var f12_height = 1536;
                            // or is s6 memory or size limited?
                            var f12_height = f12.height;

                            //var f12 = await new airplane_low().async.oncomplete;
                            //var f12 = await new airplane_1024().async.oncomplete;
                            //var f12 = await new airplane_729().async.oncomplete;
                            // stop flickering damnet
                            //var f12 = await new airplane_400().async.oncomplete;



                            // ok we got this cool 12 frame stereo map.

                            // what happens if we just pass it?
                            // haha. we get all frames in one.


                            //Func<int, var> f = i =>

                            #region f
                            Func<int, IHTMLCanvas> f = i =>
                            {
                                // we do have a skybox example somewhere...
                                var f1 = new CanvasRenderingContext2D(w: f12_height, h: f12_height);


                                // can we keep animating the stereo ?

                                // if we return canvas it gets messed up. why?
                                // looks to  be a bug?

                                //var stale = new IHTMLImage();

                                if (eyeid == 0)
                                {
                                    // GearVR would have both eyes!
                                    // laptop has to flip between eyes to give similar effect?
                                    // if this were a chrome app. could gearvr request the frames into the photos360 app?

                                    f1.drawImage(f12, i * f12_height, 0, sw: f12_height, sh: f12_height,
                                    dx: 0, dy: 0, dw: f12_height, dh: f12_height);

                                    // whenever we call drawImage ? callsite event monitoring?
                                    // this seems to be slow
                                    //stale.src = f1.canvas.toDataURL();

                                    // can we have a synchronized frame choreo?
                                    //await Task.Delay(1000 / 15);
                                }
                                else
                                {
                                    //await frame0;

                                    // update!

                                    f1.drawImage(f12, (i + 6) * f12_height, 0, sw: f12_height, sh: f12_height,
                                    dx: 0, dy: 0, dw: f12_height, dh: f12_height);

                                    //stale.src = f1.canvas.toDataURL();

                                    //await frame1;
                                    //await Task.Delay(1000 / 15);

                                };

                                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo

                                return f1;
                            };
                            #endregion


                            //var f0 = new CanvasRenderingContext2D(w: f12.height, h: f12.height);
                            //f0.drawImage(f12, 0, 0, sw: f12.height, sh: f12.height,
                            //    dx: 0, dy: 0, dw: f12.height, dh: f12.height);

                            #region sides
                            var sides = new Func<side>[]
                    {
                () => new side
                {
                    CSS3DObject_element=  f(0),
                    position= new THREE.Vector3( -512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, Math.PI / 2, 0 )
                },
                () => new side {
                    //img=  new humus_nx(),
                    CSS3DObject_element = f(1),

                    position= new THREE.Vector3( 512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, -Math.PI / 2, 0 )
                },
                () => new side{
                    CSS3DObject_element=  f(2),
                    //img=  new humus_py(),
                    position= new THREE.Vector3( 0,  512, 0 ),
                    rotation= new THREE.Vector3( Math.PI / 2, 0, Math.PI )
                },
                () => new side{
                    //img=  new humus_ny(),
                    CSS3DObject_element=  f(3),
                    position= new THREE.Vector3( 0, -512, 0 ),
                    rotation= new THREE.Vector3( - Math.PI / 2, 0, Math.PI )
                },
                () => new side{
                    CSS3DObject_element=  f(4),
                    //img=  new humus_pz(),
                    position= new THREE.Vector3( 0, 0,  512 ),
                    rotation= new THREE.Vector3( 0, Math.PI, 0 )
                },
                () => new side{
                    CSS3DObject_element=  f(5),
                    //img=  new humus_nz(),
                    position= new THREE.Vector3( 0, 0, -512 ),
                    rotation= new THREE.Vector3( 0, 0, 0 )
                }
            };
                            #endregion

                            for (var i = 0; i < sides.Length; i++)
                            {
                                if (i == 1)
                                {
                                    var side = sides[i]();

                                    var element = side.CSS3DObject_element;

                                    element.style.SetSize(1026, 1026);
                                    //element.style.SetSize(256, 256);

                                    //element.width = 1026; // 2 pixels extra to close the gap.

                                    var xobject = new THREE.CSS3DObject(element);
                                    xobject.position.set(side.position.x, side.position.y, side.position.z);
                                    xobject.rotation.set(side.rotation.x, side.rotation.y, side.rotation.z);

                                    // and lets use max res?
                                    // since everything flicers, lets keep only front CSS thing
                                    scene.add(xobject);
                                }

                            }


                            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(0.34382355213165283, -0.024581052362918854, -0.938712477684021, 0, 0, -0.9996572732925415, 0.026176948100328445, 0, 0.9390342831611633, 0.00900025200098753, 0.34370577335357666, 0, 0, 0, 0, 0.9999999403953552) translate3d(489px, 332px, 0px);">
                            //        <img src="assets/CSSStereoCubeMap/posx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, -512, 0, 0, 1);"><img src="assets/CSSStereoCubeMap/negx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 512, 0, 0, 1);"><img src="assets/CSSStereoCubeMap/posy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 512, 0, 1);"><img src="assets/CSSStereoCubeMap/negy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, -512, 0, 1);"><img src="assets/CSSStereoCubeMap/posz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 512, 1);"><img src="assets/CSSStereoCubeMap/negz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div>
                            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(-0.4524347484111786, 0, 0.8917974829673767, 0, 0, -1, 0, 0, -0.8917974829673767, 0, -0.4524347484111786, 0, 0, 0, 0, 1) translate3d(489px, 332px, 0px);">
                            // <img width="1026" src="textures/cube/Bridge2/posx.jpg"                                             style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, -1, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negx.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 512, 1);"><img width="1026" src="textures/cube/Bridge2/negz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div> 


                            renderer0.domElement.AttachToDocument();

                            #region onresize
                            new { }.With(
                                async delegate
                                {
                                    do
                                    {

                                        //camera.aspect = Native.window.aspect;
                                        camera.aspect = Native.window.Width / 2.0 / Native.window.Height;
                                        camera.updateProjectionMatrix();

                                        //renderer0.setSize(Native.window.Width / 2, Native.window.Height);
                                        renderer0.setSize(Native.window.Width / 2, Native.window.Height);
                                        //renderer0.domElement.style.SetLocation(Native.window.Width / 2 * eyeid, 0);
                                        renderer0.domElement.style.SetLocation(Native.window.Width / 2 * (1 - eyeid), 0);

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

                            var target = new THREE.Vector3();


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

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

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


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

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

                                    //camera.lookAt(target);


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

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

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


                                    renderer0.render(scene, camera);
                                };


                        };

                    draweye(1);
                    draweye(0);


                    var compassHeadingOffset = 0.0;
                    var compassHeadingInitialized = 0;
                    var compassHeadingInitializedsw = Stopwatch.StartNew();

                    #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)
                          if (compassHeadingInitializedsw.ElapsedMilliseconds > 5000)
                          {
                              lon1 = compassHeading - compassHeadingOffset;
                          }
                          else
                          {

                              compassHeadingOffset = compassHeading;
                              compassHeadingInitialized++;
                              //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;
                            camera_rotation_z = e.beta * -0.01;
                        };
                    #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();

                        };



                    #endregion



                }
            );

        }
Пример #31
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)
        {
            Native.body.style.overflow = IStyle.OverflowEnum.hidden;

            // https://3dwarehouse.sketchup.com/model.html?id=e78dca4863e8572d86ea4fa6bd93bc43
            // https://3dwarehouse.sketchup.com/model.html?id=38d1045b8de1cf12b08e958a32ef3184

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

            #region scene
            var window = Native.window;



            // scene

            var scene = new THREE.Scene();

            //var ambient = new THREE.AmbientLight(0x101030);
            //// addTrace?
            //scene.add(ambient);

            // should jsc package c# source code along here for code lense like peeking?
            new THREE.AmbientLight(0x101030).AttachTo(scene);

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

            // why is idl showing 110?
            var light = new THREE.DirectionalLight(0xffffff, 1.0);
            //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;

            light.AttachTo(scene);





            {

                var planeGeometry = new THREE.CubeGeometry(512, 512, 1);

                var plane = new THREE.Mesh(
                    planeGeometry,
                    material: new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                );

                plane.receiveShadow = true;


                var ZeFloor = new THREE.Object3D();
                plane.AttachTo(ZeFloor);

                ZeFloor.rotation.x = -Math.PI / 2;
                ZeFloor.scale.set(10, 10, 10);

                ZeFloor.AttachTo(scene);
            }




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

            renderer.domElement.AttachToDocument();
            renderer.domElement.style.SetLocation(0, 0);

            renderer.shadowMapEnabled = true;
            renderer.shadowMapType = THREE.PCFSoftShadowMap;

            //var mouseX = 0;
            //var mouseY = 0;
            //var st = new Stopwatch();
            //st.Start();


            //Native.window.document.onmousemove +=
            //    e =>
            //    {
            //        mouseX = e.CursorX - Native.window.Width / 2;
            //        mouseY = e.CursorY - Native.window.Height / 2;
            //    };

            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, -3200);

            camera.AttachTo(scene);

            var controls = new THREE.OrbitControls(camera, renderer.domElement);

            Native.window.onframe +=
                delegate
                {

                    //oo.WithEach(
                    //    x =>
                    //        x.rotation.y = (st.ElapsedMilliseconds + mouseX * 100) * 0.00001
                    //);


                    //camera.position.x += (mouseX - camera.position.x) * .05;
                    //camera.position.y += (-mouseY - camera.position.y) * .05;

                    //camera.lookAt(scene.position);

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

                    renderer.render(scene, camera);
                };

            Native.window.onresize +=
                delegate
                {
                    camera.aspect = window.aspect;
                    camera.updateProjectionMatrix();

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

                };
            #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 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;
                        //rotation.y = sw.ElapsedMilliseconds * 0.01;

                        Comanche.children[0].children[0].children.Last().rotation.y = sw.ElapsedMilliseconds * 0.001;

                        //dae.children[0].children[0].children.Last().app
                    };
                }
            );
            #endregion


            //#region ZeProperties
            //var ze = new ZeProperties();

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

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

            //f.treeView1.Nodes.Add("controls : " + typeof(THREE.OrbitControls)).Tag = controls;


        }
Пример #32
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);
            }
                );
        }
Пример #33
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo



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

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

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

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






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

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



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

                 var z = keys[e.KeyCode];

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

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

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

             };


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


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



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



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

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

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

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

                   //    return f1;
                   //};


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

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


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

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

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

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

                       return f1;
                   };



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


                   #region  createSky
                   // gearvr has photos360 app



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


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

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

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

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

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

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

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

gl_FragColor = c;

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



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

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

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



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

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

                   });

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


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


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

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


                   Native.body.Clear();

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

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

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

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


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

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

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



                   var target0 = new THREE.Vector3();

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





                   var drag = false;

                   var sw = Stopwatch.StartNew();

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


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


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

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


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

                                lon += 0.01;
                            }

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


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

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

                            skyCamera.lookAt(target0);


                            renderer.clear();

                            renderer.render(skyScene0, skyCamera);


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

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

                            skyCamera.lookAt(target0);

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

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

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

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

                                              var touch = e.touches[0];

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

                                          };


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

                         var touch = e.touches[0];

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

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

                     };
                   #endregion






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

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

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


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

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

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

                       };


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

                           Console.WriteLine("requestPointerLock");
                       };

                   #endregion



               }
           )
           )
           );

        }
Пример #34
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo



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

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

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

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



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

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



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

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

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

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


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


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



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



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

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

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

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

                //    return f1;
                //};


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

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


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

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

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

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

                    return(f1);
                };



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


                #region  createSky
                // gearvr has photos360 app



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


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

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

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

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

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

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

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

gl_FragColor = c;

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



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

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

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



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

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

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


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


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

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


                Native.body.Clear();

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

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

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

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


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

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



                var target0 = new THREE.Vector3();

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



                var drag = false;

                var sw = Stopwatch.StartNew();

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


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


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

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


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

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


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

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

                    skyCamera.lookAt(target0);


                    renderer.clear();

                    renderer.render(skyScene0, skyCamera);


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

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

                    skyCamera.lookAt(target0);

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

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

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

                    var touch = e.touches[0];

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


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

                    var touch = e.touches[0];

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

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



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

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

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


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

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

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


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

                    Console.WriteLine("requestPointerLock");
                };

                #endregion
            }
                        )
                    )
                );
        }
Пример #35
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150824

            // http://stackoverflow.com/questions/14103986/canvas-and-spritematerial

            // X:\jsc.svn\examples\javascript\WebGL\WebGLSVGAnonymous\WebGLSVGAnonymous\Application.cs
            // X:\jsc.svn\examples\javascript\WebGL\WebGLVRCreativeLeadership\WebGLVRCreativeLeadership\Application.cs
            // X:\jsc.svn\examples\javascript\WebGL\WebGLSVGSprite\WebGLSVGSprite\Application.cs

            //var l = new NotificationLayout().layout;

            //l.AttachToDocument();

            // : INodeConvertible<IHTMLElement>
            //var c = (IHTMLCanvas)l.layout;
            //var c = (IHTMLCanvas)l;

            // look we have a databound 2D image!

            // make it implicit operator for assetslibrary?

            //l.style



            //c.AttachToDocument();



            // https://play.google.com/store/apps/details?id=com.abstractatech.vr
            // could we display LAN UDP notifications too. like
            // which youtube video is playing?

            Native.body.Clear();
            Native.body.style.margin = "0px";
            Native.body.style.backgroundColor = "black";

            // https://vronecontest.zeiss.com/index.php?controller=ideas&view=show&id=652

            //          hResolution: 1920,
            //vResolution: 1080,

            // "X:\jsc.svn\examples\javascript\synergy\webgl\WebGLEquirectangularPanorama\WebGLEquirectangularPanorama.sln"

            // http://oculusstreetview.eu.pn/?lat=44.301987&lng=9.211561999999958&q=3&s=false&heading=0
            // https://github.com/troffmo5/OculusStreetView

            // http://stackoverflow.com/questions/23817633/threejs-using-a-sprite-with-the-oculusrifteffect
            // http://laht.info/dk2-parameters-for-three-oculusrifteffect-js/

            // http://stemkoski.github.io/Three.js/Sprites.html
            // http://stemkoski.github.io/Three.js/Texture-Animation.html
            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

            // http://mrdoob.github.io/three.js/examples/webgl_panorama_equirectangular.html

            var window = Native.window;

            var fov = 70.0;

            var camera = new THREE.PerspectiveCamera(fov,
                1920.0 / 1080.0,
                //window.aspect,
                1, 1100);
            var target = new THREE.Vector3(0, 0, 0);

            //(camera as dynamic).target = target;

            var scene = new THREE.Scene();
            //scene.add(new THREE.AmbientLight(0xffffff));
            //scene.add(new THREE.AmbientLight(0xafafaf));

            // http://www.html5canvastutorials.com/three/html5-canvas-webgl-ambient-lighting-with-three-js/

            // http://stackoverflow.com/questions/14717135/three-js-ambient-light-unexpected-effect

            scene.add(new THREE.AmbientLight(0x2f2f2f));


            //var light = new THREE.DirectionalLight(0xffffff, 1.0);
            #region light
            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 = 0.3;
            //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);
            #endregion

            var mesh = new THREE.Mesh(new THREE.SphereGeometry(500, 60, 40),
                new THREE.MeshBasicMaterial(new
                {
                    map = THREE.ImageUtils.loadTexture(
                        new _2294472375_24a3b8ef46_o().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                        )
                }));
            mesh.scale.x = -1;
            scene.add(mesh);

            var labove = new NotificationLayout();

            #region sprite2 above
            {
                labove.Message.innerText = "VR CREATIVE LEADERSHIP";
                labove.layout.style.background = "";

                new { }.With(
                    async delegate
                    {
                        retry:

                        // make it blink. gaze cursor is on it?


                        labove.box.style.background = "rgba(255,255,0,0.7)";
                        labove.box.setAttribute("invoke", "onmutation1");
                        await Task.Delay(1500);

                        // is mutation observer noticing it?
                        labove.box.style.background = "rgba(255,255,255,0.7)";
                        labove.box.setAttribute("invoke", "onmutation2");
                        await Task.Delay(1500);


                        goto retry;
                    }
                );



                var c = labove.AsCanvas();

                var xcrateTexture = new THREE.Texture(c);

                // like video texture
                Native.window.onframe += delegate { xcrateTexture.needsUpdate = true; };

                var xcrateMaterial = new THREE.SpriteMaterial(
                    new
                    {
                        map = xcrateTexture,
                        useScreenCoordinates = false,
                        //color = 0xff0000
                        color = 0xffffff
                    }
            );



                var xsprite2 = new THREE.Sprite(xcrateMaterial);

                //floor
                //sprite2.position.set(0, -200, 0);

                // left
                xsprite2.position.set(200, 0, 0);

                //sprite2.position.set(0, 0, 200);

                //sprite2.position.set(-100, 0, 0);
                xsprite2.scale.set(
                   c.width * 0.5,
                   c.height * 0.5,
                    //64, 64,
                    1.0); // imageWidth, imageHeight
                scene.add(xsprite2);
            }
            #endregion




            //var lineTo = new List<THREE.Vector3>();
            var others = new
            {
                ui = default(NotificationLayout),
                canvas = default(IHTMLCanvas),

                map = default(THREE.Texture),

                sprite = default(THREE.Sprite)

            }.ToEmptyList();

            #region add
            Action<NotificationLayout> add = ui =>
            {
                ui.layout.style.background = "";

                var canvas = ui.AsCanvas();
                var index = others.Count;

                //ui.Message  += new { index };
                //ui.Message.innerText += new { index };

                //lbelow0.Message = new { THREE.REVISION }.ToString();

                // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )

                var map = new THREE.Texture(canvas);

                map.minFilter = THREE.LinearFilter;

                // like video texture

                var xcrateMaterial = new THREE.SpriteMaterial(
                    new
                    {
                        map,
                        useScreenCoordinates = false,
                        //color = 0xff0000
                        color = 0xffffff
                    }
                );



                var sprite = new THREE.Sprite(xcrateMaterial);

                //floor
                //sprite2.position.set(0, -200, 0);

                // left middle
                //sprite2.position.set(200, 0, 0);
                //sprite.position.set(250, -50, 50);
                //lineTo.Add(sprite.position);




                //sprite2.position.set(0, 0, 200);

                //sprite2.position.set(-100, 0, 0);
                sprite.scale.set(
                   canvas.width * 0.5,
                   canvas.height * 0.5,
                    //64, 64,
                    1.0); // imageWidth, imageHeight
                scene.add(sprite);

                others.Add(
                    new
                    {
                        ui,
                        canvas,
                        map,
                        sprite
                    }
                );

                var sw = Stopwatch.StartNew();

                Native.window.onframe += delegate
                {
                    // can we get some of the crazy c++ template bitmapbuffer code from the past?
                    map.needsUpdate = true;

                    var offset = Math.PI * 2 * ((double)(index + 1) / others.Count);

                    sprite.position.x = 300;

                    sprite.position.z = Math.Sin(sw.ElapsedMilliseconds * 0.00001 + offset) * 120;
                    sprite.position.y = Math.Cos(sw.ElapsedMilliseconds * 0.00001 + offset) * 120;
                };

            };
            #endregion


            add(
                new NotificationLayout
                {
                    // keep attributes around?
                    // like we do with XElement sync?
                    Icon = new HTML.Images.FromAssets._0_10122014_ECAF4B1F638429B44F4B142C2A4F38EE().With(
                        x =>
                        {
                            x.style.width = "96px";
                            x.style.height = "96px";
                        }
                    ),
                    Message = "Advanced Mechanics by Portugal Design Lab"
                }
              );

            add(
                   new NotificationLayout
                   {
                       // keep attributes around?
                       // like we do with XElement sync?
                       Icon = new HTML.Images.FromAssets._42_08122014_D2639E0AAA3E54E5F4568760AEE605EE().With(
                           x =>
                           {
                               x.style.width = "96px";
                               x.style.height = "96px";
                           }
                       ),
                       Message = "Face Value by mshariful"
                   }
                 );



            add(
                   new NotificationLayout
                   {
                       // keep attributes around?
                       // like we do with XElement sync?
                       Icon = new HTML.Images.FromAssets._371_28122014_2045510F2F7974319A9F7E9F4B39DF07().With(
                           x =>
                           {
                               x.style.width = "96px";
                               x.style.height = "96px";
                           }
                       ),
                       Message = "Mind Wall. by Sumit Goski"
                   }
                 );


            #region lines
            {
                var geometry = new THREE.Geometry
                {
                    // how can we keep streaming verticies data points to gpu?
                    vertices =

                        others.SelectMany(
                            lineTo =>
                                new[]
                                {
                                    new THREE.Vector3(200, 0, 0),
                                    lineTo.sprite.position
                                }
                        ).ToArray()

                    // https://github.com/mrdoob/three.js/wiki/Updates
                    // http://stackoverflow.com/questions/17842521/adding-geometry-to-a-three-js-mesh-after-render
                    //verticesNeedUpdate = true
                };

                Native.window.onframe += delegate { geometry.verticesNeedUpdate = true; };

                var o = new THREE.Line(geometry, new THREE.LineDashedMaterial(
                    new { color = 0x00aaff, dashSize = 1, gapSize = 0.5, linewidth = 1 }
                    ), THREE.LineStrip);

                //objects.Add(o);
                scene.add(o);
            }
            #endregion


            //          // DK2
            //          hResolution: 1920,
            //vResolution: 1080,

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(1920, 1080);

            #region HMD
            // broken?
            var distortionK = new double[] { 1.0, 0.22, 0.24, 0.0 };
            var chromaAbParameter = new double[] { 0.996, -0.004, 1.014, 0.0 };

            var HMD = new OculusRiftEffectOptions
            {
                hResolution = window.Width,
                vResolution = window.Height,

                hScreenSize = 0.12576,
                vScreenSize = 0.07074,
                interpupillaryDistance = 0.0635,
                lensSeparationDistance = 0.0635,
                eyeToScreenDistance = 0.041,

                //  j.distortionK = [0, 1.875, -71.68, 1.595, -3.218644E+26, 1.615, 0, 0];
                //distortionK = new double[] { 1.0, 0.22, 0.24, 0.0 },
                distortionK = distortionK,

                // j.chromaAbParameter = [1.609382E+22, 1.874, -5.189695E+11, -0.939, 4.463059E-29, 1.87675, 0, 0];
                //chromaAbParameter = new double[] { 0.996, -0.004, 1.014, 0.0 }
                chromaAbParameter = chromaAbParameter

            };
            #endregion


            //var effect = new THREE.OculusRiftEffect(
            //    renderer, new
            //    {
            //        worldScale = 100,

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

            //effect.setSize(1920, 1080);


            renderer.domElement.AttachToDocument();

            //renderer.domElement.style.position = IStyle.PositionEnum.absolute;
            renderer.domElement.style.SetLocation(0, 0);

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

            // x:\jsc.svn\examples\javascript\synergy\comanchebysiorki\comanchebysiorki\application.cs

            new { }.With(
                     async delegate
                     {
                         retry:

                         var s = (double)Native.window.Width / 1920.0;


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

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

            //#region onresize
            //Native.window.onresize +=
            //    delegate
            //    {
            //        camera.aspect = Native.window.aspect;
            //        camera.updateProjectionMatrix();

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


            //Native.document.body.onmousewheel +=
            //    e =>
            //    {
            //        fov -= e.WheelDirection * 5.0;
            //        camera.projectionMatrix.makePerspective(fov,
            //            (double)window.Width / window.Height, 1, 1100);
            //    };

            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.document.onmousemove +=
            //  e =>
            //  {

            //      l.Message = new { e.CursorX, e.CursorY }.ToString();
            //  };


            Native.window.onframe +=
                        ee =>
                        {
                            //labove.Message = new
                            //{
                            //    lon,
                            //    lat,
                            //    ee.counter
                            //}.ToString();

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

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

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


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

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


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


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

                            renderer.render(scene, camera);

                            //effect.render(scene, camera);
                        };



            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

            // http://stackoverflow.com/questions/13278087/determine-vertical-direction-of-a-touchmove



            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; ;

                };
            // https://developer.android.com/training/system-ui/immersive.html




            //var ze = new ZeProperties();

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

            //ze.Add(() => renderer);
            ////ze.Add(() => controls);
            //ze.Add(() => scene);
            //ze.Left = 0;
        }
Пример #36
0
 /// <summary>
 /// return a forced displacement constrain (delta)
 /// </summary>
 /// <param name="pos"></param>
 /// <returns></returns>
 public abstract THREE.Vector3 Constrain(THREE.Vector3 pos);
Пример #37
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150807/ovroculus360photosndk

        // X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\bin\Debug\staging\ChromeEquirectangularPanorama.Application\web
        // subst a: r:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\bin\Debug\staging\ChromeEquirectangularPanorama.Application\web
        // subst a: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\bin\Debug\staging\ChromeEquirectangularPanorama.Application\web
        // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\bin\Debug\staging\ChromeEquirectangularPanorama.Application\web

        // 237ms UdpClient.Client.vBind { ipString = 0.0.0.0, Port = 49000, bind = 0 }

        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            // https://www.shadertoy.com/view/lsSGRz




            // "X:\jsc.svn\examples\javascript\chrome\apps\ChromeUDPFloats\ChromeUDPFloats\Application.cs"


            #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: "ChromeUDPSendAsync");

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

                        //xappwindow.setAlwaysOnTop

                        xappwindow.show();

                        await xappwindow.contentWindow.async.onload;

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


                    return;
                }
            }
            #endregion

            //02000047 ChromeEquirectangularPanorama.Application+ctor>b__7>d__1d+<MoveNext>0600001d
            //script: error JSC1000: *** stack is empty, invalid pop?
            //script: error JSC1000: error at ChromeEquirectangularPanorama.Application+ctor>b__7>d__1d+<MoveNext>0600001d.<00c3> ldloca.s.try,
            // assembly: W:\ChromeEquirectangularPanorama.Application.exe
            // type: ChromeEquirectangularPanorama.Application+ctor>b__7>d__1d+<MoveNext>0600001d, ChromeEquirectangularPanorama.Application, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
            // offset: 0x003e
            //  method:Int32 <00c3> ldloca.s.try(<MoveNext>0600001d, ctor>b__7>d__1d ByRef, System.Runtime.CompilerServices.TaskAwaiter`1[chrome.NetworkInterface[]] ByRef, System.Runtime.CompilerServices.TaskAwaiter`1[chrome.NetworkInterface[]] ByRef)
            //*** Compiler cannot continue... press enter to quit.






