// 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); } ); } ) ); }
/// <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://oos.moxiecode.com/js_webgl/md2_converter/MD2_converter.js // http://oos.moxiecode.com/js_webgl/md2_morphtarget_example/ var camz = 3000.0; var SHADOW_MAP_WIDTH = 1024; var SHADOW_MAP_HEIGHT = 512; var scene = new THREE.Scene(); scene.fog = new THREE.FogExp2(0x111111, 0.00098); // fov, aspect, near, far ) var camera = new THREE.PerspectiveCamera( 60, Native.window.aspect, 1, 10000 ); camera.position.z = camz; camera.position.y = 100; camera.lookAt(new THREE.Vector3(0, -94, 0)); scene.add(camera); var THREE_FlatShading = 1; // Ground var planeGeometry = new THREE.PlaneGeometry(10000, 10000); var planeMaterial_args = new { map = THREE.ImageUtils.loadTexture( new HTML.Images.FromAssets._4585_v4().src ), // WebGL: INVALID_ENUM: texParameter: invalid parameter shading = THREE_FlatShading, ambient = 0x666666, color = 0xffffff, specular = 0x666666, shininess = 1000000 }; var planeMaterial = new THREE.MeshPhongMaterial(planeMaterial_args); planeMaterial.map.repeat.x = 30; planeMaterial.map.repeat.y = 30; planeMaterial.map.wrapS = THREE.RepeatWrapping; planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, planeMaterial); //plane.rotation.x = -Math.PI/2; plane.rotation.y = -Math.PI * 0.75; plane.position.y = -94; plane.castShadow = false; plane.receiveShadow = true; scene.add(plane); // Lights var ambient = new THREE.AmbientLight(0x333333); scene.add(ambient); var light = new THREE.SpotLight(0xffffff, 1.0); light.position.set(100, 350, 140); light.target.position.set(0, -94, 0); light.castShadow = true; light.shadowCameraNear = 1; light.shadowCameraFar = camera.far; light.shadowCameraFov = 50; light.shadowMapBias = 0.000001; light.shadowMapDarkness = 0.15; light.shadowMapWidth = SHADOW_MAP_WIDTH; light.shadowMapHeight = SHADOW_MAP_HEIGHT; scene.add(light); // Model var material = new THREE.MeshPhongMaterial( new { map = THREE.ImageUtils.loadTexture( new HTML.Images.FromAssets.blade_black().src ), ambient = 0x999999, color = 0xffffff, specular = 0xffffff, shininess = 25, morphTargets = true } ); #region tris_md2 new THREE.JSONLoader().load( new global::WebGLMD2MorphtargetExample.Data.tris_md2().Content.src, new Action<object>( async geometry => { var mesh = new THREE.MorphAnimMesh(geometry, material); mesh.rotation.y = -Math.PI / 2; mesh.scale.set(4, 4, 4); mesh.duration = 1000 * 20; mesh.castShadow = true; mesh.receiveShadow = false; scene.add(mesh); // renderer var renderer = new THREE.WebGLRenderer(new { antialias = false }); //renderer.setClearColorHex(0x111111, 1); //renderer.setClearColorHex(0x111111); renderer.setSize(); renderer.domElement.AttachToDocument(); renderer.domElement.style.SetLocation(0, 0); renderer.domElement.style.backgroundColor = "black"; renderer.shadowMapEnabled = true; renderer.shadowMapSoft = true; var clock = new Stopwatch(); clock.Start(); while (true) { double delta = clock.ElapsedMilliseconds; clock.Restart(); //if (delta > 1000 || delta == 0) //{ // delta = 1000 / 60.0; //} //Console.WriteLine(new { delta }); mesh.updateAnimation(delta); camz += (450 - camz) / 20.0; camera.position.z = camz; renderer.render(scene, camera); //await Native.window.requestAnimationFrameAsync; await Native.window.async.onframe; }; } ) ); #endregion }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // 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); } ); }
/// <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); } ); }
// 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); } ); } ) ); }
/// <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 } ); }
// 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); }
// 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?"); }
public override void Init() { // create a scene, that will hold all our elements such as objects, cameras and lights. scene = new THREE.Scene(); // create a camera, which defines where we're looking at. camera = new THREE.PerspectiveCamera(45, Width / Height, 0.1, 1000); // create a render and set the size renderer = new THREE.WebGLRenderer(); renderer.setClearColor(new THREE.Color(0xEEEEEE)); renderer.setSize(Width, Height); renderer.shadowMapEnabled = true; // add the output of the renderer to the html element Container.AppendChild(renderer.domElement); // create the ground plane var planeGeometry = new THREE.PlaneGeometry(60, 20); var planeMaterial = new THREE.MeshLambertMaterial(); planeMaterial.color = new THREE.Color(0.9, 0.9, 0.9); var plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.receiveShadow = true; // rotate and position the plane plane.rotation.x = -0.5 * Math.PI; plane.position.x = 15; plane.position.y = 0; plane.position.z = 0; // add the plane to the scene scene.add(plane); // create a cube var cubeGeometry = new THREE.CubeGeometry(4, 4, 4); var cubeMaterial = new THREE.MeshLambertMaterial(); // { color = 0xff0000 }; cubeMaterial.color = new THREE.Color(1, 0, 0); var cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.castShadow = true; // position the cube cube.position.x = -4; cube.position.y = 3; cube.position.z = 0; // add the cube to the scene scene.add(cube); var sphereGeometry = new THREE.SphereGeometry(4, 20, 20); var sphereMaterial = new THREE.MeshLambertMaterial(); // { color = 0x7777ff }; sphereMaterial.color = new THREE.Color(0, 0, 1); var sphere = new THREE.Mesh(sphereGeometry, sphereMaterial); // position the sphere sphere.position.x = 20; sphere.