            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150721/udp




            var window = Native.window;

            // Error creating WebGL context.

            #region webgl
            //var fov = 70.0;
            var fov = 90.0;

            var camera = new THREE.PerspectiveCamera(fov,
                window.aspect, 1, 1100);
            var target = new THREE.Vector3(0, 0, 0);

            //(camera as dynamic).target = target;

            var scene = new THREE.Scene();

            var meshmaterial =
                new THREE.MeshBasicMaterial(new
                {
                    map = THREE.ImageUtils.loadTexture(
                        new ChromeEquirectangularPanorama.HTML.Images.FromAssets._2294472375_24a3b8ef46_o().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                        //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                        )
                });

            var mesh = new THREE.Mesh(new THREE.SphereGeometry(500, 60, 40),
                meshmaterial
                );

            mesh.scale.x = -1;
            scene.add(mesh);

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

            renderer.domElement.AttachToDocument();

            //renderer.domElement.style.position = IStyle.PositionEnum.absolute;
            renderer.domElement.style.SetLocation(0, 0);

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


            #region onresize
            Native.window.onresize +=
                delegate
                {
                    camera.aspect = Native.window.aspect;
                    camera.updateProjectionMatrix();

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


            Native.document.body.onmousewheel +=
                e =>
                {
                    fov -= e.WheelDirection * 5.0;
                    camera.projectionMatrix.makePerspective(fov,
                        (double)window.Width / window.Height, 1, 1100);
                };

            var gearvr_x = 0f;
            // left to right
            var gearvr_y = 0f;
            var gearvr_z = 0f;


            // set by?
            var gearvr_filename = "";

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

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

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



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

                    // http://www.gamedev.net/topic/626401-quaternion-from-latitude-and-longitude/
                    //void xyz_to_latlon(const double x, const double y, const double z, double &lat, double &lon)
                    //{
                    //    double theta = pi + atan2(z, x);
                    //    double phi = acos(-y);

                    //    lat = phi/pi*180.0 - 90.0;
                    //    lon = theta/(2*pi)*360.0 - 180.0;
                    //}


                    //double vrtheta = Math.PI + Math.Atan2(gearvr_z, gearvr_x);
                    //double vrphi = Math.Acos(-gearvr_y);

                    //var vrlat = phi / Math.PI * 180.0 - 90.0;
                    //var vrlon = theta / (2 * Math.PI) * 360.0 - 180.0;


                    // 	const ovrMatrix4f centerEyeRotation = ovrMatrix4f_CreateFromQuaternion( &tracking->HeadPose.Pose.Orientation );

                    // http://stackoverflow.com/questions/11665562/three-js-how-to-use-quaternion-to-rotate-camera

                    phi = THREE.Math.degToRad(90 - lat) - Math.Sign(gearvr_x) * (gearvr_x * gearvr_x) * Math.PI;
                    theta = THREE.Math.degToRad(lon) - Math.Sign(gearvr_y) * (gearvr_y * gearvr_y) * Math.PI;

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

                    camera.lookAt(target);

                    renderer.render(scene, camera);

                };
            #endregion



            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

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

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

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


            Native.document.body.onmouseup +=
              e =>
              {
                  if (e.MouseButton == IEvent.MouseButtonEnum.Right)
                      Native.document.exitPointerLock();

                  //drag = false;
                  e.preventDefault();
              };

            renderer.domElement.onmousedown +=
                async e =>
                {
                    //e.CaptureMouse();

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

                    //await renderer.domElement.async.onmousedown;

                    //Native.document.exitPointerLock();
                };


            //Native.document.body.oncontextmenu +=
            //    delegate
            //    {
            //        Native.document.exitPointerLock();

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

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

            #endregion


            var file64 = "";
            var file = new MemoryStream();
            var segment0 = new byte[0];

            #region toolbar
            var toolbar = new IHTMLDiv { }.AttachToDocument();

            Native.body.style.margin = "0em";
            Native.body.style.padding = "0em";
            Native.document.documentElement.style.margin = "0em";
            Native.document.documentElement.style.padding = "0em";

            new IStyle(toolbar)
            {
                position = IStyle.PositionEnum.absolute,

                padding = "1em",

                top = "0em",
                right = "0em",
                bottom = "0em",

                color = "yellow",

                //overflow = IStyle.OverflowEnum.scroll
                overflow = IStyle.OverflowEnum.auto
            };

            toolbar.css[IHTMLElement.HTMLElementEnum.img].style.cursor = IStyle.CursorEnum.pointer;

            toolbar.css[IHTMLElement.HTMLElementEnum.img].style.display = IStyle.DisplayEnum.block;
            //toolbar.css.children.style.display = IStyle.DisplayEnum.block;

            new IHTMLButton { "update pending... update available. click to reload.." }.AttachTo(toolbar).onclick += delegate
            {
                // can we get an udp signal from the compiler when the app is out of date, when the update is pending?
                chrome.runtime.reload();
            };



            //var n = await chrome.socket.getNetworkList();
            ////var n24 = n.Where(x => x.prefixLength == 24).ToArray();



            #region UDPClipboardSend
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20160103/x360videoui
            // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeEquirectangularPanorama\ChromeEquirectangularPanorama\Application.cs
            Action<byte[]> UDPClipboardSend = async data =>
            {
                var n = await chrome.socket.getNetworkList();

                new IHTMLPre { new { n.Length } }.AttachToDocument();

                // LINQ and async wont mix for 2012?

                //foreach (var item in n.Where(x => x.prefixLength == 24))
                foreach (var item in n) if (item.prefixLength == 24)
                    {
                        new IHTMLPre { new { item.prefixLength, item.name, item.address } }.AttachToDocument();

                        //{ prefixLength = 64, name = {AE3B881D-488F-4C3A-93F8-7DA0D65B9300}, address = fe80::fc45:cae9:46ca:7b0f }
                        //about to bind... { port = 29129 }
                        //about to send... { Length = 0 }
                        //sent: -2
                        //{ prefixLength = 24, name = {AE3B881D-488F-4C3A-93F8-7DA0D65B9300}, address = 192.168.1.12 }
                        //about to bind... { port = 25162 }
                        //about to send... { Length = 0 }
                        //sent: 0


                        // X:\jsc.svn\examples\merge\TestDetectOpenFiles\TestDetectOpenFiles\Program.cs
                        // X:\jsc.svn\examples\javascript\chrome\apps\MulticastListenExperiment\MulticastListenExperiment\Application.cs

                        // https://code.google.com/p/chromium/issues/detail?id=455352

                        // X:\jsc.svn\examples\merge\TestDetectOpenFiles\TestDetectOpenFiles\Program.cs

                        // bind?

                        //var data = Encoding.UTF8.GetBytes(message);	   //creates a variable b of type byte

                        // http://stackoverflow.com/questions/13691119/chrome-packaged-app-udp-sockets-not-working
                        // http://www.chinabtp.com/how-to-do-udp-broadcast-using-chrome-sockets-udp-api/

                        // chrome likes 0 too.
                        var port = new Random().Next(16000, 40000);
                        //var port = 0;
                        // 
                        //new IHTMLPre { "about to bind... " + new { port } }.AttachToDocument();

                        // where is bind async?
                        var socket = new UdpClient();
                        socket.Client.Bind(

                            //new IPEndPoint(IPAddress.Any, port: 40000)
                            new IPEndPoint(IPAddress.Parse(item.address), port)
                        );


                        //new IHTMLPre { "about to send... " + new { data.Length } }.AttachToDocument();

                        // X:\jsc.svn\examples\javascript\chrome\apps\ChromeUDPNotification\ChromeUDPNotification\Application.cs
                        var s = await socket.SendAsync(
                            data,
                            data.Length,
                            hostname: "239.1.2.3",
                            port: 39814
                        );

                        //new IHTMLPre { "sent: " + s }.AttachToDocument();


                        //socket.ReceiveAsync
                        //socket.Close();

                        //new IHTMLPre { $"sent: {s}" }.AttachToDocument();

                        // android cannot see it. why? because it needs to know which NIC to use.

                    }
            };
            #endregion



            new { }.With(
                  async delegate
                  {
                      //          if (nic.prefixLength != 24)
                      //              return;

                      //var status = new IHTMLPre { new { nic.address } }.AttachTo(toolbar);
                      var HUD = new IHTMLPre { "awaiting segment0..." }.AttachTo(toolbar);

                      // 500000

                      var uu = new UdpClient(49000);

                      //uu.ExclusiveAddressUse = false;
                      var md5string = "";

                      uu.JoinMulticastGroup(IPAddress.Parse("239.1.2.3"));
                      while (true)
                      {
                          var data = await uu.ReceiveAsync(); // did we jump to ui thread?

                          // jpeg progressive?
                          segment0 = data.Buffer;
                          file.Write(segment0, 0, segment0.Length);

                          // if segment is less than 65507
                          // then download is complete

                          if (file.Length > 0)
                              if (segment0.Length < 65507)
                              {

                                  //lobal::System.Security.Cryptography.MD5CryptoServiceProvider

                                  var bytes = file.ToArray();


                                  var md5 = new System.Security.Cryptography.MD5CryptoServiceProvider().ComputeHash(bytes);

                                  // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20160103/x360videoui
                                  md5string = md5.ToHexString();


                                  // this is slow.. worker?
                                  file64 = Convert.ToBase64String(bytes);

                                  //data:[<MIME-type>][;charset=<encoding>][;base64],

                                  file = new MemoryStream();
                                  var src = "data:image/jpeg;base64," + file64;
                                  new { }.With(
                                      async delegate
                                      {
                                          var img = new IHTMLImage { src = src, title = md5string }.AttachTo(toolbar);
                                          img.style.height = "6em";

                                          do
                                          {
                                              // send udp back. so vr knows which image we went back to?

                                              mesh.material.map.image = img;
                                              mesh.material.map.needsUpdate = true;

                                              await img.async.onclick;

                                              //send sha1
                                              UDPClipboardSend(md5);
                                          }
                                          while (true);
                                      }
                                  );


                              }

                          HUD.innerText =
                              "segment0  " + segment0.Length
                              + "\nfile " + file.Length
                            + "\nfile64 " + file64.Length;


                      }
                  }
              );



            #region awaiting tracking
            new { }.With(
                    async delegate
                    {
                        //if (nic.prefixLength != 24)
                        //    return;

                        //var status = new IHTMLPre { new { nic.address } }.AttachTo(toolbar);
                        var HUD = new IHTMLPre { "awaiting tracking..." }.AttachTo(toolbar);


                        var uu = new UdpClient(49834);
                        //uu.ExclusiveAddressUse = false;
                        uu.JoinMulticastGroup(IPAddress.Parse("239.1.2.3"));
                        while (true)
                        {
                            var data = await uu.ReceiveAsync(); // did we jump to ui thread?
                            //Console.WriteLine("ReceiveAsync done " + Encoding.UTF8.GetString(x.Buffer));
                            //args.vertexTransform = x.Buffer;

                            var xy = Encoding.UTF8.GetString(data.Buffer).Split(':');

                            gearvr_x = float.Parse(xy[0]);
                            gearvr_y = float.Parse(xy[1]);
                            gearvr_z = float.Parse(xy[2]);
                            var w = float.Parse(xy[3]);
                            gearvr_filename = xy[4];

                            HUD.innerText = new { gearvr_x, gearvr_y, gearvr_z, w, gearvr_filename }.ToString().Replace(",", ",\n");

                        }
                    }
            );
            #endregion


            #endregion

        }
Пример #38
0
 public BallConstrain(THREE.Vector3 c, double ballRadius)
 {
     Center = c;
     Radius = ballRadius;
     MakeMesh();
 }
Пример #39
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150912/x360mountains




        //  ls sdcard/oculus/360photos/
        // "X:\vr\0000.png"
        // R:\util\android-sdk-windows\platform-tools\adb.exe push "X:\vr\0000.png" /sdcard/oculus/360photos/
        // 2649 KB/s (1085134 bytes in 0.400s)

        // "X:\vr\tr.png"
        // R:\util\android-sdk-windows\platform-tools\adb.exe push "X:\vr\tr.png" /sdcard/oculus/360photos/


        // R:\util\android-sdk-windows\platform-tools\adb.exe push  "X:\vr\code.png" /sdcard/oculus/360photos/
        // R:\util\android-sdk-windows\platform-tools\adb.exe push  "X:\vr\cone2.png" /sdcard/oculus/360photos/
        // "X:\vr\code.png"

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150906/roomscanningeffectbyrosme

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150816/iss

        // https://www.youtube.com/watch?v=UWiq-qgedws
        // https://www.youtube.com/watch?v=TwRSOEG-Gx4
        // http://youtu.be/Lo1IU8UAutE
        // 60hz 2160 4K!

        // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. 

        //        C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/"
        //1533 KB/s(3865902 bytes in 2.461s)

        //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe1.png"
        //1556 KB/s(2714294 bytes in 1.703s)

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe2.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globenight.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "R:\vr\tape360iss\0000.png" "/sdcard/oculus/360photos/tape360iss.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push   "R:\vr\tape360iss\0230.png" "/sdcard/oculus/360photos/tape360iss0230.png"

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push    "X:\vr\sh1\0000.png" "/sdcard/oculus/360photos/sh1.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push     "R:\vr\tape360columns\0000.png" "/sdcard/oculus/360photos/tape360columns.png"
        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push    "X:\vr\edge.png" "/sdcard/oculus/360photos/tape360columns.png"
        // 4041 KB/s (3248448 bytes in 0.785s)

        //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push      "X:\vr\terrain.png" "/sdcard/oculus/360photos/"

        // could we udp our 360 image from webgl to vr yet?

        // "R:\vr\tape360iss\0230.png"

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz

        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809

        // the eye nor the display will be able to do any stereo
        // until tech is near matrix capability. 2019?

        // cubemap can be used for all long range scenes
        // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1


        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera
        // subst /D b:
        // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360mountains\x360mountains\bin\Debug\staging\x360mountains.Application\web
        // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360mountains\x360mountains\bin\Debug\staging\x360mountains.Application\web
        // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\x360mountains\x360mountains\bin\Debug\staging\x360mountains.Application\web
        // what if we want to do subst in another winstat or session?

        // ColladaLoader: Empty or non-existing file (assets/x360mountains/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: "x360mountains");

                        // 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


            //var vs0 = new TraceConeWithCRTByKlk.Shaders.Program360FragmentShader();
            //var vs0 = new FaceEdgeVertexByPaniq.Shaders.Program360FragmentShader();
            var vs0 = new ChromeShaderToyMountainsByHoskins.Shaders.Program360FragmentShader();


            // onframe need syncs to enable GC!
            var vsync = default(TaskCompletionSource<object>);
            Func<bool> vsyncReady = delegate
            {

                if (vsync != null)
                    if (vsync.Task.IsCompleted)
                        return true;


                return false;
            };



            // crash
            //int cubefacesizeMAX = 2048 * 2; // 6 faces, ?

            // not responding...
            //int cubefacesizeMAX = 2048 * 2; // 6 faces, ?
            int cubefacesizeMAX = 2048; // 6 faces, ?
            //int cubefacesizeMAX = 1024; // 6 faces, ?
            int cubefacesize = cubefacesizeMAX; // 6 faces, ?
                                                //int cubefacesize = 1024; // 6 faces, ?
                                                // "X:\vr\tape1\0000x2048.png"
                                                // for 60hz render we may want to use float camera percision, not available for ui.
                                                //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/"
                                                //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/"

            // force laptop into preview. when can we have a button for it?
            //if (Environment.ProcessorCount < 8)
            //    cubefacesize = 64; // 6 faces, ?

            // fast gif?
            //cubefacesize = 128; // 6 faces, ?
            //cubefacesize = 512; // 6 faces, ?
            //    [GroupMarkerNotSet(crbug.com / 242999)!:247F0809]
            //RENDER WARNING: texture bound to texture unit 0 is not renderable.It maybe non-power-of-2 and have incompatible texture filtering.

            // can we keep fast fps yet highp?

            // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm?
            //const int cubefacesize = 128; // 6 faces, ?

            //var cubecameraoffsetx = 256;
            var cubecameraoffsetx = 400;


            //var uizoom = 0.1;
            //var uizoom = cubefacesize / 128f;
            var uizoom = 128f / cubefacesize;


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

            Native.body.Clear();
            (Native.body.style as dynamic).webkitUserSelect = "text";





            //return;

            // Earth params
            //var radius = 0.5;
            //var radius = 1024;
            //var radius = 2048;
            //var radius = 512;
            //var radius = 256;
            //var radius = 400;

            // can we have not fly beyond moon too much?
            //var radius = 500;
            var radius = 480;

            //var segments = 32;
            var segments = 128 * 2;
            //var rotation = 6;


            //const int size = 128;
            //const int size = 256; // 6 faces, 12KB
            //const int size = 512; // 6 faces, ?

            // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.

            //const int size = 720; // 6 faces, ?
            //const int size = 1024; // 6 faces, ?
            //const int cubefacesize = 1024; // 6 faces, ?

            // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360mountains/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg )


            var far = 0xffffff;

            new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument();

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


            var sw = Stopwatch.StartNew();



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

            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();



            // since our cube camera is somewhat a fixed thing
            // would it be easier to move mountains to come to us?
            // once we change code would chrome app be able to let VR know that a new view is available?
            var sceneg = new THREE.Group();
            sceneg.AttachTo(scene);


            // fly up?
            //sceneg.translateZ(-1024);
            // rotate the world, as the skybox then matches what we have on filesystem
            scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            // yet for headtracking we shall rotate camera


            //sceneg.position.set(0, 0, -1024);
            //sceneg.position.set(0, -1024, 0);

            //scene.add(new THREE.AmbientLight(0x333333));
            //scene.add(new THREE.AmbientLight(0xffffff));
            //scene.add(new THREE.AmbientLight(0xaaaaaa));
            //scene.add(new THREE.AmbientLight(0xcccccc));
            //scene.add(new THREE.AmbientLight(0xeeeeee));
            scene.add(new THREE.AmbientLight(0xffffff));




            //var light = new THREE.DirectionalLight(0xffffff, 1);
            //// sun should be beyond moon
            ////light.position.set(-5 * virtualDistance, -3 * virtualDistance, -5 * virtualDistance);
            ////light.position.set(-15 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);

            //// where shall the light source be to see half planet?
            //light.position.set(-1 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);
            //scene.add(light);



            //var lightX = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightX" }.AttachToDocument();
            //var lightY = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightY" }.AttachToDocument();
            //var lightZ = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightZ" }.AttachToDocument();

            //new IHTMLHorizontalRule { }.AttachToDocument();

            // whats WebGLRenderTargetCube do?

            // WebGLRenderer preserveDrawingBuffer 



            var renderer0 = new THREE.WebGLRenderer(

                new
                {
                    //antialias = true,
                    //alpha = true,
                    preserveDrawingBuffer = true
                }
            );

            // https://github.com/mrdoob/three.js/issues/3836

            // the construct. white bg
            //renderer0.setClearColor(0xfffff, 1);
            renderer0.setClearColor(0x0, 1);

            //renderer.setSize(window.Width, window.Height);
            renderer0.setSize(cubefacesize, cubefacesize);

            //renderer0.domElement.AttachToDocument();
            //rendererPX.domElement.style.SetLocation(0, 0);
            //renderer0.domElement.style.SetLocation(4, 4);


            // top

            // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene


            // need a place to show the cubemap face to GUI 
            // how does the stereo OTOY do it?
            // https://www.opengl.org/wiki/Sampler_(GLSL)

            // http://www.richardssoftware.net/Home/Post/25

            // [+X, –X, +Y, –Y, +Z, –Z] fa



            // move up
            //camera.position.set(-1200, 800, 1200);
            //var cameraoffset = new THREE.Vector3(0, 15, 0);

            // can we aniamte it?
            //var cameraoffset = new THREE.Vector3(0, 800, 1200);
            // can we have linear animation fromcenter of the map to the edge and back?
            // then do the flat earth sun orbit?
            var cameraoffset = new THREE.Vector3(
                // left?
                -512,
                // height?
                //0,
                //1600,
                //1024,

                // if the camera is in the center, would we need to move the scene?
                // we have to move the camera. as we move the scene the lights are messed up
                //2014,
                1024,

                //1200
                0
                // can we hover top of the map?
                );

            // original vieworigin
            //var cameraoffset = new THREE.Vector3(-1200, 800, 1200);













            var bottomRotate100 = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -314, max = 314, valueAsNumber = 0, title = "bottomRotate" }.AttachToDocument();


            var maxfps = 60;
            //var maxlengthseconds = 60;
            var maxlengthseconds = 120;

            var maxframes = maxlengthseconds * maxfps;

            // whatif we want more than 30sec video? 2min animation? more frames to render? 2gb disk?
            var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = maxframes, valueAsNumber = 137, title = "frameIDslider" }.AttachToDocument();
            frameIDslider.onchange += delegate { frameIDslider.title = "frameIDslider " + frameIDslider.valueAsNumber; };




            //var vs0 = new ChromeShaderToyRelentlessBySrtuss.Shaders.ProgramFragmentShader();
            //var vs0 = new TraceConeWithCRTByKlk.Shaders.ProgramFragmentShader();








            // left
            IHTMLCanvas shader0canvasPZ = null;

            // locCameraTargetOffset to look left?
            #region shader0canvasPZ
            new { }.With(
              async delegate
              {
                  //return;

                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new Xor3DAlienLandByXor.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();
                  // now we have an empty shell
                  // which tostrings to the glsl code for gpu
                  // and if we were to initialize 



                  // enable intellisense
                  //var vs0i = (RoomScanningEffectByRosme.Shaders.__ProgramFragmentUniforms)(object)vs0;


                  // script: error JSC1000: No implementation found for this native method, please implement [static ScriptCoreLib.GLSL.Shader.vec3(System.Single, System.Single, System.Single)]

                  //     b.__this._vs0i_5__2.uCameraTargetOffset = new ctor$aQ8ABjj5gzW_aEh4Cmq2oMg(1, 0, 0);

                  // 270ms ReferenceError: ctor$aQ8ABjj5gzW_aEh4Cmq2oMg is not defined

                  // wishful thinking eh
                  //vec3 uCameraTargetOffset = vec3(0.0f, 0.0f, -1.0f);
                  //vs0i.uCameraTargetOffset = new ScriptCoreLib.GLSL.vec3(1.0f, 0.0f, 0.0f);
                  // this would mean the program was selected and uniform was uploaded to gpu




                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader0canvasPZ = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  //c0.style.SetLocation(720, 8);
                  c0.style.SetLocation(800, 360);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);

                  var sw0 = Stopwatch.StartNew();

                  pass0.ProgramSelected += mProgram =>
                  {
                      // ldflda?
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1.0f, 0, 0.0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.0f, 0, 1.0f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.0f, 0, -1.0f);

                      // left?
                      //forward=normalize(float3(0.0 , 0.0 ,1.0));
                  };


                  Native.window.onframe += delegate
                  {
                      // let render man know..
                      if (vsyncReady())
                          return;

                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };



              }
          );
            #endregion





            // front
            IHTMLCanvas shader1canvasPX = null;

            #region shader1canvasPX
            new { }.With(
              async delegate
              {
                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();

                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader1canvasPX = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  c0.style.SetLocation(720, 8);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);


                  pass0.ProgramSelected += mProgram =>
                  {
                      // off by 45deg__

                      // ldflda?
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.0f, 0, -1.0f);

                      // fixup
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 1.0f, 0, -1.0f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 1.0f, 0, 0.0f);


                      // front
                      //forward=normalize(float3(1.0 , 0.0 ,0.0));
                  };

                  var sw0 = Stopwatch.StartNew();

                  Native.window.onframe += delegate
                  {
                      // let render man know..
                      // let render man know..
                      if (vsyncReady())
                          return;

                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };

              }
          );
            #endregion



            // back
            IHTMLCanvas shader1canvasNX = null;

            #region shader1canvasNX
            new { }.With(
              async delegate
              {
                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();

                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader1canvasNX = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  c0.style.SetLocation(720, 8);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);


                  pass0.ProgramSelected += mProgram =>
                  {
                      // ldflda?
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, 0, 1.0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1.0f, 0, 1.0f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1.0f, 0, 0.0f);

                      // back
                      //forward=normalize(float3(-1.0 , 0.0 ,0.0));

                  };

                  var sw0 = Stopwatch.StartNew();

                  Native.window.onframe += delegate
                  {
                      // let render man know..
                      // let render man know..
                      if (vsyncReady())
                          return;

                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };

              }
          );
            #endregion






            // right
            IHTMLCanvas shader2canvasNZ = null;

            // locCameraTargetOffset to look right?
            #region shader2canvasNZ
            new { }.With(
              async delegate
              {
                  //return;

                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new Xor3DAlienLandByXor.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();
                  // now we have an empty shell
                  // which tostrings to the glsl code for gpu
                  // and if we were to initialize 



                  // enable intellisense
                  //var vs0i = (RoomScanningEffectByRosme.Shaders.__ProgramFragmentUniforms)(object)vs0;


                  // script: error JSC1000: No implementation found for this native method, please implement [static ScriptCoreLib.GLSL.Shader.vec3(System.Single, System.Single, System.Single)]

                  //     b.__this._vs0i_5__2.uCameraTargetOffset = new ctor$aQ8ABjj5gzW_aEh4Cmq2oMg(1, 0, 0);

                  // 270ms ReferenceError: ctor$aQ8ABjj5gzW_aEh4Cmq2oMg is not defined

                  // wishful thinking eh
                  //vec3 uCameraTargetOffset = vec3(0.0f, 0.0f, -1.0f);
                  //vs0i.uCameraTargetOffset = new ScriptCoreLib.GLSL.vec3(1.0f, 0.0f, 0.0f);
                  // this would mean the program was selected and uniform was uploaded to gpu




                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader2canvasNZ = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  //c0.style.SetLocation(720, 8);
                  c0.style.SetLocation(800, 360);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);

                  var sw0 = Stopwatch.StartNew();

                  pass0.ProgramSelected += mProgram =>
                  {
                      // ldflda?
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 1.0f, 0, 1.0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.0f, 0, -1.0f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.0f, 0, 1.0f);

                      // right
                      //forward=normalize(float3(0.0 , 0.0 ,-1.0));

                  };

                  Native.window.onframe += delegate
                  {
                      // let render man know..
                      // let render man know..
                      if (vsyncReady())
                          return;
                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };

              }
          );
            #endregion












            // bottom
            IHTMLCanvas shader2canvasNY = null;

            // locCameraTargetOffset to look bottom?
            #region shader2canvasNY
            new { }.With(
              async delegate
              {
                  //return;

                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new Xor3DAlienLandByXor.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();
                  // now we have an empty shell
                  // which tostrings to the glsl code for gpu
                  // and if we were to initialize 



                  // enable intellisense
                  //var vs0i = (RoomScanningEffectByRosme.Shaders.__ProgramFragmentUniforms)(object)vs0;


                  // script: error JSC1000: No implementation found for this native method, please implement [static ScriptCoreLib.GLSL.Shader.vec3(System.Single, System.Single, System.Single)]

                  //     b.__this._vs0i_5__2.uCameraTargetOffset = new ctor$aQ8ABjj5gzW_aEh4Cmq2oMg(1, 0, 0);

                  // 270ms ReferenceError: ctor$aQ8ABjj5gzW_aEh4Cmq2oMg is not defined

                  // wishful thinking eh
                  //vec3 uCameraTargetOffset = vec3(0.0f, 0.0f, -1.0f);
                  //vs0i.uCameraTargetOffset = new ScriptCoreLib.GLSL.vec3(1.0f, 0.0f, 0.0f);
                  // this would mean the program was selected and uniform was uploaded to gpu




                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader2canvasNY = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  //c0.style.SetLocation(720, 8);
                  c0.style.SetLocation(800, 360);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);

                  var sw0 = Stopwatch.StartNew();

                  pass0.ProgramSelected += mProgram =>
                  {
                      // ldflda?

                      // 45deg off??


                      // front
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, 0, -1.0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, -.0001f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, .1f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, 0f);

                      // left
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1.0f, 0, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -.0001f, -1, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1f, -1, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, 0);

                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.01f, -1, 0.01f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.001f, -1, 0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, -0.0001f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, 1, -0.0001f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, .0001f, -1, 0);

                  };

                  Native.window.onframe += delegate
                  {
                      // let render man know..
                      // let render man know..
                      if (vsyncReady())
                          return;

                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };

              }
          );
            #endregion











            // top
            IHTMLCanvas shader2canvasPY = null;

            // locCameraTargetOffset to look right?
            #region shader2canvasPY
            new { }.With(
              async delegate
              {
                  //return;

                  Native.body.style.margin = "0px";
                  (Native.body.style as dynamic).webkitUserSelect = "auto";

                  // https://sites.google.com/a/jsc-solutions.net/work/x3
                  //var vs0 = new ChromeShaderToyColumns.Shaders.ProgramFragmentShader();
                  //var vs0 = new x2001SpaceStationByOtavio.Shaders.ProgramFragmentShader();
                  //var vs0 = new Xor3DAlienLandByXor.Shaders.ProgramFragmentShader();
                  //var vs0 = new RoomScanningEffectByRosme.Shaders.ProgramFragmentShader();
                  // now we have an empty shell
                  // which tostrings to the glsl code for gpu
                  // and if we were to initialize 



                  // enable intellisense
                  //var vs0i = (RoomScanningEffectByRosme.Shaders.__ProgramFragmentUniforms)(object)vs0;


                  // script: error JSC1000: No implementation found for this native method, please implement [static ScriptCoreLib.GLSL.Shader.vec3(System.Single, System.Single, System.Single)]

                  //     b.__this._vs0i_5__2.uCameraTargetOffset = new ctor$aQ8ABjj5gzW_aEh4Cmq2oMg(1, 0, 0);

                  // 270ms ReferenceError: ctor$aQ8ABjj5gzW_aEh4Cmq2oMg is not defined

                  // wishful thinking eh
                  //vec3 uCameraTargetOffset = vec3(0.0f, 0.0f, -1.0f);
                  //vs0i.uCameraTargetOffset = new ScriptCoreLib.GLSL.vec3(1.0f, 0.0f, 0.0f);
                  // this would mean the program was selected and uniform was uploaded to gpu




                  var gl0 = new WebGLRenderingContext(alpha: true);
                  shader2canvasPY = gl0.canvas;

                  var c0 = gl0.canvas.AttachToDocument();

                  //c0.style.SetSize(460, 237);
                  //c0.width = 460;
                  //c0.height = 237;

                  //c0.style.SetSize((int)uizoom * 3, (int)uizoom * 3);
                  c0.style.SetSize(128, 128);
                  c0.width = cubefacesize;
                  c0.height = cubefacesize;

                  //c0.style.SetLocation(720, 8);
                  c0.style.SetLocation(800, 360);

                  var mMouseOriX = 0;
                  var mMouseOriY = 0;
                  var mMousePosX = 0;
                  var mMousePosY = 0;


                  var pass0 = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass(
                    null,
                    gl0,
                    precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl0),
                    supportDerivatives: gl0.getExtension("OES_standard_derivatives") != null,
                    callback: null,
                    obj: null,
                    forceMuted: false,
                    forcePaused: false,
                    //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0),
                    outputGainNode: null
                );
                  pass0.MakeHeader_Image();
                  pass0.NewShader_Image(vs0);

                  var sw0 = Stopwatch.StartNew();

                  pass0.ProgramSelected += mProgram =>
                  {
                      // ldflda?

                      // 45deg off??


                      // front
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, 0, -1.0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, -.0001f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, .1f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, 0f);

                      // left
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1.0f, 0, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -.0001f, -1, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, -1f, -1, 0);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, 0);

                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.01f, -1, 0.01f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0.001f, 1, 0f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, 1, -0.0001f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, -0.0001f);
                      var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, 0, -1, 0.0001f);
                      //var l3 = gl0.getUniformLocation(mProgram, "uCameraTargetOffset"); if (l3 != null) gl0.uniform3f(l3, .0001f, -1, 0);

                  };

                  Native.window.onframe += delegate
                  {
                      //d = a[0].CS___8__locals1.vsync != null;
                      //e = a[0].CS___8__locals1.vsync.kAcABp_b1ITCbIktNs3el5Q().dgQABqwxMjO1zVAJb5WXKA();


                      // let render man know..
                      // let render man know..
                      if (vsyncReady())
                          return;

                      // 1800 is 30sec is 30 000
                      // frameIDslider?

                      //var fps60 = frameIDslider * 1000 / 60.0f;
                      var fps60 = frameIDslider * (1 / 60.0f);

                      pass0.Paint_Image(
                        fps60,

                        mMouseOriX,
                        mMouseOriY,
                        mMousePosX,
                        mMousePosY
                    //,

                    // gl_FragCoord
                    // cannot be scaled, and can be referenced directly.
                    // need another way to scale
                    //zoom: 0.3f
                    );

                      // what does it do?
                      // need redux build..
                      gl0.flush();

                      //await u.animate.async.@checked;
                  };

              }
          );
            #endregion






            new IHTMLHorizontalRule { }.AttachToDocument();

            var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "camerax" }.AttachToDocument();
            // up. whats the most high a rocket can go 120km?
            new IHTMLHorizontalRule { }.AttachToDocument();


            // how high is the bunker?
            var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 2048 * 4, valueAsNumber = 0, title = "cameray" }.AttachToDocument();
            new IHTMLBreak { }.AttachToDocument();
            var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument();
            new IHTMLHorizontalRule { }.AttachToDocument();
            var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();

            // for render server
            var fcamerax = 0.0;
            var fcameray = 0.0;
            var fcameraz = 0.0;

            //while (await camerax.async.onchange)

            //cameray.onchange += delegate
            //{
            //    if (cameray.valueAsNumber < cameray.max)
            //        camerayHigh.valueAsNumber = camerayHigh.min;
            //};

            camerayHigh.onmousedown += delegate
            {
                //if (camerayHigh.valueAsNumber > camerayHigh.min)
                cameray.valueAsNumber = cameray.max;
            };


            Action applycameraoffset = delegate
            {
                // make sure UI and gpu sync up

                var cy = cameray;

                if (cameray.valueAsNumber < cameray.max)
                    camerayHigh.valueAsNumber = camerayHigh.min;

                if (camerayHigh.valueAsNumber > camerayHigh.min)
                    cameray.valueAsNumber = cameray.max;

                if (cameray.valueAsNumber == cameray.max)
                    cy = camerayHigh;



                cameraoffset = new THREE.Vector3(
                  // left?
                  1.0 * (camerax + fcamerax),
                   // height?
                   //0,
                   //1600,
                   //1024,

                   // if the camera is in the center, would we need to move the scene?
                   // we have to move the camera. as we move the scene the lights are messed up
                   //2014,
                   1.0 * (cy + fcameray),

                 //1200
                 1.0 * (cameraz + fcameraz)
                   // can we hover top of the map?
                   );
            };


            #region y
            // need to rotate90?
            var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNY.lookAt(new THREE.Vector3(0, -1, 0));
                cameraNY.position.add(cameraoffset);
            };

            //cameraNY.lookAt(new THREE.Vector3(0, 1, 0));
            var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasNY.canvas.title = "NY";
            canvasNY.canvas.AttachToDocument();
            canvasNY.canvas.style.transformOrigin = "0 0";
            // roslyn!
            canvasNY.canvas.style.transform = $"scale({uizoom})";

            var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPY.lookAt(new THREE.Vector3(0, 1, 0));
                cameraPY.position.add(cameraoffset);
            };
            //cameraPY.lookAt(new THREE.Vector3(0, -1, 0));
            var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0);
            canvasPY.canvas.title = "PY";
            canvasPY.canvas.AttachToDocument();
            canvasPY.canvas.style.transformOrigin = "0 0";
            canvasPY.canvas.style.transform = $"scale({uizoom})";
            #endregion

            // transpose xz?

            #region x
            var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNX.lookAt(new THREE.Vector3(0, 0, 1));
                cameraNX.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(0, 0, -1));
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNX.lookAt(new THREE.Vector3(1, 0, 0));
            var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNX.canvas.title = "NX";
            canvasNX.canvas.AttachToDocument();
            canvasNX.canvas.style.transformOrigin = "0 0";
            canvasNX.canvas.style.transform = $"scale({uizoom})";

            var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPX.lookAt(new THREE.Vector3(0, 0, -1));
                cameraPX.position.add(cameraoffset);
            };
            //cameraPX.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPX.lookAt(new THREE.Vector3(1, 0, 0));
            //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0));
            var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPX.canvas.title = "PX";
            canvasPX.canvas.AttachToDocument();
            canvasPX.canvas.style.transformOrigin = "0 0";
            canvasPX.canvas.style.transform = $"scale({uizoom})";
            #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));
            applycameraoffset += delegate
            {
                cameraNZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNZ.lookAt(new THREE.Vector3(1, 0, 0));
                cameraNZ.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1));
            var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNZ.canvas.title = "NZ";
            canvasNZ.canvas.AttachToDocument();
            canvasNZ.canvas.style.transformOrigin = "0 0";
            canvasNZ.canvas.style.transform = $"scale({uizoom})";

            var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0));
            applycameraoffset += delegate
            {
                cameraPZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0));
                cameraPZ.position.add(cameraoffset);
            };
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1));
            var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPZ.canvas.title = "PZ";
            canvasPZ.canvas.AttachToDocument();
            canvasPZ.canvas.style.transformOrigin = "0 0";
            canvasPZ.canvas.style.transform = $"scale({uizoom})";
            #endregion




            // c++ alias locals would be nice..
            var canvas0 = (IHTMLCanvas)renderer0.domElement;


            var old = new
            {



                CursorX = 0,
                CursorY = 0
            };


            var st = new Stopwatch();
            st.Start();

            //canvas0.css.active.style.cursor = IStyle.CursorEnum.move;




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


            // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
            // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll

            // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/
            // https://www.youtube.com/watch?v=D-Wl9jAB45Q



            #region 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.galaxy_starfield().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets.galaxy_starfield150FOV().AttachToDocument();
            //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument();
            //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument();


            // 270px
            //xor.style.height = "";
            frame0.style.height = "270px";
            frame0.style.width = "480px";
            frame0.style.SetLocation(
                8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3);




            #region DirectoryEntry
            var dir = default(DirectoryEntry);
            int files2count = 0;

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

                var dir2r = dir.createReader();

                var files2 = await dir2r.readFileEntries();

                files2count = files2.Count();

                if (files2count > 0)
                {
                    new IHTMLPre { new { files2count } }.AttachToDocument();

                }
            };
            frame0.style.cursor = IStyle.CursorEnum.pointer;
            frame0.title = "save frame";


            frame0.onclick += delegate
            {
                // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf
                //            A method of creating synthetic stereoscopic panoramic images that can be implemented
                //in most rendering packages has been presented. If single panoramic pairs can be created
                //then stereoscopic panoramic movies are equally possible giving rise to the prospect of
                //movies where the viewer can interact with, at least with regard to what they choose to look
                //at.These images can be projected so as to engage the two features of the human visual
                //system that assist is giving us a sense of immersion, the feeling of “being there”. That is,
                //imagery that contains parallax information as captured from two horizontally separated eye
                //positions (stereopsis)and imagery that fills our peripheral vision.The details that define
                //how the two panoramic images should be created in rendering packages are provided, in
                //particular, how to precisely configure the virtual cameras and control the distance to zero
                //parallax.

                // grab a frame

                if (dir == null)
                {
                    // not exporting to file system?
                    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!

                    return;
                }

                //                // ---------------------------
                //IrfanView
                //---------------------------
                //Warning !
                //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension !
                //Rename ?
                //---------------------------
                //Yes   No   
                //---------------------------

                // haha this will render the thumbnail.
                //dir.WriteAllBytes("0000.png", frame0);

                //dir.WriteAllBytes("0000.png", gl.canvas);

                var glsw = Stopwatch.StartNew();
                dir.WriteAllBytes("0000.png", gl);

                new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument();

                // {{ ElapsedMilliseconds = 1548 }}

                // 3.7MB
                // 3840x2160

            };

            #endregion


            #region render 60hz 30sec
            new IHTMLButton {
                $"render {maxfps}hz {maxlengthseconds}sec"
            }.AttachToDocument().onclick += async e =>
            {
                e.Element.disabled = true;


                var total = Stopwatch.StartNew();
                var status = "rendering... " + new { dir };

                new IHTMLPre { () => status }.AttachToDocument();

                if (dir == null)
                {
                    //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
                }

                total.Restart();



                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                status = "rendering... vsync";

                //var frameid = 0;


                //frameIDslider.valueAsNumber = -1;
                frameIDslider.valueAsNumber = files2count - 1;

                goto beforeframe;


                // parallax offset?

                await_nextframe:


                var filename = frameIDslider.valueAsNumber.ToString().PadLeft(5, '0') + ".png";
                status = "rendering... " + new { filename };


                vsync = new TaskCompletionSource<object>();
                await vsync.Task;

                // frame0 has been rendered

                var swcapture = Stopwatch.StartNew();
                status = "WriteAllBytes... " + new { filename };
                //await Native.window.async.onframe;

                // https://code.google.com/p/chromium/issues/detail?id=404301
                if (dir != null)
                    await dir.WriteAllBytes(filename, gl);
                //await dir.WriteAllBytes(filename, gl.canvas);

                status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds };
                status = "rdy " + new { filename, fcamerax };
                //await Native.window.async.onframe;





                // design mode v render mode
                if (cubefacesize < cubefacesizeMAX)
                    frameIDslider.valueAsNumber += 15;
                else
                    frameIDslider.valueAsNumber++;




                beforeframe:

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);
                // fcamerax = radius * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);

                // some shaders need to know where the camera is looking from. can we tell them?

                //fcamerax = 2.2 * Math.Sin(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));
                //fcameraz = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));


                //// up
                //fcameray = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // cameraz.valueAsNumber = (int)(cameraz.max * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)));


                // up
                //fcameray = 128 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                //fcamerax += (1.0 / 60.0);

                //fcamerax += (1.0 / 60.0) * 120;



                // 60hz 30sec
                if (frameIDslider.valueAsNumber < maxframes)
                {
                    // Blob GC? either this helms or the that we made a Blob static. 
                    //await Task.Delay(11);
                    await Task.Delay(33);
                    // gc at 260 happened twice?
                    goto await_nextframe;
                }

                total.Stop();
                status = "all done " + new { frameid = frameIDslider.valueAsNumber, total.ElapsedMilliseconds };
                vsync = default(TaskCompletionSource<object>);
                // http://stackoverflow.com/questions/22899333/delete-javascript-blobs

                e.Element.disabled = false;
            };
            #endregion


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






            // asus will hang
            // https://3dwarehouse.sketchup.com/model.html?id=fb7a0448d940e575edc01389f336fb0a
            // can we get one frame into vr?

            // cube: mesh to cast shadows



            //{
            //    var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
            //    var floor2 = new THREE.Mesh(planeGeometry0,
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
            //        new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000 })

            //    );
            //    floor2.position.set(0, 0, -cubefacesize / 2);
            //    floor2.AttachTo(scene);
            //}
            //{
            //    var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
            //    var floor2 = new THREE.Mesh(planeGeometry0,
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
            //        new THREE.MeshPhongMaterial(new { ambient = 0x0000ff, color = 0x0000ff })

            //    );
            //    floor2.position.set(-cubefacesize / 2, 0, 0);
            //    floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);

            //    floor2.AttachTo(scene);
            //}

            // front?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader1canvasPX) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0x00ff00,
                            //color = 0x00ff00
                        })

                );
                //floor2.position.set(0, 0, -cubefacesize  * 0.55);
                floor2.position.set(-cubefacesize * 0.5, 0, 0);
                floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);
                floor2.AttachTo(scene);
            }



            // left?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader0canvasPZ) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0xff0000,

                            // can we color mark it?
                            //color = 0x00ff00
                        })

                );
                //floor2.position.set(0, -cubefacesize * 0.5, 0);
                floor2.position.set(0, 0, cubefacesize * 0.5);
                //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
                floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI);

                floor2.AttachTo(scene);
            }





            // right?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader2canvasNZ) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0x00ff00,

                            // can we color mark it?
                            //color = 0x00ff00
                        })

                );
                //floor2.position.set(0, -cubefacesize * 0.5, 0);
                floor2.position.set(0, 0, -cubefacesize * 0.5);
                //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
                //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI);

                floor2.AttachTo(scene);
            }


            // back?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader1canvasNX) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0x00ff00,
                            //color = 0x00ff00
                        })

                );
                floor2.position.set(cubefacesize * 0.5, 0, 0);
                floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);


                floor2.AttachTo(scene);
            }









            // bottom?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader2canvasNY) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0x00ff00,

                            // can we color mark it?
                            //color = 0x00ff00
                        })

                );
                //floor2.position.set(0, -cubefacesize * 0.5, 0);
                //floor2.position.set(cubefacesize * 0.5, 0, 0);
                //floor2.position.set(-cubefacesize * 0.5, 0, 0);
                floor2.position.set(0, -cubefacesize * 0.5, 0);


                //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI / 2);

                applycameraoffset += delegate
                {
                    floor2.rotation.set(0, 0, 0);

                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), -Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);
                    floor2.rotateOnAxis(new THREE.Vector3(1, 0, 0), -Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI );
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI);
                    floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), -Math.PI + bottomRotate100 * 0.01f);

                };

                floor2.AttachTo(scene);
            }



            // top?
            {
                //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
                //var tex0 = new THREE.Texture(new moon());
                //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
                var tex0 = new THREE.Texture(shader2canvasPY) { needsUpdate = true };

                applycameraoffset += delegate { tex0.needsUpdate = true; };

                var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
                var floor2 = new THREE.Mesh(planeGeometry0,
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                    //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                    new THREE.MeshPhongMaterial(
                        new
                        {

                            map = tex0,


                            //ambient = 0x00ff00,

                            // can we color mark it?
                            //color = 0x00ff00
                        })

                );
                //floor2.position.set(0, -cubefacesize * 0.5, 0);
                //floor2.position.set(cubefacesize * 0.5, 0, 0);
                //floor2.position.set(-cubefacesize * 0.5, 0, 0);
                floor2.position.set(0, cubefacesize * 0.5, 0);


                //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI / 2);

                applycameraoffset += delegate
                {
                    floor2.rotation.set(0, 0, 0);

                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), -Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);
                    floor2.rotateOnAxis(new THREE.Vector3(1, 0, 0), Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI / 2);
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI );
                    //floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), Math.PI);
                    floor2.rotateOnAxis(new THREE.Vector3(0, 0, 1), bottomRotate100 * 0.01f);

                };

                floor2.AttachTo(scene);
            }




            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeEarth\ChromeEarth\Application.cs
            // X:\jsc.svn\examples\javascript\canvas\ConvertBlackToAlpha\ConvertBlackToAlpha\Application.cs
            // hidden for alpha AppWindows
            //#if FBACKGROUND

            #region galaxy_starfield
            new THREE.Texture().With(
                async s =>
                {
                    var i = new HTML.Images.FromAssets.galaxy_starfield();
                    //var i = new HTML.Images.FromAssets.galaxy_starfield150FOV();

                    var bytes = await i.async.bytes;

                    //for (int ii = 0; ii < bytes.Length; ii += 4)
                    //{

                    //    bytes[ii + 3] = (byte)(bytes[ii + 0]);

                    //    bytes[ii + 0] = 0xff;
                    //    bytes[ii + 1] = 0xff;
                    //    bytes[ii + 2] = 0xff;
                    //}

                    var cc = new CanvasRenderingContext2D(i.width, i.height);

                    cc.bytes = bytes;

                    s.image = cc;
                    s.needsUpdate = true;

                    var stars_material = new THREE.MeshBasicMaterial(
                            new
                            {
                                //map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src),
                                map = s,
                                side = THREE.BackSide,
                                transparent = true
                            });


                    var stars = new THREE.Mesh(
                            new THREE.SphereGeometry(far * 0.9, 64, 64),
                           stars_material
                        );

                    // http://stackoverflow.com/questions/8502150/three-js-how-can-i-dynamically-change-objects-opacity
                    //(stars_material as dynamic).opacity = 0.5;


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




            new { }.With(
                   delegate
                   {



                       //dae.position.y = -80;

                       //dae.AttachTo(sceneg);
                       //scene.add(dae);
                       //oo.Add(dae);


                       //var rdysw = Stopwatch.StartNew();

                       //Console.WriteLine()

                       // 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 =>
                           {



                               // let render man know..
                               // let render man know..
                               if (vsyncReady())
                                   return;


                               //if (pause) return;
                               //if (pause.@checked)
                               //    return;


                               // can we float out of frame?
                               // haha. a bit too flickery.
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0;
                               //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0;
                               //globesphere.position.y = Math.Sin(fcamerax * 0.001) * 90.0;
                               //clouds.position.y = Math.Cos(fcamerax * 0.001) * 90.0;

                               //sphere.rotation.y += speed;
                               //clouds.rotation.y += speed;

                               // manual rebuild?
                               // red compiler notifies laptop chrome of pending update
                               // app reloads

                               applycameraoffset();
                               renderer0.clear();
                               //rendererPY.clear();

                               //cameraPX.aspect = canvasPX.aspect;
                               //cameraPX.updateProjectionMatrix();

                               // um what does this do?
                               //cameraPX.position.z += (z - cameraPX.position.z) * e.delay.ElapsedMilliseconds / 200.0;
                               // mousewheel allos the camera to move closer
                               // once we see the frame in vr, can we udp sync vr tracking back to laptop?


                               //this.targetPX.x += 1;
                               //this.targetNX.x -= 1;

                               //this.targetPY.y += 1;
                               //this.targetNY.y -= 1;

                               //this.targetPZ.z += 1;
                               //this.targetNZ.z -= 1;

                               // how does the 360 or shadertoy want our cubemaps?


                               // and then rotate right?

                               // how can we render cubemap?



                               #region x
                               // upside down?
                               // are we ready?
                               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);

                                   }
                                );

                               // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                               pass.Paint_Image(
                                     0,

                                     0,
                                     0,
                                     0,
                                     0
                                //,

                                // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                                );

                               //paintsw.Stop();


                               // what does it do?
                               gl.flush();

                               // let render man know..
                               if (vsync != null)
                                   if (!vsync.Task.IsCompleted)
                                       vsync.SetResult(null);
                           };


                   }
               );





            Console.WriteLine("do you see it?");
        }
Пример #40
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:file:///X:/opensource/github/three.js/examples/css3d_panorama.html

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 1, 1000);
            var scene = new THREE.Scene();

            var renderer = new THREE.CSS3DRenderer();

            #region sides
            var sides = new[]
            {
                new side
                {
                    img=  new cubecamera_px(),
                    //img=  new humus_px(),

                    // glsl, clr46, Vector3?
                    position= new THREE.Vector3( -512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, Math.PI / 2, 0 )
                },
                new side {
                    img=  new cubecamera_nx(),
                    //img=  new humus_nx(),
                    position= new THREE.Vector3( 512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, -Math.PI / 2, 0 )
                },
                new side{
                    img=  new cubecamera_py(),
                    //img=  new humus_py(),
                    position= new THREE.Vector3( 0,  512, 0 ),
                    rotation= new THREE.Vector3( Math.PI / 2, 0, Math.PI )
                },
                new side{
                    img=  new cubecamera_ny(),
                    //img=  new humus_ny(),
                    position= new THREE.Vector3( 0, -512, 0 ),
                    rotation= new THREE.Vector3( - Math.PI / 2, 0, Math.PI )
                },
                new side{
                    img=  new cubecamera_pz(),
                    //img=  new humus_pz(),
                    position= new THREE.Vector3( 0, 0,  512 ),
                    rotation= new THREE.Vector3( 0, Math.PI, 0 )
                },
                new side{
                    img=  new cubecamera_nz(),
                    //img=  new humus_nz(),
                    position= new THREE.Vector3( 0, 0, -512 ),
                    rotation= new THREE.Vector3( 0, 0, 0 )
                }
            };
            #endregion

            for (var i = 0; i < sides.Length; i++)
            {
                var side = sides[i];

                var element = side.img;

                element.style.SetSize(1026, 1026);

                //element.width = 1026; // 2 pixels extra to close the gap.

                var xobject = new THREE.CSS3DObject(element);
                xobject.position.set(side.position.x, side.position.y, side.position.z);
                xobject.rotation.set(side.rotation.x, side.rotation.y, side.rotation.z);
                scene.add(xobject);

            }


            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(0.34382355213165283, -0.024581052362918854, -0.938712477684021, 0, 0, -0.9996572732925415, 0.026176948100328445, 0, 0.9390342831611633, 0.00900025200098753, 0.34370577335357666, 0, 0, 0, 0, 0.9999999403953552) translate3d(489px, 332px, 0px);">
            //        <img src="assets/CSS3DPanoramaByHumus/posx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, -512, 0, 0, 1);"><img src="assets/CSS3DPanoramaByHumus/negx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 512, 0, 0, 1);"><img src="assets/CSS3DPanoramaByHumus/posy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 512, 0, 1);"><img src="assets/CSS3DPanoramaByHumus/negy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, -512, 0, 1);"><img src="assets/CSS3DPanoramaByHumus/posz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 512, 1);"><img src="assets/CSS3DPanoramaByHumus/negz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div>
            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(-0.4524347484111786, 0, 0.8917974829673767, 0, 0, -1, 0, 0, -0.8917974829673767, 0, -0.4524347484111786, 0, 0, 0, 0, 1) translate3d(489px, 332px, 0px);">
            // <img width="1026" src="textures/cube/Bridge2/posx.jpg"                                             style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, -1, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negx.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 512, 1);"><img width="1026" src="textures/cube/Bridge2/negz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div> 


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

            #region onresize
            Native.window.onresize +=
                delegate
                {
                    camera.aspect = Native.window.aspect;
                    camera.updateProjectionMatrix();

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

            var target = new THREE.Vector3();

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





            var drag = false;


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

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

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


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

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

                    camera.lookAt(target);

                    renderer.render(scene, camera);

                };

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

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

                    var touch = e.touches[0];

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

                };


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

                  var touch = e.touches[0];

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

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

              };
            #endregion






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

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

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


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

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

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

                };


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

                    Console.WriteLine("requestPointerLock");
                };

            #endregion



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


        }
Пример #41
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)
        {
            // 20140704 no balls shown?
            // broken?
            // view-source:http://www.mrdoob.com/lab/javascript/beachballs/
            //Action Toggle = DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();


            var origin = new THREE.Vector3(0, 15, 0);
            var isMouseDown = false;



            var renderer = new THREE.WebGLRenderer(
                new
                {
                    antialias = true,
                    alpha = false
                });
            renderer.setClearColor(new THREE.Color(0x101010));

            renderer.domElement.AttachToDocument();



            // scene

            var camera = new THREE.PerspectiveCamera(
                40,
                Native.window.aspect, 1,
                1000
                );

            camera.position.x = -30;
            camera.position.y = 10;
            camera.position.z = 30;
            camera.lookAt(new THREE.Vector3(0, 10, 0));


            #region AtResize
            Action AtResize = delegate
            {
                camera.aspect = (double)Native.window.aspect;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
              delegate
              {
                  AtResize();
              };

            AtResize();
            #endregion


            var scene = new THREE.Scene();

            var light = new THREE.HemisphereLight(0xffffff, 0x606060, 1.2);
            light.position.set(-10, 10, 10);
            scene.add(light);

            {
                var geometry = new THREE.CubeGeometry(20, 20, 20);
                var material = new THREE.MeshBasicMaterial(
                    new { wireframe = true, opacity = 0.1, transparent = true });
                var mesh = new THREE.Mesh(geometry, material);
                mesh.position.y = 10;
                scene.add(mesh);
            }

            var intersectionPlane = new THREE.Mesh(new THREE.PlaneGeometry(20, 20, 8, 8));
            intersectionPlane.position.y = 10;
            intersectionPlane.visible = false;
            scene.add(intersectionPlane);

            // geometry

            var ballGeometry = new THREE.Geometry();

            var ballMaterial = new THREE.MeshPhongMaterial(

                new __MeshPhongMaterialDictionary
                {
                    vertexColors = THREE.FaceColors,
                    specular = 0x808080,
                    shininess = 2000
                }
             );

            //

            var colors = new[] {
                    new THREE.Color( 0xe52b30 ),
                    new THREE.Color( 0xe52b30 ),
                    new THREE.Color( 0x2e1b6a ),
                    new THREE.Color( 0xdac461 ),
                    new THREE.Color( 0xf07017 ),
                    new THREE.Color( 0x38b394 ),
                    new THREE.Color( 0xeaf1f7 )
                };

            var amount = colors.Length;

            var geometryTop = new THREE.SphereGeometry(1, 5 * amount, 2, 0, Math.PI * 2.0, 0, 0.30);

            for (var j = 0; j < geometryTop.faces.Length; j++)
            {

                geometryTop.faces[j].color = colors[0];

            }

            THREE.GeometryUtils.merge(ballGeometry, geometryTop);

            var geometryBottom = new THREE.SphereGeometry(1, 5 * amount, 2, 0, Math.PI * 2, Math.PI - 0.30, 0.30);

            for (var j = 0; j < geometryBottom.faces.Length; j++)
            {

                geometryBottom.faces[j].color = colors[0];

            }

            THREE.GeometryUtils.merge(ballGeometry, geometryBottom);

            {
                var sides = amount - 1;
                var size = (Math.PI * 2) / sides;

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

                    var patch = new THREE.SphereGeometry(1, 5, 10, i * size, size, 0.30, Math.PI - 0.60);

                    for (var j = 0; j < patch.faces.Length; j++)
                    {

                        patch.faces[j].color = colors[i + 1];

                    }

                    THREE.GeometryUtils.merge(ballGeometry, patch);

                }

            }
            // physics

            var world = new CANNON.World();
            world.broadphase = new CANNON.NaiveBroadphase();
            world.gravity.set(0, -15, 0);
            world.solver.iterations = 7;
            world.solver.tolerance = 0.1;

            var groundShape = new CANNON.Plane();
            var groundMaterial = new CANNON.Material();
            var groundBody = new CANNON.RigidBody(0, groundShape, groundMaterial);
            groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2.0);
            world.add(groundBody);

            var planeShapeXmin = new CANNON.Plane();
            var planeXmin = new CANNON.RigidBody(0, planeShapeXmin, groundMaterial);
            planeXmin.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI / 2.0);
            planeXmin.position.set(-10, 0, 0);
            world.add(planeXmin);

            var planeShapeXmax = new CANNON.Plane();
            var planeXmax = new CANNON.RigidBody(0, planeShapeXmax, groundMaterial);
            planeXmax.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), -Math.PI / 2.0);
            planeXmax.position.set(10, 0, 0);
            world.add(planeXmax);

            var planeShapeYmin = new CANNON.Plane();
            var planeZmin = new CANNON.RigidBody(0, planeShapeYmin, groundMaterial);
            planeZmin.position.set(0, 0, -10);
            world.add(planeZmin);

            var planeShapeYmax = new CANNON.Plane();
            var planeZmax = new CANNON.RigidBody(0, planeShapeYmax, groundMaterial);
            planeZmax.quaternion.setFromAxisAngle(new CANNON.Vec3(0, 1, 0), Math.PI);
            planeZmax.position.set(0, 0, 10);
            world.add(planeZmax);

            var ballBodyMaterial = new CANNON.Material();
            world.addContactMaterial(new CANNON.ContactMaterial(groundMaterial, ballBodyMaterial, 0.2, 0.5));
            world.addContactMaterial(new CANNON.ContactMaterial(ballBodyMaterial, ballBodyMaterial, 0.2, 0.8));



            var spheres = new Queue<THREE.Mesh>();
            var bodies = new Queue<CANNON.RigidBody>();

            Func<double> random = new Random().NextDouble;


            #region addBall
            Action<double, double, double> addBall = (x, y, z) =>
            {

                x = Math.Max(-10, Math.Min(10, x));
                y = Math.Max(5, y);
                z = Math.Max(-10, Math.Min(10, z));

                var size = 1.25;

                var sphere = new THREE.Mesh(ballGeometry, ballMaterial);
                sphere.scale.multiplyScalar(size);
                //sphere.useQuaternion = true;
                scene.add(sphere);

                spheres.Enqueue(sphere);

                var sphereShape = new CANNON.Sphere(size);
                var sphereBody = new CANNON.RigidBody(0.1, sphereShape, ballBodyMaterial);
                sphereBody.position.set(x, y, z);

                var q = new
                {
                    a = random() * 3.0,
                    b = random() * 3.0,
                    c = random() * 3.0,
                    d = random() * 3.0
                };
                Console.WriteLine("addBall " + new { x, y, z, q });

                //sphereBody.quaternion.set(q.a, q.b, q.c, q.d);
                world.add(sphereBody);

                bodies.Enqueue(sphereBody);

            };
            #endregion


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

                addBall(
                   random() * 10 - 5,
                   random() * 20,
                   random() * 10 - 5
                );

            }

            //

            var projector = new THREE.Projector();
            var ray = new THREE.Raycaster();
            var mouse3D = new THREE.Vector3();

            Native.Document.body.ontouchstart +=
               e =>
               {
                   e.preventDefault();
                   isMouseDown = true;
               };


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

            Native.Document.body.ontouchend +=
            e =>
            {
                e.preventDefault();
                isMouseDown = false;
            };

            #region onmousemove
            Native.document.body.onmousedown +=
                e =>
                {
                    e.preventDefault();
                    isMouseDown = true;
                };
            Native.document.body.onmouseup +=
                 e =>
                 {
                     e.preventDefault();
                     isMouseDown = false;



                     if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                     {
                         if (Native.Document.pointerLockElement == Native.Document.body)
                         {
                             // cant requestFullscreen while pointerLockElement
                             Console.WriteLine("exitPointerLock");
                             Native.Document.exitPointerLock();
                             Native.Document.exitFullscreen();
                             return;
                         }

                         Console.WriteLine("requestFullscreen");
                         Native.Document.body.requestFullscreen();
                         Native.Document.body.requestPointerLock();
                         return;
                     }
                 };
            Native.document.body.onmousemove +=
               e =>
               {

                   mouse3D.set(
                       ((double)e.CursorX / (double)Native.window.Width) * 2 - 1,
                       -((double)e.CursorY / (double)Native.window.Height) * 2 + 1,
                       0.5
                   );

                   projector.unprojectVector(mouse3D, camera);

                   ray.set(camera.position, mouse3D.sub(camera.position).normalize());

                   var intersects = ray.intersectObject(intersectionPlane);

                   if (intersects.Length > 0)
                   {

                       origin.copy(intersects[0].point);

                   }
               };
            #endregion








            #region removeBall
            Action removeBall = delegate
            {

                scene.remove(spheres.Dequeue());
                world.remove(bodies.Dequeue());

            };
            #endregion




            var sw0 = Stopwatch.StartNew();
            var sw = Stopwatch.StartNew();
            //var time = Native.window.performance.now();
            //var lastTime = Native.window.performance.now();

            #region animate
            Action render =
                delegate
                {

                    var delta = sw.ElapsedMilliseconds;
                    sw.Restart();

                    //time = Native.window.performance.now();

                    camera.position.x = -Math.Cos(sw.ElapsedMilliseconds * 0.0001) * 40;
                    camera.position.z = Math.Sin(sw.ElapsedMilliseconds * 0.0001) * 40;
                    camera.lookAt(new THREE.Vector3(0, 10, 0));

                    intersectionPlane.lookAt(camera.position);

                    world.step(delta * 0.001);
                    //lastTime = time;

                    for (var i = 0; i < spheres.Count; i++)
                    {

                        var sphere = spheres.ElementAt(i);
                        var body = bodies.ElementAt(i);

                        sphere.position.copy(body.position);
                        sphere.quaternion.copy(body.quaternion);

                    }

                    renderer.render(scene, camera);

                };



            Native.window.onframe += delegate
            {


                if (isMouseDown)
                {

                    if (spheres.Count > 200)
                    {

                        removeBall();

                    }

                    addBall(
                        origin.x + (random() * 4.0 - 2),
                        origin.y + (random() * 4.0 - 2),
                        origin.z + (random() * 4.0 - 2)
                    );

                }

                render();

            };

            #endregion


        }
Пример #42
0
        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page)
        {
            //FormStyler.AtFormCreated =
            //s =>
            //{
            //    s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;

            //    //var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget());
            //    var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDragWithShadow().AttachTo(s.Context.GetHTMLTarget());



            //    s.Context.GetHTMLTarget().style.backgroundColor = "#efefef";
            //    //s.Context.GetHTMLTarget().style.backgroundColor = "#A26D41";

            //};

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

            if (self_chrome_socket != null)
            {
                // if we run as a server. we can open up on android.

                //chrome.Notification.DefaultTitle = "Nexus7";
                //chrome.Notification.DefaultIconUrl = new x128().src;
                ChromeTCPServer.TheServerWithStyledForm.Invoke(
                     AppSource.Text
                //, AtFormCreated: FormStyler.AtFormCreated

                //AtFormConstructor:
                //    f =>
                //    {
                //        //arg[0] is typeof System.Int32
                //        //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)]

                //        // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs

                //        f.BackColor = System.Drawing.Color.FromArgb(0xA26D41);
                //    }
                );
                return;
            }
            #endregion
#else

            #region += Launched chrome.app.window
            dynamic self = Native.self;
            dynamic self_chrome = self.chrome;
            object self_chrome_socket = self_chrome.socket;

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

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

                    //};

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

                        new chrome.Notification(title: "x360stereomidnightsun");

                        // 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


            // crash
            //int cubefacesizeMAX = 2048 * 2; // 6 faces, ?
            int cubefacesizeMAX = 1024; // 6 faces, ?
            int cubefacesize = cubefacesizeMAX; // 6 faces, ?
            //int cubefacesize = 1024; // 6 faces, ?
            // "X:\vr\tape1\0000x2048.png"
            // for 60hz render we may want to use float camera percision, not available for ui.
            //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/"
            //  "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/"

            if (Environment.ProcessorCount < 8)
                //cubefacesize = 64; // 6 faces, ?

                // fast gif?
                cubefacesize = 1024; // 6 faces, ?


            // can we keep fast fps yet highp?

            // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm?
            //const int cubefacesize = 128; // 6 faces, ?

            //var cubecameraoffsetx = 256;
            var cubecameraoffsetx = 400;


            //var uizoom = 0.1;
            //var uizoom = cubefacesize / 128f;
            var uizoom = 128f / cubefacesize;


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

            Native.body.Clear();
            (Native.body.style as dynamic).webkitUserSelect = "text";

            IHTMLCanvas shader1canvas = null;




            //return;

            // Earth params
            //var radius = 0.5;
            //var radius = 1024;
            //var radius = 2048;
            //var radius = 512;
            //var radius = 256;
            //var radius = 400;

            // can we have not fly beyond moon too much?
            //var radius = 500;
            var radius = 480;

            //var segments = 32;
            var segments = 128 * 2;
            //var rotation = 6;


            //const int size = 128;
            //const int size = 256; // 6 faces, 12KB
            //const int size = 512; // 6 faces, ?

            // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.

            //const int size = 720; // 6 faces, ?
            //const int size = 1024; // 6 faces, ?
            //const int cubefacesize = 1024; // 6 faces, ?

            // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360stereomidnightsun/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg )


            var far = 0xffffff;

            new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument();

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


            var sw = Stopwatch.StartNew();



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

            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();



            // since our cube camera is somewhat a fixed thing
            // would it be easier to move mountains to come to us?
            // once we change code would chrome app be able to let VR know that a new view is available?
            var sceneg = new THREE.Group();
            sceneg.AttachTo(scene);


            // fly up?
            //sceneg.translateZ(-1024);
            // rotate the world, as the skybox then matches what we have on filesystem
            scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2);
            // yet for headtracking we shall rotate camera


            //sceneg.position.set(0, 0, -1024);
            //sceneg.position.set(0, -1024, 0);

            //scene.add(new THREE.AmbientLight(0x333333));
            //scene.add(new THREE.AmbientLight(0xffffff));
            //scene.add(new THREE.AmbientLight(0xaaaaaa));
            //scene.add(new THREE.AmbientLight(0xcccccc));
            //scene.add(new THREE.AmbientLight(0xeeeeee));
            scene.add(new THREE.AmbientLight(0xffffff));




            //var light = new THREE.DirectionalLight(0xffffff, 1);
            //// sun should be beyond moon
            ////light.position.set(-5 * virtualDistance, -3 * virtualDistance, -5 * virtualDistance);
            ////light.position.set(-15 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);

            //// where shall the light source be to see half planet?
            //light.position.set(-1 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance);
            //scene.add(light);



            //var lightX = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightX" }.AttachToDocument();
            //var lightY = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightY" }.AttachToDocument();
            //var lightZ = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightZ" }.AttachToDocument();

            //new IHTMLHorizontalRule { }.AttachToDocument();

            // whats WebGLRenderTargetCube do?

            // WebGLRenderer preserveDrawingBuffer 



            var renderer0 = new THREE.WebGLRenderer(

                new
                {
                    //antialias = true,
                    alpha = true,
                    preserveDrawingBuffer = true
                }
            );

            // https://github.com/mrdoob/three.js/issues/3836

            // the construct. white bg
            //renderer0.setClearColor(0xfffff, 1);
            //renderer0.setClearColor(0x0, 1);
            renderer0.setClearColor(0x0, 0);

            //renderer.setSize(window.Width, window.Height);
            renderer0.setSize(cubefacesize, cubefacesize);

            //renderer0.domElement.AttachToDocument();
            //rendererPX.domElement.style.SetLocation(0, 0);
            //renderer0.domElement.style.SetLocation(4, 4);


            // top

            // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene


            // need a place to show the cubemap face to GUI 
            // how does the stereo OTOY do it?
            // https://www.opengl.org/wiki/Sampler_(GLSL)

            // http://www.richardssoftware.net/Home/Post/25

            // [+X, –X, +Y, –Y, +Z, –Z] fa



            // move up
            //camera.position.set(-1200, 800, 1200);
            //var cameraoffset = new THREE.Vector3(0, 15, 0);

            // can we aniamte it?
            //var cameraoffset = new THREE.Vector3(0, 800, 1200);
            // can we have linear animation fromcenter of the map to the edge and back?
            // then do the flat earth sun orbit?
            var cameraoffset = new THREE.Vector3(
                // left?
                -512,
                // height?
                //0,
                //1600,
                //1024,

                // if the camera is in the center, would we need to move the scene?
                // we have to move the camera. as we move the scene the lights are messed up
                //2014,
                1024,

                //1200
                0
                // can we hover top of the map?
                );

            // original vieworigin
            //var cameraoffset = new THREE.Vector3(-1200, 800, 1200);

            // whatif we want more than 30sec video? 2min animation? more frames to render? 2gb disk?





            var maxfps = 60;
            //var maxlengthseconds = 60;
            var maxlengthseconds = 120;

            var maxframes = maxlengthseconds * maxfps;

            var frameIDanimation = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "frameIDanimation", @checked = false }.AttachToDocument();

            // whatif we want more than 30sec video? 2min animation? more frames to render? 2gb disk?
            var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = maxframes, valueAsNumber = 0, title = "frameIDslider" }.AttachToDocument();
            //var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = 1800, valueAsNumber = 1800 / 2, title = "frameIDslider" }.AttachToDocument();




            new IHTMLHorizontalRule { }.AttachToDocument();

            var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -32, max = 32, valueAsNumber = 0, title = "camerax" }.AttachToDocument();
            camerax.css.after.contentText = "x: ";
            new IHTMLBreak { }.AttachToDocument();

            //camerax.style.borderLeft = "1em solid red";

            // up. whats the most high a rocket can go 120km?
            //new IHTMLHorizontalRule { }.AttachToDocument();

            // how high is the bunker?
            var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -32, max = 32, valueAsNumber = 0, title = "cameray" }.AttachToDocument();
            cameray.css.after.contentText = "y: ";
            new IHTMLBreak { }.AttachToDocument();

            // we wont be going to orbit
            //new IHTMLBreak { }.AttachToDocument();
            //var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument();
            //new IHTMLHorizontalRule { }.AttachToDocument();
            //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();
            //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -2048 / 2, max = 0 + 2048 / 2, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();
            var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -32, max = 32, valueAsNumber = 0, title = "cameraz" }.AttachToDocument();
            cameraz.css.after.contentText = "z: ";

            // for render server
            var fcamerax = 0.0;
            var fcameray = 0.0;
            var fcameraz = 0.0;


            new IHTMLHorizontalRule { }.AttachToDocument();





            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151114/stereo

            // not used for this example tho...
            var itemRotation = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -180, max = 180, valueAsNumber = 0, title = "itemRotation" }.AttachToDocument();
            var spriteOffset = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = 11, valueAsNumber = 0, title = "spriteOffset" }.AttachToDocument();
            //var itemRotation = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -90, max = 90, valueAsNumber = 33, title = "itemRotation" }.AttachToDocument();

            //while (await camerax.async.onchange)

            //cameray.onchange += delegate
            //{
            //    if (cameray.valueAsNumber < cameray.max)
            //        camerayHigh.valueAsNumber = camerayHigh.min;
            //};

            //camerayHigh.onmousedown += delegate
            //{
            //    //if (camerayHigh.valueAsNumber > camerayHigh.min)
            //    cameray.valueAsNumber = cameray.max;
            //};


            Action applycameraoffset = delegate
            {
                // make sure UI and gpu sync up

                var cy = cameray;



                // we wont be going to orbit

                //if (cameray.valueAsNumber < cameray.max)
                //    camerayHigh.valueAsNumber = camerayHigh.min;

                //if (camerayHigh.valueAsNumber > camerayHigh.min)
                //    cameray.valueAsNumber = cameray.max;

                //if (cameray.valueAsNumber == cameray.max)
                //    cy = camerayHigh;



                cameraoffset = new THREE.Vector3(
                    // left?
                  1.0 * (camerax + fcamerax),
                    // height?
                    //0,
                    //1600,
                    //1024,

                   // if the camera is in the center, would we need to move the scene?
                    // we have to move the camera. as we move the scene the lights are messed up
                    //2014,
                   1.0 * (cy + fcameray),

                 //1200c
                 1.0 * (cameraz + fcameraz)
                    // can we hover top of the map?
                   );
            };


            #region y
            // need to rotate90?
            var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNY.lookAt(new THREE.Vector3(0, -1, 0));
                cameraNY.position.add(cameraoffset);
            };

            //cameraNY.lookAt(new THREE.Vector3(0, 1, 0));
            var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasNY.canvas.title = "NY";
            canvasNY.canvas.AttachToDocument();
            canvasNY.canvas.style.transformOrigin = "0 0";
            // roslyn!
            canvasNY.canvas.style.transform = "scale(" + uizoom + ")";

            var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPY.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPY.lookAt(new THREE.Vector3(0, 1, 0));
                cameraPY.position.add(cameraoffset);
            };
            //cameraPY.lookAt(new THREE.Vector3(0, -1, 0));
            var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0);
            canvasPY.canvas.title = "PY";
            canvasPY.canvas.AttachToDocument();
            canvasPY.canvas.style.transformOrigin = "0 0";
            canvasPY.canvas.style.transform = "scale(" + uizoom + ")";
            #endregion

            // transpose xz?

            #region x
            var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraNX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNX.lookAt(new THREE.Vector3(0, 0, 1));
                cameraNX.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(0, 0, -1));
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNX.lookAt(new THREE.Vector3(1, 0, 0));
            var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNX.canvas.title = "NX";
            canvasNX.canvas.AttachToDocument();
            canvasNX.canvas.style.transformOrigin = "0 0";
            canvasNX.canvas.style.transform = "scale(" + uizoom + ")";

            var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            applycameraoffset += delegate
            {
                cameraPX.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPX.lookAt(new THREE.Vector3(0, 0, -1));
                cameraPX.position.add(cameraoffset);
            };
            //cameraPX.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPX.lookAt(new THREE.Vector3(1, 0, 0));
            //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0));

            var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPX.canvas.title = "PX";
            canvasPX.canvas.AttachToDocument();
            canvasPX.canvas.style.transformOrigin = "0 0";
            canvasPX.canvas.style.transform = "scale(" + uizoom + ")";
            #endregion

            // lets have the item twice the cube item size. and offset -0.5 to recenter.
            // this wont work as we are cloning the buffer for now!
            //var canvasPXitem = new CanvasRenderingContext2D(cubefacesize, cubefacesize * 2);
            var canvasPXitem = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPXitem.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 2);
            canvasPXitem.canvas.title = "item";
            canvasPXitem.canvas.AttachToDocument();
            canvasPXitem.canvas.style.transformOrigin = "0 0";
            canvasPXitem.canvas.style.transform = "scale(" + uizoom + ")";
            canvasPXitem.canvas.style.border = "1px solid yellow";

            //canvasPXitem.fillText("hello", 1, 1, cubefacesize);

            //canvasPXitem.drawImage(
            //    //new IHTMLPre { "hello" }
            //    new IHTMLDiv { "hello world. can we draw html into 360 VR yet?" }, 0, 0, cubefacesize, cubefacesize
            //);







            // http://www.w3schools.com/tags/canvas_fillstyle.asp
            canvasPXitem.fillStyle = "red";

            // too big?
            //canvasPXitem.fillRect(
            //    x: cubefacesize / 3,
            //    y: cubefacesize / 4,
            //    w: cubefacesize / 3,
            //    h: cubefacesize / 2
            //);



            // canvasPXitem.fillRect(
            //    x: (cubefacesize - cubefacesize / 6) / 2,
            //    y: (cubefacesize - cubefacesize / 3) / 2,

            //    w: cubefacesize / 6,
            //    h: cubefacesize / 3
            //);



            #region z
            var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1));
            applycameraoffset += delegate
            {
                cameraNZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraNZ.lookAt(new THREE.Vector3(1, 0, 0));
                cameraNZ.position.add(cameraoffset);
            };
            //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0));
            //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1));
            var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasNZ.canvas.title = "NZ";
            canvasNZ.canvas.AttachToDocument();
            canvasNZ.canvas.style.transformOrigin = "0 0";
            canvasNZ.canvas.style.transform = "scale(" + uizoom + ")";

            var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: 1, far: far);
            //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0));
            applycameraoffset += delegate
            {
                cameraPZ.position.copy(new THREE.Vector3(0, 0, 0));
                cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0));
                cameraPZ.position.add(cameraoffset);
            };
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1));
            //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1));
            var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize);
            canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1);
            canvasPZ.canvas.title = "PZ";
            canvasPZ.canvas.AttachToDocument();
            canvasPZ.canvas.style.transformOrigin = "0 0";
            canvasPZ.canvas.style.transform = "scale(" + uizoom + ")";
            #endregion




            // c++ alias locals would be nice..
            var canvas0 = (IHTMLCanvas)renderer0.domElement;


            var old = new
            {



                CursorX = 0,
                CursorY = 0
            };


            var st = new Stopwatch();
            st.Start();

            //canvas0.css.active.style.cursor = IStyle.CursorEnum.move;




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


            // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll
            // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll

            // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/
            // https://www.youtube.com/watch?v=D-Wl9jAB45Q



            #region 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

            // bots cannot get a bigger mp4 from yt, and vrideo renders 2k on gearvr.
            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.galaxy_starfield().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets.galaxy_starfield150FOV().AttachToDocument();
            //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument();
            //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument();
            //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument();


            // 270px
            //xor.style.height = "";
            frame0.style.height = "270px";
            frame0.style.width = "480px";
            frame0.style.SetLocation(
                8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3);



            var frame2 = new HTML.Images.FromAssets.galaxy_starfield().AttachToDocument();

            frame2.style.height = "270px";
            frame2.style.width = "480px";
            frame2.style.SetLocation(
                8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 * 2 + 16 * 2, 8 + (int)(uizoom * cubefacesize + 8) * 3);




            #region DirectoryEntry
            var dir = default(DirectoryEntry);

            new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate
            {
                dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
            };
            frame0.style.cursor = IStyle.CursorEnum.pointer;
            frame0.title = "save frame";


            frame0.onclick += delegate
            {
                // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf
                //            A method of creating synthetic stereoscopic panoramic images that can be implemented
                //in most rendering packages has been presented. If single panoramic pairs can be created
                //then stereoscopic panoramic movies are equally possible giving rise to the prospect of
                //movies where the viewer can interact with, at least with regard to what they choose to look
                //at.These images can be projected so as to engage the two features of the human visual
                //system that assist is giving us a sense of immersion, the feeling of “being there”. That is,
                //imagery that contains parallax information as captured from two horizontally separated eye
                //positions (stereopsis)and imagery that fills our peripheral vision.The details that define
                //how the two panoramic images should be created in rendering packages are provided, in
                //particular, how to precisely configure the virtual cameras and control the distance to zero
                //parallax.

                // grab a frame

                if (dir == null)
                {
                    // not exporting to file system?
                    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!

                    return;
                }

                //                // ---------------------------
                //IrfanView
                //---------------------------
                //Warning !
                //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension !
                //Rename ?
                //---------------------------
                //Yes   No   
                //---------------------------

                // haha this will render the thumbnail.
                //dir.WriteAllBytes("0000.png", frame0);

                //dir.WriteAllBytes("0000.png", gl.canvas);

                var glsw = Stopwatch.StartNew();
                dir.WriteAllBytes("0000.png", gl);

                new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument();

                // {{ ElapsedMilliseconds = 1548 }}

                // 3.7MB
                // 3840x2160

            };

            #endregion

            var vsync = default(TaskCompletionSource<object>);


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






            // asus will hang
            // https://3dwarehouse.sketchup.com/model.html?id=fb7a0448d940e575edc01389f336fb0a
            // can we get one frame into vr?

            // cube: mesh to cast shadows



            //{
            //    var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
            //    var floor2 = new THREE.Mesh(planeGeometry0,
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
            //        new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000 })

            //    );
            //    floor2.position.set(0, 0, -cubefacesize / 2);
            //    floor2.AttachTo(scene);
            //}
            //{
            //    var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
            //    var floor2 = new THREE.Mesh(planeGeometry0,
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
            //        //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
            //        new THREE.MeshPhongMaterial(new { ambient = 0x0000ff, color = 0x0000ff })

            //    );
            //    floor2.position.set(-cubefacesize / 2, 0, 0);
            //    floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2);

            //    floor2.AttachTo(scene);
            //}

            //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true };
            //var tex0 = new THREE.Texture(new moon());
            //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true };
            var texPXitem = new THREE.Texture(

                //shader1canvas

                canvasPXitem.canvas

                ) { needsUpdate = true };


            var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8);
            var floor2 = new THREE.Mesh(planeGeometry0,
                //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 })
                //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 })
                //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 })
                new THREE.MeshPhongMaterial(
                    new
                    {

                        map = texPXitem,

                        transparent = true,
                        alphaTest = 0.5

                        //ambient = 0x00ff00,
                        //color = 0x00ff00
                    })

            );
            //floor2.position.set(0, 0, -cubefacesize  * 0.55);

            floor2.AttachTo(scene);

            applycameraoffset += delegate
            {
                texPXitem.needsUpdate = true;

                //floor2.position.set(-cubefacesize * 0.5, 0, 0);
                //floor2.position.set(-cubefacesize * 0.33, 0, 0);
                // floor2.position.set(-cubefacesize * 0.25, 0, 0);

                //floor2.position.set(-cubefacesize * 0.225, 0, 0);
                floor2.position.set(-cubefacesize * 0.23, 0, 0);

                // too close!
                //floor2.position.set(-cubefacesize * 0.20, 0, 0);

                floor2.rotation.set(0, 0, 0);
                floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2 + radians(itemRotation.valueAsNumber));
            };






            // X:\jsc.svn\examples\javascript\chrome\apps\ChromeEarth\ChromeEarth\Application.cs
            // X:\jsc.svn\examples\javascript\canvas\ConvertBlackToAlpha\ConvertBlackToAlpha\Application.cs
            // hidden for alpha AppWindows
            //#if FBACKGROUND

            new IHTMLBreak { }.AttachToDocument();

            var iskybox2 = new HTML.Images.FromAssets._2massAllskyGAMMA();
            var iskybox1 = new HTML.Images.FromAssets.anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs();

            var hideskybox1 = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "hide skybox1", @checked = true }.AttachToDocument();
            var hideskybox2 = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "hide skybox2", @checked = false }.AttachToDocument();

            #region drawStereoFrame
            Func<CanvasRenderingContext2D, Task> drawStereoFrame = async canvasTB =>
            {
                //var xIPD = 4.0;
                var xIPD = 6.0;

                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151203/x360stereomidnightsun

                // fake skybox?
                canvasTB.fillStyle = "darkcyan";
                canvasTB.fillRect(0, 0, c.width, c.height);

                //canvasTB.drawImage(stereoT, 0, 0, c.width, c.height, 0, 0, c.width, c.height / 2);
                //canvasTB.drawImage(stereoB, 0, 0, c.width, c.height, 0, c.height / 2, c.width, c.height / 2);

                // 12 frames in total. lets add em all
                // can we add a secondary stereo frame ? at 45deg?

                var offsetrotation = 360 / 12;

                hideskybox1.@checked = true;
                hideskybox2.@checked = false;

                // mono bg!
                floor2.visible = false;
                fcamerax = 0;
                await Native.window.async.onframe;
                await Native.window.async.onframe;

                canvasTB.drawImage(gl.canvas, 0, 0, c.width, c.height, 0, 0, c.width, c.height / 2);
                canvasTB.drawImage(gl.canvas, 0, 0, c.width, c.height, 0, c.height / 2, c.width, c.height / 2);

                // keep only bg. hide stereo sprite
                floor2.visible = true;

                //await Native.window.async.onframe;


                // we need our stereo item frame thanks. no bg.
                hideskybox1.@checked = true;
                hideskybox2.@checked = true;

                await Native.window.async.onframe;






                //fcamerax = -xIPD;
                //await Native.window.async.onframe;
                //var stereoT = new IHTMLImage { src = gl.canvas.toDataURL() };

                //fcamerax = +xIPD;

                //await Native.window.async.onframe;
                //var stereoB = new IHTMLImage { src = gl.canvas.toDataURL() };

                ////await Native.window.async.onframe;
                //await stereoB.async.oncomplete;


                // we now have a stereo sprite.
                // can we rotate it on top of the background?


                // 8K fulldome is a resolution of 8192×8192 
                // 8K UHD is a resolution of 7680 × 4320 (33.2 megapixels) 
                // 8192×4320 t
                // Digital video formats with resolutions of 4K (3840×2160) and 8K (7680×4320)


                // WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost ?
                for (int stereoframei = 0; stereoframei < 12; stereoframei++)
                {
                    spriteOffset.valueAsNumber = stereoframei;

                    Console.WriteLine(new { stereoframei });
                    double ioffsetdeg = offsetrotation * stereoframei;


                    ioffsetdeg += (degrees(frameIDslider.valueAsNumber / (60 * 60 / 5.0) * Math.PI * 2));


                    // follow the moon?
                    //stars.rotateOnAxis(new THREE.Vector3(0, -1, 0),
                    //    frameIDslider.valueAsNumber / (60 * 60 / 5.0) * Math.PI * 2
                    //);


                    var ipxoffset = (int)Math.Floor(c.width * ioffsetdeg / 360);

                    ipxoffset = ipxoffset % c.width;

                    fcamerax = -xIPD;
                    await Native.window.async.onframe;
                    var stereoT = gl.canvas;
                    canvasTB.drawImage(stereoT, 0, 0, c.width, c.height, ipxoffset, 0, c.width, c.height / 2);
                    canvasTB.drawImage(stereoT, 0, 0, c.width, c.height, -c.width + ipxoffset, 0, c.width, c.height / 2);

                    fcamerax = +xIPD;
                    await Native.window.async.onframe;
                    var stereoB = gl.canvas;
                    canvasTB.drawImage(stereoB, 0, 0, c.width, c.height, ipxoffset, c.height / 2, c.width, c.height / 2);
                    canvasTB.drawImage(stereoB, 0, 0, c.width, c.height, -c.width + ipxoffset, c.height / 2, c.width, c.height / 2);
                }


                //var canvasTB8K = new CanvasRenderingContext2D(c.width * 2, c.height * 2);
                //canvasTB8K.drawImage(f0, 0, 0, c.width, c.height, 0, 0, c.width * 2, c.height);
                //canvasTB8K.drawImage(f1, 0, 0, c.width, c.height, 0, c.height, c.width * 2, c.height);

                // https://www.reddit.com/r/GearVR/comments/2vrfyu/id_suggest_makers_of_360_videos_make_them_the/
                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151114/stereo
                // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151203
                // can we actually watch stereo _TB images on gearVR?

            };
            #endregion

            #region stero
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151114/stereo
            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112
            new IHTMLButton { "make me a stero TB image " }.AttachToDocument().With(
                async e =>
                {
                    // http://www.vrideo.com/watch/ALdE7mm
                    // https://www.youtube.com/watch?v=S3iTPxMIlCI

                    var onclick = e.async.onclick;

                    while (await onclick)
                    {




                        // keep it 4K, as hw, yt is not ready for 60fps 8K!
                        var canvasTB = new CanvasRenderingContext2D(c.width, c.height);

                        drawStereoFrame(canvasTB);

                        // gearVR will get a black screen
                        // 
                        //frame2.src = canvasTB8K.canvas.toDataURL();
                        frame2.src = canvasTB.canvas.toDataURL();


                        onclick = e.async.onclick;

                        //while (!onclick.IsCompleted)
                        //{
                        //    await Task.Delay(1000 / 30);
                        //    frame0.src = f0.src;
                        //    await Task.Delay(1000 / 30);
                        //    frame0.src = f1.src;
                        //}
                    }
                }
            );
            #endregion


            #region render 60hz 30sec
            new IHTMLButton {
                //"render 60hz 30sec"
                //$"render {maxfps}hz {maxlengthseconds}sec"
                "render " + new {maxfps} + "hz " + new {maxlengthseconds} + "sec"
            }.AttachToDocument().onclick += async e =>
            {
                e.Element.disabled = true;

                //var canvasTB = new CanvasRenderingContext2D(c.width * 2, c.height * 2);
                var canvasTB = new CanvasRenderingContext2D(c.width, c.height);


                var total = Stopwatch.StartNew();
                var status = "rendering... " + new { dir };

                new IHTMLPre { () => status }.AttachToDocument();

                if (dir == null)
                {
                    //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" });
                }

                total.Restart();



                //vsync = new TaskCompletionSource<object>();
                //await vsync.Task;

                status = "rendering... vsync";

                //var frameid = 0;
                //frameIDanimation.@checked = true;
                frameIDslider.valueAsNumber = -1;

                // allow the animation values to sink in
                //vsync = new TaskCompletionSource<object>();
                //await vsync.Task;



                goto beforeframe;


                // parallax offset?

                await_nextframe:


                var filename = frameIDslider.valueAsNumber.ToString().PadLeft(5, '0') + ".jpg";
                status = "rendering... " + new { filename };

                await drawStereoFrame(canvasTB);

                //var xIPD = 4.0;


                //// left eye
                //fcamerax = -xIPD;
                //vsync = new TaskCompletionSource<object>();
                //await vsync.Task;
                //var f0 = new IHTMLImage { src = gl.canvas.toDataURL() };


                //// right eye
                //fcamerax = +xIPD;
                //vsync = new TaskCompletionSource<object>();
                //await vsync.Task;
                //var f1 = new IHTMLImage { src = gl.canvas.toDataURL() };
                //await f1.async.oncomplete;



                //canvasTB.drawImage(f0, 0, 0, c.width, c.height, 0, 0, c.width * 2, c.height);
                //canvasTB.drawImage(f1, 0, 0, c.width, c.height, 0, c.height, c.width * 2, c.height);


                // frame0 has been rendered

                var swcapture = Stopwatch.StartNew();
                status = "WriteAllBytes... " + new { filename };
                //await Native.window.async.onframe;

                // https://code.google.com/p/chromium/issues/detail?id=404301
                if (dir == null)
                {
                    frame2.src = canvasTB.canvas.toDataURL();

                    await Task.Delay(500);
                }
                else
                    await dir.WriteAllBytes(filename, canvasTB);
                //await dir.WriteAllBytes(filename, gl);
                //await dir.WriteAllBytes(filename, gl.canvas);

                status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds };
                status = "rdy " + new { filename, fcamerax };
                //await Native.window.async.onframe;





                // design mode v render mode
                if (cubefacesize < cubefacesizeMAX)
                    frameIDslider.valueAsNumber += 60;
                else
                    frameIDslider.valueAsNumber++;




            beforeframe:

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);
                // fcamerax = radius * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // speed? S6 slow motion?
                // this is really slow. if we do x4x2 =x8 
                // https://www.youtube.com/watch?v=r76ULW16Ib8
                //fcamerax += 16 * (1.0 / 60.0);

                // some shaders need to know where the camera is looking from. can we tell them?

                //fcamerax = 2.2 * Math.Sin(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));
                //fcameraz = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));


                //// up
                //fcameray = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f));

                // cameraz.valueAsNumber = (int)(cameraz.max * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)));


                // up
                //fcameray = 128 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f));

                //fcamerax += (1.0 / 60.0);

                //fcamerax += (1.0 / 60.0) * 120;



                // 60hz 30sec
                if (frameIDslider.valueAsNumber < maxframes)
                {
                    // Blob GC? either this helms or the that we made a Blob static. 
                    await Task.Delay(11);

                    goto await_nextframe;
                }

                total.Stop();
                status = "all done " + new { frameid = frameIDslider.valueAsNumber, total.ElapsedMilliseconds };
                vsync = default(TaskCompletionSource<object>);
                // http://stackoverflow.com/questions/22899333/delete-javascript-blobs

                e.Element.disabled = false;
            };
            #endregion



            new { }.With(
                async delegate
                {

                    var tex1 = new the_midnight_sun_by_isilmetriel { };

                    await tex1.async.oncomplete;

                    // first one is 124, while others is 123?
                    var tex1w = 123;
                    //var tex1w = 120;
                    var tex1h = 626;

                    //canvasPXitem.drawImage(
                    //           tex1, 2, 2, tex1w, tex1h, 0, 0, tex1w, tex1h
                    //       );


                    // how long until jsc can upstream small updates to code?



                    //// canvasPXitem.drawImage(
                    ////     (IHTMLCanvas)renderer0.domElement,



                    ////    sx: (cubefacesize - cubefacesize / 6) / 2,
                    ////    sy: (cubefacesize - cubefacesize / 3) / 2,

                    ////    sw: cubefacesize / 6,
                    ////    sh: cubefacesize / 3,

                    ////    dx: (cubefacesize - cubefacesize / 6) / 2,
                    ////    dy: (cubefacesize - cubefacesize / 3) / 2,

                    ////    dw: cubefacesize / 6,
                    ////    dh: cubefacesize / 3
                    ////);





                    await iskybox2.async.oncomplete;

                    var bytes1 = await iskybox1.async.bytes;

                    //for (int ii = 0; ii < bytes.Length; ii += 4)
                    //{

                    //    bytes[ii + 3] = (byte)(bytes[ii + 0]);

                    //    bytes[ii + 0] = 0xff;
                    //    bytes[ii + 1] = 0xff;
                    //    bytes[ii + 2] = 0xff;
                    //}

                    var cc = new CanvasRenderingContext2D(iskybox1.width, iskybox1.height);

                    cc.bytes = bytes1;

                    //s.image = cc;
                    //s.needsUpdate = true;

                    var skybox1_material = new THREE.MeshBasicMaterial(
                            new
                            {
                                //map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src),
                                map = new THREE.Texture { image = cc, needsUpdate = true },
                                side = THREE.BackSide,
                                transparent = true
                            });


                    var skybox1 = new THREE.Mesh(
                        //new THREE.SphereGeometry(far * 0.92, 64, 64),
                        //new THREE.SphereGeometry(far * 0.80, 64, 64),

                            // still zfighting
                        //new THREE.SphereGeometry(far * 0.50, 64, 64),

                            // the other option is to have a single bg and blend on tht. this is just a rotation visualization.
                            new THREE.SphereGeometry(far * 0.30, 64, 64),
                           skybox1_material
                        );

                    // http://stackoverflow.com/questions/8502150/three-js-how-can-i-dynamically-change-objects-opacity
                    //(stars_material as dynamic).opacity = 0.5;


                    hideskybox1.onchange += delegate
                    {
                        skybox1.visible = !hideskybox1.@checked;
                    };
                    skybox1.visible = !hideskybox1.@checked;


                    scene.add(skybox1);




                    applycameraoffset += delegate
                    {
                        if (frameIDanimation.@checked)
                        {
                            itemRotation.valueAsNumber = (frameIDslider.valueAsNumber / 2) % 360 - 180;

                            hideskybox1.@checked = (frameIDslider.valueAsNumber / 2 + 180) % 720 < 360;
                        }
                    };


                    // target bg
                    var skybox2 = new THREE.Mesh(
                            new THREE.SphereGeometry(far * 0.95, 64, 64),
                           new THREE.MeshBasicMaterial(
                            new
                            {
                                map = new THREE.Texture { image = iskybox2, needsUpdate = true },
                                side = THREE.BackSide,
                                transparent = true
                            })
                    );


                    skybox2.AttachTo(scene).With(
                        stars =>
                        {
                            applycameraoffset += delegate
                              {

                                  skybox2.visible = !hideskybox2.@checked;



                                  skybox1.rotation.set(0, 0, 0);
                                  // spin
                                  skybox1.rotateOnAxis(new THREE.Vector3(0, -1, 0),
                                     frameIDslider.valueAsNumber / (60 * 60 / 5.0) * Math.PI * 2
                                 );

                                  // reset
                                  stars.rotation.set(0, 0, 0);

                                  // slow rotate in place
                                  stars.rotateOnAxis(new THREE.Vector3(1, 0, 0),
                                      frameIDslider.valueAsNumber / 3600.0 * Math.PI * 2
                                  );

                                  // follow the moon?
                                  stars.rotateOnAxis(new THREE.Vector3(0, -1, 0),
                                      frameIDslider.valueAsNumber / (60 * 60 / 5.0) * Math.PI * 2
                                  );
                              };
                        }

                    );

                    // can we get our stereo sprite this way?
                    // do we get clean tiles with transparency?
                    // on x83 on frame0 we were able to hide skybox. how?
                    //hideskybox2.onchange += delegate
                    //{
                    //    skybox2.visible = !hideskybox2.@checked;
                    //};
                    //skybox2.visible = !hideskybox2.@checked;



                    Console.WriteLine("skybox added");






                    //dae.position.y = -80;

                    //dae.AttachTo(sceneg);
                    //scene.add(dae);
                    //oo.Add(dae);




                    // view-source:http://threejs.org/examples/webgl_multiple_canvases_circle.html
                    // https://threejsdoc.appspot.com/doc/three.js/src.source/extras/cameras/CubeCamera.js.html
                    Native.window.onframe +=
                        e =>
                        {
                            // let render man know..
                            if (vsync != null)
                                if (vsync.Task.IsCompleted)
                                    return;


                            //if (pause) return;
                            //if (pause.@checked)
                            //    return;


                            // can we float out of frame?
                            // haha. a bit too flickery.
                            //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0;
                            //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0;
                            //globesphere.position.y = Math.Sin(fcamerax * 0.001) * 90.0;
                            //clouds.position.y = Math.Cos(fcamerax * 0.001) * 90.0;

                            //sphere.rotation.y += speed;
                            //clouds.rotation.y += speed;

                            // manual rebuild?
                            // red compiler notifies laptop chrome of pending update
                            // app reloads

                            applycameraoffset();
                            renderer0.clear();





                            // spriteOffset
                            canvasPXitem.drawImage(
                                       tex1,

                                       //2px black border!
                                //((tex1w + 4) * spriteOffset.valueAsNumber) + 2,
                                       ((tex1w + 2) * spriteOffset.valueAsNumber) + 3,

                                       2, tex1w, tex1h,

                                       // dest
                                       (cubefacesize - tex1w) / 2,
                                       (cubefacesize - tex1h) / 2,

                                       tex1w, tex1h
                                   );



                            //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?


                            // hide everything else


                            // inversion effect?
                            //// if (hideskybox1.@checked)
                            ////     skybox1.visible = true;
                            //// else
                            ////     skybox1.visible = false;

                            //// floor2.visible = false;
                            //// renderer0.render(scene, cameraPX);
                            //// //canvasPXitem.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);


                            // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151203
                            // can we draw from that special image?


                            //canvasPXitem.drawImage(
                            //    tex1, 2, 2, 124, 630 - 4, 0, 0, 124, 626
                            //);

                            //// canvasPXitem.drawImage(
                            ////     (IHTMLCanvas)renderer0.domElement,



                            ////    sx: (cubefacesize - cubefacesize / 6) / 2,
                            ////    sy: (cubefacesize - cubefacesize / 3) / 2,

                            ////    sw: cubefacesize / 6,
                            ////    sh: cubefacesize / 3,

                            ////    dx: (cubefacesize - cubefacesize / 6) / 2,
                            ////    dy: (cubefacesize - cubefacesize / 3) / 2,

                            ////    dw: cubefacesize / 6,
                            ////    dh: cubefacesize / 3
                            ////);


                            //// skybox1.visible = !hideskybox1.@checked;
                            //// floor2.visible = true;


                            #region x
                            canvasPX.clearRect(0, 0, cubefacesize, cubefacesize);
                            // upside down?
                            renderer0.render(scene, cameraPX);
                            canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                            canvasNX.clearRect(0, 0, cubefacesize, cubefacesize);
                            renderer0.render(scene, cameraNX);
                            canvasNX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                            #endregion

                            #region z

                            canvasPZ.clearRect(0, 0, cubefacesize, cubefacesize);
                            renderer0.render(scene, cameraPZ);
                            canvasPZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);

                            canvasNZ.clearRect(0, 0, cubefacesize, cubefacesize);
                            renderer0.render(scene, cameraNZ);
                            canvasNZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize);
                            #endregion



                            #region y
                            canvasPY.clearRect(0, 0, cubefacesize, cubefacesize);
                            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();


                            canvasNY.clearRect(0, 0, cubefacesize, cubefacesize);
                            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);

                             }
                          );


                            //if (cameraz.valueAsNumber == 0)
                            gl.clearColor(0, 0, 0, 0);
                            //else
                            //gl4K.clearColor(0, 0, 0, 1);

                            gl.clear(gl.COLOR_BUFFER_BIT);


                            // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360
                            pass.Paint_Image(
                               0,

                               0,
                               0,
                               0,
                               0
                                //,

                          // gl_FragCoord
                                // cannot be scaled, and can be referenced directly.
                                // need another way to scale
                                //zoom: 0.3f
                          );

                            //paintsw.Stop();


                            // what does it do?
                            gl.flush();

                            // let render man know..
                            if (vsync != null)
                                if (!vsync.Task.IsCompleted)
                                    vsync.SetResult(null);
                        };





                    Console.WriteLine("do you see it?");

                }
           );




        }
Пример #43
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine

        // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html


        /// <summary>
        /// This is a javascript application.
        /// </summary>
        /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param>
        public Application(IApp page = null)
        {
            //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.  Please update your code.

            // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported
            // IE11 does not work yet

            //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole();

            //            DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913
            //Uncaught TypeError: Object [object Object] has no method 'subSelf'
            // { REVISION: '57' };

            var boxes     = new List <CANNON.RigidBody>();
            var boxMeshes = new List <THREE.Mesh>();

            var balls      = new List <CANNON.RigidBody>();
            var ballMeshes = new List <THREE.Mesh>();



            Func <long> Date_now = () => (long)new IFunction("return Date.now();").apply(null);

            var time = Date_now();



            #region initCannon
            //    // Setup our world
            var world = new CANNON.World();

            world.quatNormalizeSkip = 0;
            world.quatNormalizeFast = false;
            //world.solver.setSpookParams(300, 10);
            world.solver.iterations = 5;
            world.gravity.set(0, -20, 0);
            world.broadphase = new CANNON.NaiveBroadphase();

            //    // Create a slippery material (friction coefficient = 0.0)
            var physicsMaterial = new CANNON.Material("slipperyMaterial");


            var physicsContactMaterial = new CANNON.ContactMaterial(
                physicsMaterial,
                physicsMaterial,
                0.0, // friction coefficient
                0.3  // restitution
                );

            //    // We must add the contact materials to the world
            world.addContactMaterial(physicsContactMaterial);

            var controls_sphereShape = default(CANNON.Sphere);
            var controls_sphereBody  = default(CANNON.RigidBody);

            {    // Create a sphere
                var mass        = 5;
                var radius      = 1.3;
                var sphereShape = new CANNON.Sphere(radius);
                var sphereBody  = new CANNON.RigidBody(mass, sphereShape, physicsMaterial);
                controls_sphereShape = sphereShape;
                controls_sphereBody  = sphereBody;
                sphereBody.position.set(0, 5, 0);
                sphereBody.linearDamping = 0.05;
                world.add(sphereBody);

                //    // Create a plane
                var groundShape = new CANNON.Plane();
                var groundBody  = new CANNON.RigidBody(0, groundShape, physicsMaterial);
                groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
                world.add(groundBody);
            }
            #endregion

            #region init

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000);

            var scene = new THREE.Scene();
            scene.fog = new THREE.Fog(0x000000, 0, 500);

            var ambient = new THREE.AmbientLight(0x111111);
            scene.add(ambient);

            var light = new THREE.SpotLight(0xffffff, 1.0);
            light.position.set(10, 30, 20);
            light.target.position.set(0, 0, 0);
            //    if(true){
            light.castShadow = true;

            light.shadowCameraNear = 20;
            light.shadowCameraFar  = 50;//camera.far;
            light.shadowCameraFov  = 40;

            light.shadowMapBias     = 0.1;
            light.shadowMapDarkness = 0.7;
            light.shadowMapWidth    = 2 * 512;
            light.shadowMapHeight   = 2 * 512;

            //        //light.shadowCameraVisible = true;
            //    }
            scene.add(light);



            var controls = new PointerLockControls(camera, controls_sphereBody);
            scene.add(controls.getObject());

            //    // floor
            var geometry = new THREE.PlaneGeometry(300, 300, 50, 50);
            geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2));

            var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd });

            //Native.Window.



            // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9);

            //  Replaced ColorUtils.adjustHSV() with Color's .offsetHSL().
            //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material);

            //

            var mesh = new THREE.Mesh(geometry, material)
            {
                castShadow    = true,
                receiveShadow = true
            };

            scene.add(mesh);

            var renderer = new THREE.WebGLRenderer(new object());
            renderer.shadowMapEnabled = true;
            renderer.shadowMapSoft    = true;
            //renderer.setSize(Native.Window.Width, Native.Window.Height);
            //renderer.setClearColor(scene.fog.color, 1);

            renderer.domElement.style.backgroundColor = JSColor.Black;
            renderer.domElement.AttachToDocument();



            #region onresize
            Action AtResize = delegate
            {
                camera.aspect = Native.window.aspect;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
                delegate
            {
                AtResize();
            };

            AtResize();
            #endregion


            var      r           = new Random();
            Func <f> Math_random = () => r.NextFloat();

            #region Add boxes
            {    //
                for (var i = 0; i < 32; i++)
                {
                    var boxsize = Math_random() * 0.5;

                    var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize);

                    var boxShape    = new CANNON.Box(halfExtents);
                    var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2);

                    var x       = (Math_random() - 0.5) * 20;
                    var y       = 1 + (Math_random() - 0.5) * 1;
                    var z       = (Math_random() - 0.5) * 20;
                    var boxBody = new CANNON.RigidBody(5, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    world.add(boxBody);
                    scene.add(boxMesh);
                    boxBody.position.set(x, y, z);
                    boxMesh.position.set(x, y, z);
                    boxMesh.castShadow    = true;
                    boxMesh.receiveShadow = true;
                    //boxMesh.useQuaternion = true;

                    boxes.Add(boxBody);
                    boxMeshes.Add(boxMesh);
                }
            }
            #endregion

            #region Add linked boxes
            {    //
                var size     = 0.5;
                var he       = new CANNON.Vec3(size, size, size * 0.1);
                var boxShape = new CANNON.Box(he);
                var mass     = 0.0;
                var space    = 0.1 * size;
                var N        = 5;
                var last     = default(CANNON.RigidBody);

                var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2);

                for (var i = 0; i < N; i++)
                {
                    var boxbody = new CANNON.RigidBody(mass, boxShape);
                    var boxMesh = new THREE.Mesh(boxGeometry, material);
                    boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0);
                    boxbody.linearDamping  = 0.01;
                    boxbody.angularDamping = 0.01;
                    //boxMesh.useQuaternion = true;
                    boxMesh.castShadow    = true;
                    boxMesh.receiveShadow = true;

                    world.add(boxbody);
                    scene.add(boxMesh);

                    boxes.Add(boxbody);
                    boxMeshes.Add(boxMesh);

                    if (i != 0)
                    {
                        // Connect this body to the last one
                        var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0));
                        var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0));

                        world.addConstraint(c1);
                        world.addConstraint(c2);
                    }
                    else
                    {
                        mass = 0.3;
                    }
                    last = boxbody;
                }
            }
            #endregion

            #endregion


            var dt = 1.0 / 60;
            controls.enabled = true;

            // vr and tilt shift?

            Native.window.onframe += delegate
            {
                if (controls.enabled)
                {
                    // how big of a world can we hold?
                    // async ?
                    world.step(dt);

                    // Update ball positions
                    for (var i = 0; i < balls.Count; i++)
                    {
                        balls[i].position.copy(ballMeshes[i].position);
                        balls[i].quaternion.copy(ballMeshes[i].quaternion);
                    }

                    // Update box positions
                    for (var i = 0; i < boxes.Count; i++)
                    {
                        boxes[i].position.copy(boxMeshes[i].position);
                        boxes[i].quaternion.copy(boxMeshes[i].quaternion);
                    }
                }

                controls.update(Date_now() - time);
                renderer.render(scene, camera);
                time = Date_now();
            };



            #region havePointerLock

            renderer.domElement.onclick +=
                delegate
            {
                renderer.domElement.requestPointerLock();
            };


            #endregion



            #region onmousedown
            renderer.domElement.onmousedown +=
                e =>
            {
                if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                {
                    if (Native.document.pointerLockElement == Native.document.body)
                    {
                        // cant requestFullscreen while pointerLockElement
                        Console.WriteLine("exitPointerLock");
                        Native.document.exitPointerLock();
                        Native.document.exitFullscreen();
                        return;
                    }

                    Console.WriteLine("requestFullscreen");
                    renderer.domElement.requestFullscreen();
                    renderer.domElement.requestPointerLock();
                    return;
                }

                var ballradius = 0.1 + Math_random() * 0.9;

                var ballShape      = new CANNON.Sphere(ballradius);
                var ballGeometry   = new THREE.SphereGeometry(ballShape.radius, 32, 32);
                var shootDirection = new THREE.Vector3();
                var shootVelo      = 15;
                var projector      = new THREE.Projector();

                Action <THREE.Vector3> getShootDir = (targetVec) =>
                {
                    var vector = targetVec;
                    targetVec.set(0, 0, 1);
                    projector.unprojectVector(vector, camera);
                    var ray = new THREE.Ray((THREE.Vector3)(object) controls_sphereBody.position,
                                            vector
                                            //.subSelf(controls_sphereBody.position)
                                            .normalize()

                                            );
                    targetVec.x = ray.direction.x;
                    targetVec.y = ray.direction.y;
                    targetVec.z = ray.direction.z;
                };


                var x = controls_sphereBody.position.x;
                var y = controls_sphereBody.position.y;
                var z = controls_sphereBody.position.z;

                // could we attach physics via binding list?
                var ballBody = new CANNON.RigidBody(1, ballShape);
                var ballMesh = new THREE.Mesh(ballGeometry, material);
                world.add(ballBody);
                scene.add(ballMesh);
                ballMesh.castShadow    = true;
                ballMesh.receiveShadow = true;
                balls.Add(ballBody);
                ballMeshes.Add(ballMesh);
                getShootDir(shootDirection);
                ballBody.velocity.set(shootDirection.x * shootVelo,
                                      shootDirection.y * shootVelo,
                                      shootDirection.z * shootVelo);

                //        // Move the ball outside the player sphere
                x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius);
                y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius);
                z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius);
                ballBody.position.set(x, y, z);
                ballMesh.position.set(x, y, z);
                //ballMesh.useQuaternion = true;
            };
            #endregion



            //var ze = new ZeProperties();

            //ze.Show();

            //ze.Left = 0;

            //ze.Add(() => renderer);
            //ze.Add(() => controls);
            //ze.Add(() => scene);
        }
Пример #44
0
        // var points = hilbert3D( new THREE.Vector3( 0,0,0 ), 25.0, recursion, 0, 1, 2, 3, 4, 5, 6, 7 );
        static THREE.Vector3[] hilbert3D(
            THREE.Vector3 center,
            double size    = 25.0,
            int iterations = 1,
            int v0         = 0,
            int v1         = 1,
            int v2         = 2,
            int v3         = 3,
            int v4         = 4,
            int v5         = 5,
            int v6         = 6,
            int v7         = 7)
        {
            // 0:71ms {{ i = 0, x = -18.75, y = 18.75, z = -18.75 }}

            // Default Vars
            var half = size / 2;


            var vec_s = new[] {
                new THREE.Vector3(center.x - half, center.y + half, center.z - half),
                new THREE.Vector3(center.x - half, center.y + half, center.z + half),
                new THREE.Vector3(center.x - half, center.y - half, center.z + half),
                new THREE.Vector3(center.x - half, center.y - half, center.z - half),
                new THREE.Vector3(center.x + half, center.y - half, center.z - half),
                new THREE.Vector3(center.x + half, center.y - half, center.z + half),
                new THREE.Vector3(center.x + half, center.y + half, center.z + half),
                new THREE.Vector3(center.x + half, center.y + half, center.z - half)
            };

            var vec = new[] {
                vec_s[v0],
                vec_s[v1],
                vec_s[v2],
                vec_s[v3],
                vec_s[v4],
                vec_s[v5],
                vec_s[v6],
                vec_s[v7]
            };

            // Recurse iterations

            //if (--iterations >= 0)
            if (iterations > 0)
            {
                iterations--;

                var tmp = new[] {
                    hilbert3D(vec[0], half, iterations, v0, v3, v4, v7, v6, v5, v2, v1),
                    hilbert3D(vec[1], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3),
                    hilbert3D(vec[2], half, iterations, v0, v7, v6, v1, v2, v5, v4, v3),
                    hilbert3D(vec[3], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5),
                    hilbert3D(vec[4], half, iterations, v2, v3, v0, v1, v6, v7, v4, v5),
                    hilbert3D(vec[5], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7),
                    hilbert3D(vec[6], half, iterations, v4, v3, v2, v5, v6, v1, v0, v7),
                    hilbert3D(vec[7], half, iterations, v6, v5, v2, v1, v0, v3, v4, v7)
                };

                // Return recursive call
                return(tmp.SelectMany(x => x).ToArray());
            }

            // Return complete Hilbert Curve.
            return(vec);
        }
        void onDocumentMouseDown(Event arg)
        {
            if (!IsActive) return;

            MouseEvent e = arg.As<MouseEvent>();
            e.PreventDefault();

            THREE.Vector3 vector = new THREE.Vector3(mouse.x, mouse.y, 0.5).unproject(camera);

            var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());

            THREE.Intersection[] intersects = raycaster.intersectObjects(allObjects);

            if (intersects.Length > 0 )
            {
                THREE.Intersection interSec = intersects[0];
                THREE.Mesh m = interSec.Object as THREE.Mesh;

                if (m != null)
                {
                    controls.enabled = false;
                    selected = m;
                    intersects = raycaster.intersectObject(plane);
                    offset.copy(interSec.point).sub(plane.position);
                    Container.Style.Cursor = Cursor.Move;
                }
            }
        }
Пример #46
0
 public BallConstrain(THREE.Vector3 c, double ballRadius)
 {
     Center = c;
     Radius = ballRadius;
     MakeMesh();
 }
Пример #47
0
        // Could not connect to the feed specified at 'http://my.jsc-solutions.net/nuget'. P


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

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

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

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


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

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

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

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

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

            var xlight = light as dynamic;

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

            scene.add(light);

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

            renderer.domElement.AttachToDocument();
            #endregion



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

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


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

            //        await Native.window.async.onresize;

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

            //    }
            //);



            #region create field

            // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.
            //var planeGeometry = new THREE.PlaneGeometry(1000, 1000);
            //var planeMaterial = new THREE.MeshLambertMaterial(
            //    new
            //    {
            //        map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src),
            //        color = 0xffffff
            //    }
            //);

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


            //{

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

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

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

            for (var i = 1; i < 100; i++)
            {
                var ii = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial(
                                            new
                {
                    color = (Convert.ToInt32(0xffffff * random.NextDouble()))
                }));
                ii.position.x = i % 2 * 500 - 2.5f;

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


                meshArray.Add(ii);

                scene.add(ii);
            }
            #endregion



            var blendMesh = new THREE.SpeedBlendCharacter();


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

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

                scene.add(blendMesh);

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

                // run
                blendMesh.setSpeed(1.0);

                var radius = blendMesh.geometry.boundingSphere.radius;


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


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

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

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


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

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

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

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

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

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

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


                skyScene.add(skyMesh);
                #endregion

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

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

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

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

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

                    skyCamera.rotation.copy(camera.rotation);



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


                #region onresize
                new { }.With(
                    async delegate
                {
                    do
                    {
                        camera.aspect = Native.window.aspect;
                        camera.updateProjectionMatrix();
                        renderer.setSize(Native.window.Width, Native.window.Height);
                    } while (await Native.window.async.onresize);
                }
                    );
                #endregion
            }
                    )
                );
        }
Пример #48
0
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150812/cssstereo

        //0001 02000178 ScriptCoreLib::ScriptCoreLib.Shared.BCLImplementation.System.Security.Cryptography.__MD5CryptoServiceProvider
        //script: error JSC1000: Java : Opcode not implemented: stind.i1 at ScriptCoreLib.Shared.BCLImplementation.System.Security.Cryptography.__MD5CryptoServiceProviderByMahmood.CreatePaddedBuffer
        //internal compiler error at method

        //       script: error JSC1000: Java :
        //BCL needs another method, please define it.
        //Cannot call type without script attribute :
        //System.Threading.Monitor for Void Enter(System.Object, Boolean ByRef) used at
        //WebGLVRCreativeLeadership.Activities.ApplicationWebServiceActivity+<>c__DisplayClass24.<CreateServer>b__29 at offset 0018.
        //If the use of this method is intended, an implementation should be provided with the attribute[Script(Implements = typeof(...)] set.You may have mistyped it.

        //		I/chromium(13596): [INFO: CONSOLE(97050)] "THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )", source: http://192.168.1.228:23993/view-source (97050)
        //I/chromium(13596): [INFO: CONSOLE(97050)] "THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )", source: http://192.168.1.228:23993/view-source (97050)

        public Application(com.abstractatech.apps.vr.HTML.Pages.IApp page)
        {
            #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)
            {
                ChromeTCPServer.TheServerWithAppWindow.Invoke(com.abstractatech.apps.vr.HTML.Pages.AppSource.Text);

                return;
            }
            #endregion

            // https://play.google.com/store/apps/details?id=com.abstractatech.vr
            // could we display LAN UDP notifications too. like
            // which youtube video is playing?

            Native.body.Clear();
            Native.body.style.margin          = "0px";
            Native.body.style.backgroundColor = "black";

            // https://vronecontest.zeiss.com/index.php?controller=ideas&view=show&id=652

            //          hResolution: 1920,
            //vResolution: 1080,

            // "X:\jsc.svn\examples\javascript\synergy\webgl\WebGLEquirectangularPanorama\WebGLEquirectangularPanorama.sln"

            // http://oculusstreetview.eu.pn/?lat=44.301987&lng=9.211561999999958&q=3&s=false&heading=0
            // https://github.com/troffmo5/OculusStreetView

            // http://stackoverflow.com/questions/23817633/threejs-using-a-sprite-with-the-oculusrifteffect
            // http://laht.info/dk2-parameters-for-three-oculusrifteffect-js/

            // http://stemkoski.github.io/Three.js/Sprites.html
            // http://stemkoski.github.io/Three.js/Texture-Animation.html
            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

            // http://mrdoob.github.io/three.js/examples/webgl_panorama_equirectangular.html

            var window = Native.window;

            var fov = 70.0;

            var camera = new THREE.PerspectiveCamera(fov,
                                                     window.aspect, 1, 1100);
            var target = new THREE.Vector3(0, 0, 0);

            //(camera as dynamic).target = target;

            var scene = new THREE.Scene();
            //scene.add(new THREE.AmbientLight(0xffffff));
            //scene.add(new THREE.AmbientLight(0xafafaf));

            // http://www.html5canvastutorials.com/three/html5-canvas-webgl-ambient-lighting-with-three-js/

            // http://stackoverflow.com/questions/14717135/three-js-ambient-light-unexpected-effect

            scene.add(new THREE.AmbientLight(0x2f2f2f));


            //var light = new THREE.DirectionalLight(0xffffff, 1.0);
            #region light
            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 = 0.3;
            //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);
            #endregion

            var mesh = new THREE.Mesh(new THREE.SphereGeometry(500, 60, 40),
                                      new THREE.MeshBasicMaterial(new
            {
                map = THREE.ImageUtils.loadTexture(
                    new _2294472375_24a3b8ef46_o().src
                    //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20130616_222058().src
                    //new WebGLEquirectangularPanorama.HTML.Images.FromAssets.PANO_20121225_210448().src

                    )
            }));
            mesh.scale.x = -1;
            scene.add(mesh);

            #region sprite2
            var crateTexture = THREE.ImageUtils.loadTexture(
                new ChromeCreativeLeadership.HTML.Images.FromAssets.Mockup().src

                );

            var crateMaterial = new THREE.SpriteMaterial(
                new
            {
                map = crateTexture,
                useScreenCoordinates = false,
                //color = 0xff0000
                color = 0xffffff
            }
                );



            var sprite2 = new THREE.Sprite(crateMaterial);

            //floor
            //sprite2.position.set(0, -200, 0);

            // left
            //sprite2.position.set(200, 50, 0);

            sprite2.position.set(0, 0, 200);

            //sprite2.position.set(-100, 0, 0);
            sprite2.scale.set(
                _2294472375_24a3b8ef46_o.ImageDefaultWidth * 0.08,
                _2294472375_24a3b8ef46_o.ImageDefaultHeight * 0.08,
                //64, 64,
                1.0);                 // imageWidth, imageHeight
            scene.add(sprite2);
            #endregion


            #region ColladaAudiA4
            new ColladaAudiA4().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;

                // right
                dae.position.z = -20;
                dae.position.x = -100;
                dae.position.y = -90;


                // jsc, do we have ILObserver available yet?
                dae.scale.x = 1.0;
                dae.scale.y = 1.0;
                dae.scale.z = 1.0;

                //dae.position.y = -80;

                scene.add(dae);
                //oo.Add(dae);
            }
                );
            #endregion



            #region nexus7
            new nexus7().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;

                // left
                //dae.position.x = 200;

                dae.position.z = -100;
                dae.position.y = -50;

                //dae.position.z = 100;



                // jsc, do we have ILObserver available yet?
                dae.scale.x = 13.5;
                dae.scale.y = 13.5;
                dae.scale.z = 13.5;

                //dae.position.y = -80;

                scene.add(dae);
                //oo.Add(dae);
            }
                );
            #endregion



            //          // DK2
            //          hResolution: 1920,
            //vResolution: 1080,

            var renderer = new THREE.WebGLRenderer();
            renderer.setSize(1920, 1080);


            // broken?
            var distortionK       = new double[] { 1.0, 0.22, 0.24, 0.0 };
            var chromaAbParameter = new double[] { 0.996, -0.004, 1.014, 0.0 };

            var HMD = new OculusRiftEffectOptions
            {
                hResolution = window.Width,
                vResolution = window.Height,

                hScreenSize            = 0.12576,
                vScreenSize            = 0.07074,
                interpupillaryDistance = 0.0635,
                lensSeparationDistance = 0.0635,
                eyeToScreenDistance    = 0.041,

                //  j.distortionK = [0, 1.875, -71.68, 1.595, -3.218644E+26, 1.615, 0, 0];
                //distortionK = new double[] { 1.0, 0.22, 0.24, 0.0 },
                distortionK = distortionK,

                // j.chromaAbParameter = [1.609382E+22, 1.874, -5.189695E+11, -0.939, 4.463059E-29, 1.87675, 0, 0];
                //chromaAbParameter = new double[] { 0.996, -0.004, 1.014, 0.0 }
                chromaAbParameter = chromaAbParameter
            };

            var effect = new THREE.OculusRiftEffect(
                renderer, new
            {
                worldScale = 100,

                //HMD
            }
                );

            effect.setSize(1920, 1080);


            renderer.domElement.AttachToDocument();

            //renderer.domElement.style.position = IStyle.PositionEnum.absolute;
            renderer.domElement.style.SetLocation(0, 0);

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

            // x:\jsc.svn\examples\javascript\synergy\comanchebysiorki\comanchebysiorki\application.cs


            #region onresize
            new { }.With(
                async delegate
            {
                retry:

                var s = (double)Native.window.Width / 1920.0;


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

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



            //#region onresize
            //Native.window.onresize +=
            //    delegate
            //    {
            //        camera.aspect = Native.window.aspect;
            //        camera.updateProjectionMatrix();

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


            //Native.document.body.onmousewheel +=
            //    e =>
            //    {
            //        fov -= e.WheelDirection * 5.0;
            //        camera.projectionMatrix.makePerspective(fov,
            //            (double)window.Width / window.Height, 1, 1100);
            //    };

            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 camera_rotation_z = 0.0;


            var labove = new NotificationLayout();

            #region sprite2 above
            {
                labove.Message.innerText       = "VR CREATIVE LEADERSHIP";
                labove.layout.style.background = "";

                new { }.With(
                    async delegate
                {
                    retry:

                    // make it blink. gaze cursor is on it?


                    labove.box.style.background = "rgba(255,255,0,0.7)";
                    labove.box.setAttribute("invoke", "onmutation1");
                    await Task.Delay(1500);

                    // is mutation observer noticing it?
                    labove.box.style.background = "rgba(255,255,255,0.7)";
                    labove.box.setAttribute("invoke", "onmutation2");
                    await Task.Delay(1500);


                    goto retry;
                }
                    );



                var c = labove.AsCanvas();

                var xcrateTexture = new THREE.Texture(c);

                // like video texture
                Native.window.onframe += delegate { xcrateTexture.needsUpdate = true; };

                var xcrateMaterial = new THREE.SpriteMaterial(
                    new
                {
                    map = xcrateTexture,
                    useScreenCoordinates = false,
                    //color = 0xff0000
                    color = 0xffffff
                }
                    );



                var xsprite2 = new THREE.Sprite(xcrateMaterial);

                //floor
                //sprite2.position.set(0, -200, 0);

                // left
                xsprite2.position.set(200, 0, 0);

                //sprite2.position.set(0, 0, 200);

                //sprite2.position.set(-100, 0, 0);
                xsprite2.scale.set(
                    c.width * 0.5,
                    c.height * 0.5,
                    //64, 64,
                    1.0);                     // imageWidth, imageHeight
                scene.add(xsprite2);
            }
            #endregion



            //var lineTo = new List<THREE.Vector3>();
            var others = new
            {
                ui     = default(NotificationLayout),
                canvas = default(IHTMLCanvas),

                map = default(THREE.Texture),

                sprite = default(THREE.Sprite)
            }.ToEmptyList();

            #region add
            Action <NotificationLayout> add = ui =>
            {
                ui.layout.style.background = "";

                var canvas = ui.AsCanvas();
                var index  = others.Count;

                //ui.Message  += new { index };
                //ui.Message.innerText += new { index };

                //lbelow0.Message = new { THREE.REVISION }.ToString();

                // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( undefined )

                var map = new THREE.Texture(canvas);

                map.minFilter = THREE.LinearFilter;

                // like video texture

                var xcrateMaterial = new THREE.SpriteMaterial(
                    new
                {
                    map,
                    useScreenCoordinates = false,
                    //color = 0xff0000
                    color = 0xffffff
                }
                    );



                var sprite = new THREE.Sprite(xcrateMaterial);

                //floor
                //sprite2.position.set(0, -200, 0);

                // left middle
                //sprite2.position.set(200, 0, 0);
                //sprite.position.set(250, -50, 50);
                //lineTo.Add(sprite.position);



                //sprite2.position.set(0, 0, 200);

                //sprite2.position.set(-100, 0, 0);
                sprite.scale.set(
                    canvas.width * 0.5,
                    canvas.height * 0.5,
                    //64, 64,
                    1.0);                     // imageWidth, imageHeight
                scene.add(sprite);

                others.Add(
                    new
                {
                    ui,
                    canvas,
                    map,
                    sprite
                }
                    );

                var sw = Stopwatch.StartNew();

                Native.window.onframe += delegate
                {
                    // can we get some of the crazy c++ template bitmapbuffer code from the past?
                    map.needsUpdate = true;

                    var offset = Math.PI * 2 * ((double)(index + 1) / others.Count);

                    sprite.position.x = 300;

                    sprite.position.z = Math.Sin(sw.ElapsedMilliseconds * 0.00001 + offset) * 120;
                    sprite.position.y = Math.Cos(sw.ElapsedMilliseconds * 0.00001 + offset) * 120;
                };
            };
            #endregion


            #region NotificationLayout
            add(
                new NotificationLayout
            {
                // keep attributes around?
                // like we do with XElement sync?
                Icon = new _0_10122014_ECAF4B1F638429B44F4B142C2A4F38EE().With(
                    x =>
                {
                    x.style.width  = "96px";
                    x.style.height = "96px";
                }
                    ),
                Message = "Advanced Mechanics by Portugal Design Lab"
            }
                );

            add(
                new NotificationLayout
            {
                // keep attributes around?
                // like we do with XElement sync?
                Icon = new _42_08122014_D2639E0AAA3E54E5F4568760AEE605EE().With(
                    x =>
                {
                    x.style.width  = "96px";
                    x.style.height = "96px";
                }
                    ),
                Message = "Face Value by mshariful"
            }
                );



            add(
                new NotificationLayout
            {
                // keep attributes around?
                // like we do with XElement sync?
                Icon = new _371_28122014_2045510F2F7974319A9F7E9F4B39DF07().With(
                    x =>
                {
                    x.style.width  = "96px";
                    x.style.height = "96px";
                }
                    ),
                Message = "Mind Wall. by Sumit Goski"
            }
                );
            #endregion



            #region lines
            {
                var geometry = new THREE.Geometry
                {
                    // how can we keep streaming verticies data points to gpu?
                    vertices =

                        others.SelectMany(
                            lineTo =>
                            new[]
                    {
                        new THREE.Vector3(200, 0, 0),
                        lineTo.sprite.position
                    }
                            ).ToArray()

                        // https://github.com/mrdoob/three.js/wiki/Updates
                        // http://stackoverflow.com/questions/17842521/adding-geometry-to-a-three-js-mesh-after-render
                        //verticesNeedUpdate = true
                };

                Native.window.onframe += delegate { geometry.verticesNeedUpdate = true; };

                var o = new THREE.Line(geometry, new THREE.LineDashedMaterial(
                                           new { color = 0x00aaff, dashSize = 1, gapSize = 0.5, linewidth = 1 }
                                           ), THREE.LineStrip);

                //objects.Add(o);
                scene.add(o);
            }
            #endregion

            Native.window.onframe +=
                ee =>
            {
                // look we are having html in 3D in VR!



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

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

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


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

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

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

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



            // http://blog.thematicmapping.org/2013/10/terrain-visualization-with-threejs-and.html

            // http://stackoverflow.com/questions/13278087/determine-vertical-direction-of-a-touchmove



            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;;
            };
            // https://developer.android.com/training/system-ui/immersive.html
        }
Пример #49
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://blog.cuartodejuegos.es/wp-content/uploads/2011/06/Story-cubes-caras.jpg
            // http://css-eblog.com/3d/box.html

            var w = Native.window.Width;
            var h = Native.window.Height;

            //      var world, ground, 
            var timeStep = 1 / 60.0;

            //diceRigid, dice,
            //camera, scene, renderer, floorObj,
            //startDiceNum = 3,
            var cubeSize = 3.0;

            #region Cannonの世界を生成
            var world = new CANNON.World();

            //重力を設定
            world.gravity.set(0, -90.82, 0);
            world.broadphase = new CANNON.NaiveBroadphase();
            world.solver.iterations = 10;
            world.solver.tolerance = 0.001;

            //地面用にPlaneを生成
            var plane = new CANNON.Plane();

            //Planeの剛体を質量0で生成する
            var ground = new CANNON.RigidBody(0, plane);

            //X軸に90度(つまり地面)に回転
            ground.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2);
            ground.position.set(
                50, 0, 50);

            world.add(ground);
            #endregion


            #region initThree() {


            //var camera = new THREE.OrthographicCamera(-w / 2, w / 2, h / 2, -h / 2, 1, 1000);
            var camera = new THREE.PerspectiveCamera(60, w / (double)h, 0.1, 1000);


            camera.lookAt(new THREE.Vector3(0, 0, 0));

            var scene = new THREE.Scene();
            var renderer = new THREE.CSS3DRenderer();
            renderer.setSize(w, h);

            var textureSize = 800;
            var floorEle = new IHTMLDiv();
            //floorEle.style.width = textureSize + "px";
            //floorEle.style.height = textureSize + "px";

            floorEle.style.width = 100 + "px";
            floorEle.style.height = 100 + "px";

            new WebGLDiceByEBLOG.HTML.Images.FromAssets.background().ToBackground(floorEle.style, true);

            //floorEle.style.background = 'url(http://jsrun.it/assets/d/x/0/w/dx0wl.png) left top repeat';
            //floorEle.style.backgroundSize = textureSize / 20 + "px " + textureSize / 20 + "px";
            (floorEle.style as dynamic).backgroundSize = textureSize / 20 + "px " + textureSize / 20 + "px";

            var floorObj = new THREE.CSS3DObject(floorEle);
            //floorObj.position.fromArray(new double[] { 100, 0, 0 });
            //floorObj.rotation.fromArray(new double[] { Math.PI / 2.0, 0, 0 });
            scene.add(floorObj);

            scene.add(camera);

            renderer.domElement.AttachToDocument();

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



            #region createDice
            Func<xdice> createDice = delegate
            {


                Console.WriteLine("before array");


                //t = new Array(3);
                //p.rotation = t;

                var zero = 0.0;


                #region boxInfo
                var boxInfo = new[] 
                {
                         new xdiceface {
                        img = (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num4(),
                        position= new double [] { 0, 0, -cubeSize },

                        // jsc, please allow 
                        rotation= new double [] { 0, 0, zero }
                    },


                    new  xdiceface{
                        img= (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num2(),
                        position = new double [] { -cubeSize, 0, 0 },
                        rotation =  new double [] { 0, Math.PI / 2, 0 }
                    },
                    new xdiceface{
                        img = (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num5(),
                        position = new double [] { cubeSize, 0, 0 },
                        rotation= new double [] { 0, -Math.PI / 2, 0 }
                    },
                    new xdiceface{
                        img= (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num1(),
                        position= new double [] { 0,  cubeSize, 0 },
                        rotation= new double [] { Math.PI / 2, 0, Math.PI }
                    },
                    new xdiceface {
                        img= (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num6(),
                        position= new double [] { 0, -cubeSize, 0 },
                        rotation= new double [] { - Math.PI / 2, 0, Math.PI }
                    },
                    new xdiceface{
                        img= (IHTMLImage)new WebGLDiceByEBLOG.HTML.Images.FromAssets.num3(),
                        position= new double [] { 0, 0,  cubeSize },
                        rotation= new double [] { 0, Math.PI, 0 }
                    },
               
                };
                #endregion
                Console.WriteLine("after array");

                //for three.js
                //var el, dice,
                //    info, img, face;

                var el = new IHTMLDiv();
                el.style.width = cubeSize * 2 + "px";
                el.style.height = cubeSize * 2 + "px";
                var dice = new THREE.CSS3DObject(el);

                for (var j = 0; j < boxInfo.Length; j++)
                {
                    Console.WriteLine("after array " + new { j });

                    var info = boxInfo[j];

                    info.img.style.SetSize(
                        (int)(cubeSize * 2),
                        (int)(cubeSize * 2)
                    );


                    var face = new THREE.CSS3DObject(info.img);

                    face.position.fromArray(info.position);
                    face.rotation.fromArray(info.rotation);
                    dice.add(face);
                }

                //Create physics.
                var mass = 1;
                var box = new CANNON.Box(new CANNON.Vec3(cubeSize, cubeSize, cubeSize));
                var body = new CANNON.RigidBody(mass, box);

                //body.position.set(x, y, z);
                //body.velocity.set(0, 0, Math.random() * -50 - 30);

                //body.angularVelocity.set(10, 10, 10);
                //body.angularDamping = 0.001;

                return new xdice
                {
                    dice = dice,
                    rigid = body
                };
            };
            #endregion


            //world.allowSleep = true;
            var stopped = false;

            Func<double> random = new Random().NextDouble;

            #region initAnimation
            Action<xdice> initAnimation = y =>
            {
                var position = new
                {
                    x = 5 + random() * 50.0,
                    y = 5 + random() * 50.0,
                    z = 5 + random() * 5.0,
                };

                Console.WriteLine(new { position });
                y.rigid.position.set(position.x, position.y, position.z);

                y.rigid.velocity.set(
                    random() * 20 + 0,
                    random() * 20 + 10,
                    random() * 20 + 10
                    );


                y.rigid.angularVelocity.set(10, 10, 10);
                y.rigid.angularDamping = 0.001;
            };
            #endregion

            //create a dice.

            var AllDice = new List<xdice>();

            for (int i = 0; i < 9; i++)
            {

                var y = createDice();

                initAnimation(y);

                scene.add(y.dice);
                world.add(y.rigid);

                AllDice.Add(y);

            }





            var target = new THREE.Vector3();

            var lon = 50.0;
            var lat = -72.0;





            var drag = false;

            #region onframe
            Native.window.onframe +=
                delegate
                {
                    if (Native.document.pointerLockElement == Native.document.body)
                        lon += 0.00;
                    else
                        lon += 0.01;

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

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


                    var phi = THREE.Math.degToRad(90.0 - lat);
                    var theta = THREE.Math.degToRad(lon);

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

                    //XInteractiveInt32Form.ToInteractiveInt32Form(
                    camera.position.set(
                        x: 0,
                        y: 50.ToInteractiveInt32Form(),
                        z: 0
                   );

                    #region updatePhysics();
                    //物理エンジンの時間を進める
                    world.step(timeStep);

                    //物理エンジンで計算されたbody(RigidBody)の位置をThree.jsのMeshにコピー
                    AllDice.WithEach(
                        y =>
                        {
                            y.rigid.position.copy(y.dice.position);
                            y.rigid.quaternion.copy(y.dice.quaternion);

                            //y.rigid.position.copy(camera.position);
                        }
                    );

                    if (!drag)
                    {
                        camera.lookAt(
                            new THREE.Vector3(
                                AllDice.Average(i => i.rigid.position.x),
                                AllDice.Average(i => i.rigid.position.y),
                                AllDice.Average(i => i.rigid.position.z)
                            )
                        );



                    }
                    else
                    {
                        camera.lookAt(
                            new THREE.Vector3(
                                target.x + camera.position.x,
                                target.y + camera.position.y,
                                target.z + camera.position.z
                            )
                        );
                    }

                    ground.position.copy(floorObj.position);
                    ground.quaternion.copy(floorObj.quaternion);
                    #endregion

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




            #region sleepy
            AllDice.Last().With(
                x =>
                {

                    x.rigid.addEventListener("sleepy",

                        IFunction.OfDelegate(
                            new Action(
                                delegate
                                {

                                    var px = new THREE.Vector4(1, 0, 0, 0);
                                    var nx = new THREE.Vector4(-1, 0, 0, 0);
                                    var py = new THREE.Vector4(0, 1, 0, 0);
                                    var ny = new THREE.Vector4(0, -1, 0, 0);
                                    var pz = new THREE.Vector4(0, 0, 1, 0);
                                    var nz = new THREE.Vector4(0, 0, -1, 0);
                                    var UP = 0.99;
                                    //tmp;

                                    #region showNum
                                    Action<int> showNum = num =>
                                    {
                                        new { num }.ToString().ToDocumentTitle();
                                    };

                                    if (px.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(5);
                                    }
                                    else if (nx.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(2);
                                    }
                                    else if (py.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(1);
                                    }
                                    else if (ny.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(6);
                                    }
                                    else if (pz.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(3);
                                    }
                                    else if (nz.applyMatrix4(x.dice.matrixWorld).y > UP)
                                    {
                                        showNum(4);
                                    }
                                    #endregion

                                    stopped = true;
                                }
                            )
                        )
                    );
                }
            );

            #endregion

            #region onresize
            Action AtResize = delegate
            {
                camera.aspect = Native.window.Width / Native.window.Height;
                camera.updateProjectionMatrix();
                renderer.setSize(Native.window.Width, Native.window.Height);
            };
            Native.window.onresize +=
              delegate
              {
                  AtResize();
              };
            #endregion


            #region onclick
            var button = new IHTMLDiv();

            button.style.position = IStyle.PositionEnum.absolute;
            button.style.left = "0px";
            button.style.right = "0px";
            button.style.bottom = "0px";
            button.style.height = "3em";
            button.style.backgroundColor = "rgba(0,0,0,0.5)";

            button.AttachToDocument();



            button.onmousedown +=
                e =>
                {
                    e.stopPropagation();
                };

            button.ontouchstart +=
                e =>
                {
                    e.stopPropagation();
                };

            button.ontouchmove +=
                 e =>
                 {
                     e.stopPropagation();
                 };

            button.onclick +=
                delegate
                {
                    stopped = false;

                    AllDice.WithEach(
                       y =>
                       {
                           initAnimation(y);
                       }
                    );

                };
            #endregion

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

            Native.document.body.ontouchend +=
               e =>
               {
                   drag = false;
               };


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

                    var touch = e.touches[0];

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

                };


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

                  var touch = e.touches[0];

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

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

              };
            #endregion






            #region camera rotation
            renderer.domElement.onmousemove +=
                e =>
                {
                    e.preventDefault();

                    if (Native.document.pointerLockElement == renderer.domElement)
                    {
                        drag = true;
                        lon += e.movementX * 0.1;
                        lat -= e.movementY * 0.1;

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


            renderer.domElement.onmouseup +=
              e =>
              {
                  drag = Native.document.pointerLockElement != null;
                  e.preventDefault();
              };

            renderer.domElement.onmousedown +=
                e =>
                {
                    //e.CaptureMouse();

                    drag = true;
                    e.preventDefault();
                    renderer.domElement.requestPointerLock();

                };


            renderer.domElement.ondblclick +=
                e =>
                {
                    e.preventDefault();

                    Console.WriteLine("requestPointerLock");
                };

            #endregion






        }
Пример #50
0
        public void integrate(double deltaT)
        {
            if (IsFixed)
            {
                ToOriginal();
                return;
            }

            acc.multiplyScalar(ParticleConstants.DAMPING);

            THREE.Vector3 newPos = this.position.clone().sub(previous);
            newPos.add(acc.multiplyScalar(deltaT * deltaT));
            newPos.add(position);

            previous = position.clone();
            position = newPos;

            acc.set(0, 0, 0);
        }
Пример #51
0
        // example broken by sf data loss?
        // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151016/azimuthal


        /// <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)
        {
            // chrome 48 opens too many connections to download pngs?
            // Version 48.0.2536.0 canary (64-bit)

            //TCP enter https { ClientCounter = 395 }
            //{ RemoteEndPoint = 192.168.1.199:65133, isPeerProxy = False }
            //{ certificate = , chain =  }

            //Unhandled Exception: OutOfMemoryException.

            // view-source:file:///X:/opensource/github/three.js/examples/css3d_panorama.html

            // http://security.stackexchange.com/questions/53765/router-detecting-port-scan-and-ack-flood-attack
            // what causes the port flood

            ////TCP enter https { ClientCounter = 12 }
            ////{ RemoteEndPoint = 192.168.1.199:65188, isPeerProxy = False }
            //new azi_ny().AttachToDocument();
            //// what happens if we add two of them?

            //var __threejs = new THREE.Vector3(-512, 0, 0);




            //var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 1, 1000);
            //var scene = new THREE.Scene();

            //var renderer = new THREE.CSS3DRenderer();

            Console.WriteLine("about to init sides...");
            #region sides
            var sides = new[]
            {
                new side
                {
                    img=  new azi_px(),

                    // glsl, clr46, Vector3?
                    position= new THREE.Vector3( -512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, Math.PI / 2, 0 )
                },
                new side {
                    img=  new azi_nx(),
                    position= new THREE.Vector3( 512, 0, 0 ),
                    rotation= new THREE.Vector3( 0, -Math.PI / 2, 0 )
                },
                new side{
                    img=  new azi_py(),
                    position= new THREE.Vector3( 0,  512, 0 ),
                    rotation= new THREE.Vector3( Math.PI / 2, 0, Math.PI )
                },
                new side{
                    img=  new azi_ny(),
                    position= new THREE.Vector3( 0, -512, 0 ),
                    rotation= new THREE.Vector3( - Math.PI / 2, 0, Math.PI )
                },
                new side{
                    img=  new azi_pz(),
                    position= new THREE.Vector3( 0, 0,  512 ),
                    rotation= new THREE.Vector3( 0, Math.PI, 0 )
                },
                new side{
                    img=  new azi_nz(),
                    position= new THREE.Vector3( 0, 0, -512 ),
                    rotation= new THREE.Vector3( 0, 0, 0 )
                }
            };
            #endregion
            Console.WriteLine("about to init CSS3DObject sides... did chrome just abuse TCP ?");

            var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 1, 1000);
            var scene = new THREE.Scene();

            var renderer = new THREE.CSS3DRenderer();

            for (var i = 0; i < sides.Length; i++)
            {
                var side = sides[i];

                var element = side.img;

                element.style.SetSize(1026, 1026);

                //element.width = 1026; // 2 pixels extra to close the gap.

                var xobject = new THREE.CSS3DObject(element);
                xobject.position.set(side.position.x, side.position.y, side.position.z);
                xobject.rotation.set(side.rotation.x, side.rotation.y, side.rotation.z);
                scene.add(xobject);

            }

            //// c48 floods the ports by now.
            //TCP enter https { ClientCounter = 344 }
            //{ RemoteEndPoint = 192.168.1.199:49221, isPeerProxy = False }

            //Unhandled Exception: OutOfMemoryException.
            //return;


            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(0.34382355213165283, -0.024581052362918854, -0.938712477684021, 0, 0, -0.9996572732925415, 0.026176948100328445, 0, 0.9390342831611633, 0.00900025200098753, 0.34370577335357666, 0, 0, 0, 0, 0.9999999403953552) translate3d(489px, 332px, 0px);">
            //        <img src="assets/CSSAzimuthMapViz/posx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, -512, 0, 0, 1);"><img src="assets/CSSAzimuthMapViz/negx.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 512, 0, 0, 1);"><img src="assets/CSSAzimuthMapViz/posy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 512, 0, 1);"><img src="assets/CSSAzimuthMapViz/negy.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, -512, 0, 1);"><img src="assets/CSSAzimuthMapViz/posz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 512, 1);"><img src="assets/CSSAzimuthMapViz/negz.jpg" width="1026" style="width: 1024px; height: 1024px; position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div>
            //<div style="-webkit-transform-style: preserve-3d; width: 978px; height: 664px; -webkit-transform: translate3d(0px, 0px, 432.6708237832803px) matrix3d(-0.4524347484111786, 0, 0.8917974829673767, 0, 0, -1, 0, 0, -0.8917974829673767, 0, -0.4524347484111786, 0, 0, 0, 0, 1) translate3d(489px, 332px, 0px);">
            // <img width="1026" src="textures/cube/Bridge2/posx.jpg"                                             style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, -1, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negx.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, 0, 512, 0, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, 1, 0, 0, -1, 0, 0, 0, 512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/negy.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0, 0, -512, 0, 1);"><img width="1026" src="textures/cube/Bridge2/posz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(-1, 0, 0, 0, 0, -1, 0, 0, 0, 0, -1, 0, 0, 0, 512, 1);"><img width="1026" src="textures/cube/Bridge2/negz.jpg" style="position: absolute; -webkit-transform-style: preserve-3d; -webkit-transform: translate3d(-50%, -50%, 0px) matrix3d(1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, -512, 1);"></div> 


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

            #region onresize
            Native.window.onresize +=
                delegate
                {
                    camera.aspect = Native.window.aspect;
                    camera.updateProjectionMatrix();

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

            var target = new THREE.Vector3();

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





            var drag = false;


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

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

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


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

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

                    camera.lookAt(target);

                    renderer.render(scene, camera);

                };

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

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

                    var touch = e.touches[0];

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

                };


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

                  var touch = e.touches[0];

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

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

              };
            #endregion






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

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

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


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

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

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

                };


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

                    Console.WriteLine("requestPointerLock");
                };

            #endregion



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


        }
Пример #52
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);
                }
                    );
            }
                    )
                );
        }
Пример #53
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);

				  }
			  );

		}
Пример #54
0
        private static void InitializeContent()
        {
            Action __WoodsXmasByRobert_loaded = null;

            Console.WriteLine(
                new { Native.window.opener, Native.window.parent }
            );


            Native.window.parent.With(
                parent =>
                {
                    parent.postMessage("WoodsXmasByRobert.preparing");
                    Console.WriteLine("WoodsXmasByRobert.preparing");

                    __WoodsXmasByRobert_loaded = delegate
                    {
                        Console.WriteLine("will post WoodsXmasByRobert.loaded");

                        __WoodsXmasByRobert_loaded = null;

                        parent.postMessage("WoodsXmasByRobert.loaded");
                    };
                }
            );


            //<!-- Snow flakes -->

            new IHTMLScript { type = "x-shader/x-vertex", id = "vertexshader", innerText = new Shaders.particlesVertexShader().ToString() }.AttachToDocument();
            new IHTMLScript { type = "x-shader/x-fragment", id = "fragmentshader", innerText = new Shaders.particlesFragmentShader().ToString() }.AttachToDocument();

            var w = Native.window;

            dynamic window = w;



            // http://stackoverflow.com/questions/4923136/why-doesnt-firefox-support-mp3-file-format-in-audio
            //            Timestamp: 12/28/2012 1:22:05 PM
            //Warning: HTTP "Content-Type" of "audio/mpeg3" is not supported. Load of media resource http://192.168.1.100:27248/assets/WoodsXmasByRobert/unfiltered_mix.mp3 failed.
            //Source File: http://192.168.1.100:27248/
            //Line: 0




            #region snd
            var snd = new HTML.Audio.FromAssets.unfiltered_mix { volume = 0.9 };

            window.snd = snd;


            Native.window.onfocus +=
                delegate
                {
                    Console.WriteLine("WoodsXmasByRobert onfocus");
                    snd.volume = 0.9;
                };


            Native.window.onblur +=
                delegate
                {
                    Console.WriteLine("WoodsXmasByRobert onblur");
                    snd.volume = 0.1;

                    // if we are also not visible anymore
                    // and animations frame stop
                    // we should stop all sound
                };

            #endregion




            var canvas = new IHTMLCanvas();

            object webglRenderer_args = new object().With(
                 (dynamic a) =>
                 {
                     a.clearColor = 0x000000;
                     a.clearAlpha = 1.0;
                     a.preserveDrawingBuffer = true;
                     a.canvas = canvas;
                 }
             );

            var webglRenderer = new THREE.WebGLRenderer(
                webglRenderer_args
            );



            webglRenderer.autoClear = false;

            //var canvas = (IHTMLCanvas)webglRenderer.domElement;



            canvas.AttachToDocument();

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

            var camera = new THREE.PerspectiveCamera(75, Native.window.Width / Native.window.Height, 1, 100000);

            camera.position.z = 0;
            camera.position.x = 0;
            camera.position.y = 0;

            window.camera = camera;

            var cameraTarget = new THREE.Vector3();
            cameraTarget.z = -400;
            camera.lookAt(cameraTarget);

            window.cameraTarget = cameraTarget;

            var loadingImage = THREE.ImageUtils.loadTexture(new loading().src);
            var map = THREE.ImageUtils.loadTexture(new snowflake().src);
            var starImage = THREE.ImageUtils.loadTexture(new flare().src);

            window.loadingImage = loadingImage;
            window.map = map;
            window.starImage = starImage;

            #region cursor
            var cursor = new pointer();

            cursor.style.zIndex = 0x1000;
            cursor.Hide();
            cursor.AttachToDocument();

            dynamic style = Native.Document.body.style;
            //http://stackoverflow.com/questions/7849002/how-can-i-set-the-hotspot-to-the-center-of-a-custom-cursor
            // http://stackoverflow.com/questions/5649608/custom-css-cursors
            style.cursor = "url(" + cursor.src + ") 16 16,pointer";
            #endregion




            var mouseXpercent = 0.5;
            var mouseYpercent = 0.5;

            #region onmousemove

            var CursorX = 0;
            var CursorY = 0;

            Native.Document.onmousemove +=
                e =>
                {
                    if (Native.Document.pointerLockElement == Native.Document.body)
                    {
                        cursor.Show();
                        CursorX += e.movementX;
                        CursorY += e.movementY;
                    }
                    else
                    {
                        cursor.Hide();
                        CursorX = e.CursorX;
                        CursorY = e.CursorY;
                    }

                    // keep cursor in view
                    CursorX = CursorX.Max(0).Min(Native.window.Width);
                    CursorY = CursorY.Max(0).Min(Native.window.Height);

                    if (Native.document.pointerLockElement == Native.document.body)
                    {
                        cursor.style.SetLocation(CursorX - 16, CursorY - 16);
                    }

                    var windowHalfX = Native.window.Width >> 1;
                    var windowHalfY = Native.window.Height >> 1;

                    var mouseX = (CursorX - windowHalfX);
                    var mouseY = (CursorY - windowHalfY);

                    mouseXpercent = mouseX / windowHalfX;
                    mouseYpercent = mouseY / windowHalfY;

                    window.mouseXpercent = mouseXpercent;
                    window.mouseYpercent = mouseYpercent;
                };
            #endregion

            Native.Document.onmousedown +=
                e =>
                {
                    if (e.MouseButton == IEvent.MouseButtonEnum.Right)
                        Native.Document.body.requestPointerLock();
                };


            new AppCode().Content.AttachToDocument().onload +=
                delegate
                {
                    // ScriptCoreLib should define this event!
                    snd.addEventListener(
                        "loadeddata",
                        new Action(
                            delegate
                            {
                                new IFunction("window.checkLoadingDone();").apply(Native.window);
                            }
                        )
                    );


                    var scene = (THREE.Scene)(object)window.scene;

                    scene.add(camera);


                    #region Cloud
                    {
                        object args = new object().With(
                            (dynamic a) =>
                            {
                                a.map = THREE.ImageUtils.loadTexture(new cloud().src);
                                a.transparent = true;
                                a.opacity = 0.17;
                                a.fog = false;
                            }
                        );

                        var cloudPlane = new THREE.PlaneGeometry(12500, 1880);
                        var cloud = new THREE.Mesh(cloudPlane, new THREE.MeshBasicMaterial(args));
                        cloud.position.set(300, 5350, -4450);
                        cloud.lookAt(camera.position);
                        scene.add(cloud);
                        window.cloud = cloud;
                    }
                    #endregion

                    #region Sky
                    {
                        object args = new object().With(
                            (dynamic a) =>
                            {
                                a.map = THREE.ImageUtils.loadTexture(new sky().src);
                                a.opacity = 0.57;
                                a.fog = false;
                            }
                        );

                        var skyPlane = new THREE.PlaneGeometry(9000, 6000);
                        var sky = new THREE.Mesh(skyPlane, new THREE.MeshBasicMaterial(args));

                        sky.scale.set(4, 2.5, 2.5);
                        sky.position.set(0, 7500, -6000);
                        sky.lookAt(camera.position);
                        scene.add(sky);
                        window.sky = sky;
                    }
                    #endregion

                    #region moon
                    {
                        dynamic moon_material_args = new object();

                        moon_material_args.map = THREE.ImageUtils.loadTexture(new moon().src);
                        moon_material_args.transparent = true;
                        moon_material_args.opacity = 0.3;
                        moon_material_args.fog = false;
                        moon_material_args.blending = THREE.AdditiveBlending;

                        var moonPlane = new THREE.PlaneGeometry(1000, 1000);
                        var moon = new THREE.Mesh(moonPlane,
                            new THREE.MeshBasicMaterial(
                                (object)moon_material_args
                            )
                        );




                        moon.position.set(300, 4300, -4600);
                        moon.lookAt(camera.position);
                        scene.add(moon);
                        window.moon = moon;
                    }
                    #endregion






                    #region subtitleArray
                    var subtitleArray = (IArray<THREE.Mesh>)(object)window.subtitleArray;

                    var textPlane = new THREE.PlaneGeometry(512, 80);

                    new SubtitlesImages().Images.WithEach(
                        i =>
                        {

                            object args = new object().With(
                              (dynamic a) =>
                              {
                                  a.map = THREE.ImageUtils.loadTexture(i.src);
                                  a.transparent = true;
                                  a.depthTest = false;
                              }
                          );


                            var sub = new THREE.Mesh(textPlane, new THREE.MeshBasicMaterial(args));
                            sub.position.z = -800;
                            sub.position.y = -550;
                            sub.visible = false;
                            camera.add(sub);
                            subtitleArray.push(sub);
                        }
                     );

                    {
                        var endPlane = new THREE.PlaneGeometry(500, 100);

                        object args = new object().With(
                            (dynamic a) =>
                            {
                                a.map = THREE.ImageUtils.loadTexture(new xmas().src);
                                a.transparent = true;
                                a.opacity = 1.0;
                                a.depthTest = false;
                            }
                        );


                        var end = new THREE.Mesh(endPlane, new THREE.MeshBasicMaterial(args));
                        end.position.z = -400;
                        end.position.y = 100;
                        end.visible = false;
                        camera.add(end);
                        subtitleArray.push(end);

                        window.end = end;
                    }


                    new IFunction("window.setupSubtitles();").apply(Native.window);
                    #endregion

                    var particles = (THREE.ParticleSystem)(object)window.particles;
                    var bgSprite = (THREE.Sprite)(object)window.bgSprite;
                    var loadingSprite = (THREE.Sprite)(object)window.loadingSprite;
                    var pointLight = (THREE.PointLight)(object)window.pointLight;
                    var treeArray = (IArray<THREE.Mesh>)(object)window.treeArray;
                    var rockArray = (IArray<THREE.Mesh>)(object)window.rockArray;
                    var flowerArray = (IArray<THREE.Mesh>)(object)window.flowerArray;


                    var groundMesh1 = (THREE.Mesh)(object)window.groundMesh1;
                    var groundMesh2 = (THREE.Mesh)(object)window.groundMesh2;


                    var renderModel = (object)window.renderModel;
                    var effectFilm = (object)window.effectFilm;
                    var effectVignette = (object)window.effectVignette;
                    var effectCopy = (object)window.effectCopy;


                    var composer = new THREE.EffectComposer(webglRenderer);
                    composer.addPass(renderModel);
                    composer.addPass(effectFilm);
                    composer.addPass(effectVignette);
                    composer.addPass(effectCopy);





                    var speedEffector_value = (int)new IFunction("return window.speedEffector.value;").apply(Native.window);

                    #region load
                    Action<string, Action<object>> load =
                        (src, yield) =>
                        {
                            new THREE.JSONLoader().load(
                               src,
                               IFunction.OfDelegate(yield)
                           );
                        };
                    #endregion

                    #region sled
                    load(
                        new WoodsXmasByRobert.Design.models.sleigh().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got sled!");

                            var sled = new THREE.Mesh(
                                geometry,
                                new THREE.MeshFaceMaterial()
                            );

                            var scale = 4;
                            sled.scale.set(scale, scale, scale);

                            sled.rotation.y = -Math.PI / 2;
                            sled.position.y = -290;
                            sled.position.z = -80;

                            scene.add(sled);

                            window.sled = sled;

                            new IFunction("window.checkLoadingDone();").apply(Native.window);
                        }
                    );
                    #endregion


                    var random = new Random();

                    #region treeDead
                    load(
                        new WoodsXmasByRobert.Design.models.treeDead().Content.src,
                        tree1Geo =>
                        {
                            Console.WriteLine("got treeDead!");

                            load(
                                 new WoodsXmasByRobert.Design.models.treeEvergreenHigh().Content.src,
                                 tree2Geo =>
                                 {
                                     Console.WriteLine("got treeEvergreenHigh!");

                                     var gridSize = 500;

                                     for (var x = 0; x < 8; x++)
                                     {
                                         for (var z = 0; z < 12; z++)
                                         {
                                             var geo = tree2Geo;
                                             if (random.NextDouble() < 0.25)
                                                 if (x != 0 && x != 7)
                                                 {
                                                     geo = tree1Geo;
                                                 }

                                             var mesh = new THREE.Mesh(geo, new THREE.MeshFaceMaterial());
                                             var scale = 1.2 + random.NextDouble();
                                             mesh.scale.set(scale, scale * 2, scale);

                                             var posx = 0.0;

                                             if (x < 4)
                                             {
                                                 posx = (x * gridSize) - (gridSize * 4) - 100 + random.NextDouble() * 100 - 50;
                                             }
                                             else
                                             {
                                                 posx = (x * gridSize) - 1400 + random.NextDouble() * 100 - 50;
                                             };

                                             var posz = -(z * gridSize) + random.NextDouble() * 100 - 50;

                                             mesh.position.set(posx, -400 - (random.NextDouble() * 80), posz);

                                             mesh.rotation.set((random.NextDouble() * 0.2) - 0.1, random.NextDouble() * Math.PI, (random.NextDouble() * 0.2) - 0.1);

                                             scene.add(mesh);

                                             treeArray.push(mesh);

                                         }
                                     }

                                     new IFunction("window.checkLoadingDone();").apply(Native.window);
                                 }
                             );
                        }
                    );
                    #endregion


                    #region bird
                    load(
                        new WoodsXmasByRobert.Design.models.eagle().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got bird!");

                            dynamic args = new object();

                            args.color = 0x000000;
                            args.morphTargets = true;
                            args.fog = false;

                            var bird = new THREE.MorphAnimMesh(
                                geometry,
                                new THREE.MeshBasicMaterial(
                                    (object)args
                                )
                            );

                            bird.duration = 1000;

                            bird.scale.set(4, 4, 4);
                            bird.rotation.y = Math.PI;
                            bird.position.set(0, 3000, -1500);

                            scene.add(bird);


                            window.bird = bird;

                            new IFunction("window.checkLoadingDone();").apply(Native.window);
                        }
                    );
                    #endregion


                    #region rock
                    load(
                        new WoodsXmasByRobert.Design.models.rock().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got rock!");

                            var numOfRocks = 25;
                            for (var i = 0; i < numOfRocks; ++i)
                            {
                                dynamic args = new object();

                                args.color = 0x444444;

                                var mesh = new THREE.Mesh(geometry, new THREE.MeshLambertMaterial((object)args));

                                var scale = 1 + (random.NextDouble() * 0.5);

                                mesh.scale.set(scale, scale, scale);
                                mesh.rotation.set(0, random.NextDouble() * Math.PI, 0);
                                mesh.position.set((random.NextDouble() * 4000) - 2000, -400, (random.NextDouble() * 6000) - 6000);

                                if (mesh.position.x < 45)
                                    if (mesh.position.x > 0)
                                    {
                                        mesh.position.x += 450;
                                    }

                                if (mesh.position.x > -450)
                                    if (mesh.position.x < 0)
                                    {
                                        mesh.position.x -= 450;
                                    }

                                scene.add(mesh);

                                rockArray.push(mesh);
                            }


                            new IFunction("window.checkLoadingDone();").apply(Native.window);
                        }
                    );
                    #endregion

                    #region horse
                    load(
                        new WoodsXmasByRobert.Design.models.horse().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got horse!");

                            dynamic horse_material_args = new object();

                            horse_material_args.color = 0x090601;
                            horse_material_args.morphTargets = true;

                            var horse = new THREE.MorphAnimMesh(geometry,
                                new THREE.MeshLambertMaterial(
                                    (object)horse_material_args
                                )
                            );

                            horse.duration = 1000;

                            horse.scale.set(2.5, 1.8, 2);
                            horse.rotation.y = Math.PI;
                            horse.position.set(0, -350, -700);

                            scene.add(horse);
                            window.horse = horse;

                            //checkLoadingDone();

                            // Handles
                            var plane = new THREE.PlaneGeometry(700, 10, 40, 1);

                            var l = Math.Floor(plane.vertices.Length / 2.0);

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

                                var offset = Math.Sin(i / 14) * 100;

                                plane.vertices[i].y -= offset;
                                plane.vertices[i + 41].y -= offset;


                                plane.vertices[i].z -= (i / 5) + (offset * -1) / 8;
                                plane.vertices[i + 41].z += (i / 5) - (offset * -1) / 8;

                            }

                            dynamic material_args = new object();

                            material_args.color = 0x090601;
                            material_args.side = THREE.DoubleSide;

                            var material = new THREE.MeshBasicMaterial(
                                (object)material_args
                            );

                            var leftHandle = new THREE.Mesh(plane, material);
                            leftHandle.position.y = -120;
                            leftHandle.position.z = -350;
                            leftHandle.position.x = -30;
                            leftHandle.rotation.y = -(Math.PI / 2) + 0.075;
                            leftHandle.rotation.x = Math.PI * 2 - 0.075;

                            scene.add(leftHandle);
                            window.leftHandle = leftHandle;

                            var rightHandle = new THREE.Mesh(plane, material);
                            rightHandle.position.y = -120;
                            rightHandle.position.z = -350;
                            rightHandle.position.x = 30;
                            rightHandle.rotation.y = -(Math.PI / 2) - 0.075;
                            rightHandle.scale.z = -1;
                            rightHandle.rotation.x = Math.PI * 2 - 0.075;
                            scene.add(rightHandle);
                            window.rightHandle = rightHandle;

                            new IFunction("window.checkLoadingDone();").apply(Native.window);
                        }
                    );
                    #endregion


                    #region flowerLoaded
                    Action<object, bool> flowerLoaded = (geometry, halfScale) =>
                    {

                        var numOfFlowers = 20;

                        var half = Math.Floor(numOfFlowers / 2.0);

                        dynamic args = new object();

                        args.color = 0x444444;


                        for (var i = 0; i < half; ++i)
                        {
                            var mesh = new THREE.Mesh(geometry,
                                new THREE.MeshLambertMaterial(
                                    (object)args
                                )
                            );

                            var scale = 1 + (random.NextDouble() * 1);
                            if (halfScale)
                            {
                                scale *= 0.6;
                            }
                            mesh.scale.set(scale, scale, scale);
                            mesh.rotation.set((random.NextDouble() * 0.6) - 0.3, random.NextDouble() * Math.PI, (random.NextDouble() * 0.6) - 0.3);
                            mesh.position.set((random.NextDouble() * 1000) - 500, -310, (random.NextDouble() * 6000) - 6000);

                            if (mesh.position.x < 100)
                                if (mesh.position.x > 0)
                                {
                                    mesh.position.x += 100;
                                }

                            if (mesh.position.x > -100)
                                if (mesh.position.x < 0)
                                {
                                    mesh.position.x -= 100;
                                }

                            scene.add(mesh);

                            flowerArray.push(mesh);
                        }

                        new IFunction("window.checkLoadingDone();").apply(Native.window);
                    };
                    #endregion


                    #region weeds01
                    load(
                        new WoodsXmasByRobert.Design.models.weeds01().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got weeds01!");

                            flowerLoaded(geometry, false);
                        }
                    );
                    #endregion

                    #region glowbulb
                    load(
                        new WoodsXmasByRobert.Design.models.glowbulb().Content.src,
                        geometry =>
                        {
                            Console.WriteLine("got glowbulb!");

                            flowerLoaded(geometry, true);
                        }
                    );
                    #endregion


                    #region run
                    Action<double> run =
                        delta =>
                        {
                            // trees
                            var mesh = default(THREE.Mesh);

                            for (var i = 0; i < treeArray.length; ++i)
                            {

                                mesh = treeArray[i];

                                // respawn
                                if (mesh.position.z > camera.position.z + 700)
                                {
                                    mesh.position.z -= 6000;

                                    var scale = 1.2 + random.NextDouble();
                                    mesh.scale.set(scale, scale * 2, scale);
                                }

                            }

                            // rocks
                            for (var i = 0; i < rockArray.length; ++i)
                            {

                                mesh = rockArray[i];

                                // respawn
                                if (mesh.position.z > camera.position.z + 400)
                                {
                                    mesh.position.z -= 6000;
                                }

                            }

                            // flowers
                            for (var i = 0; i < flowerArray.length; ++i)
                            {

                                mesh = flowerArray[i];

                                // respawn
                                if (mesh.position.z > camera.position.z + 400)
                                {
                                    mesh.position.z -= 6000;
                                }

                            }

                            // ground respawn
                            if (groundMesh1.position.z - 10000 > camera.position.z)
                            {
                                groundMesh1.position.z -= 40000;
                            }
                            if (groundMesh2.position.z - 10000 > camera.position.z)
                            {
                                groundMesh2.position.z -= 40000;
                            }
                        };
                    #endregion

                    var oldTime = new IDate().getTime();

                    var r = 0.0;

                    bool disableNextFrame = false;

                    #region loop
                    Action loop = delegate
                    {
                        var allLoaded = (bool)(object)window.allLoaded;

                        var horse = (THREE.MorphAnimMesh)(object)window.horse;
                        var bird = (THREE.MorphAnimMesh)(object)window.bird;

                        var leftHandle = (THREE.Mesh)(object)window.leftHandle;
                        var rightHandle = (THREE.Mesh)(object)window.rightHandle;

                        var moon = (THREE.Mesh)(object)window.moon;
                        var cloud = (THREE.Mesh)(object)window.cloud;
                        var sky = (THREE.Mesh)(object)window.sky;
                        var sled = (THREE.Mesh)(object)window.sled;

                        //new IFunction("this.loop();").apply(Native.Window);

                        var time = new IDate().getTime();
                        var delta = time - oldTime;
                        oldTime = time;

                        if (double.IsNaN(delta))
                        {
                            delta = 1000 / 60;
                        }

                        var maxSpeed = delta / 2;

                        if (allLoaded)
                        {

                            r += delta / 2000;
                            run(delta);

                            var noise = random.NextDouble() * 2;

                            camera.position.x = (50 * Math.Cos(r * 2)) * speedEffector_value;
                            camera.position.y = (2 * Math.Sin(r * 12) - 100) * speedEffector_value;

                            camera.up.x = (Math.Sin(r * 12) / 50) * speedEffector_value;

                            cameraTarget.y += (((camera.position.y + 80) + noise - mouseYpercent * 120) - cameraTarget.y) / 20;
                            cameraTarget.x += (mouseXpercent * 400 - cameraTarget.x) / 20;

                            var speed = (delta / 2) * speedEffector_value;

                            camera.position.z -= speed;
                            cameraTarget.z -= speed;
                            camera.lookAt(cameraTarget);

                            pointLight.position.z -= speed;

                            if (moon != null)
                            {
                                moon.position.z -= speed;
                            }

                            if (cloud != null)
                            {
                                cloud.position.z -= speed;
                            }

                            if (sky != null)
                            {
                                sky.position.z -= speed;
                            }

                            #region sled
                            if (sled != null)
                            {
                                sled.position.z -= speed;
                                sled.position.x = camera.position.x;
                            }
                            #endregion


                            #region bird
                            if (bird != null)
                            {
                                bird.position.x = 200 * Math.Cos(r) + ((bird.position.z - camera.position.z) / 10);
                                bird.position.y = 4000 + (Math.Sin(r) * 300);
                                bird.position.z -= maxSpeed * 1.25;

                                if (bird.position.z < camera.position.z - 10000)
                                {
                                    bird.position.z = camera.position.z - 500;
                                }

                                bird.updateAnimation(delta);
                            }
                            #endregion


                            #region horse
                            if (horse != null)
                            {
                                horse.position.z -= speed;
                                horse.position.x = camera.position.x;

                                horse.updateAnimation(speed * 2);

                                leftHandle.position.z -= speed;
                                leftHandle.position.x = camera.position.x - 37;

                                rightHandle.position.z -= speed;
                                rightHandle.position.x = camera.position.x + 40;

                                leftHandle.scale.y = 1 - Math.Abs(Math.Sin(camera.position.z / 150)) / 4;
                                rightHandle.scale.y = leftHandle.scale.y;
                            }
                            #endregion

                            particles.position.z -= speed;

                            new IFunction("e", "window.uniforms.globalTime.value += e;").apply(Native.window, delta * 0.00015);
                            new IFunction("e", "window.uniforms.speed.value = e;").apply(Native.window, speed / maxSpeed);

                            new IFunction("window.runSubtitles();").apply(Native.window);


                            //disableNextFrame = true;

                            if (__WoodsXmasByRobert_loaded != null)
                                __WoodsXmasByRobert_loaded();
                        }
                        else
                        {
                            if (loadingSprite != null)
                            {
                                loadingSprite.position.set(Native.window.Width >> 1, Native.window.Height >> 1, 0);
                                loadingSprite.rotation -= 0.08;
                            }
                        }

                        if (bgSprite != null)
                        {
                            bgSprite.position.set(Native.window.Width >> 1, Native.window.Height >> 1, 0);
                        }


                        new IFunction("window.TWEEN.update();").apply(Native.window);

                        //if (has_gl)
                        {
                            webglRenderer.clear();
                            composer.render(0.01);
                        }
                    };
                    #endregion


                    #region animate
                    Native.window.onframe += delegate
                    {
                        if (disableNextFrame)
                            return;

                        loop();
                    };

                    #endregion




                    Action AtResize = delegate
                    {

                        // notify the renderer of the size change
                        webglRenderer.setSize(Native.window.Width, Native.window.Height);

                        // update the camera
                        camera.aspect = Native.window.Width / Native.window.Height;
                        camera.updateProjectionMatrix();
                    };


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

                    AtResize();


                };



            Native.Document.body.ondblclick +=
                delegate
                {
                    Native.Document.body.requestFullscreen();
                };


            Native.Document.body.onmousedown +=
                 e =>
                 {
                     if (e.MouseButton == IEvent.MouseButtonEnum.Middle)
                     {
                         if (Native.Document.pointerLockElement == Native.Document.body)
                         {
                             // cant requestFullscreen while pointerLockElement
                             Console.WriteLine("exitPointerLock");
                             Native.Document.exitPointerLock();
                             Native.Document.exitFullscreen();
                             return;
                         }

                         Native.Document.body.requestFullscreen();
                         Native.Document.body.requestPointerLock();
                     }
                 };

            Native.Document.oncontextmenu +=
                e =>
                {
                    e.preventDefault();
                };


        }
Пример #55
0
        public void MakeBox()
        {
            double x = Center.x - Width * 0.5;
            double y = Center.y - Height * 0.5;
            double z = Center.z - Depth * 0.5;

            THREE.Vector3 min = new THREE.Vector3(x, y, z);

            x = Center.x + Width * 0.5;
            y = Center.y + Height * 0.5;
            z = Center.z + Depth * 0.5;

            THREE.Vector3 max = new THREE.Vector3(x, y, z);

            box = new THREE.Box3(min, max);
        }
Пример #56
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);
        }
Пример #57
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


                            }
            );





        }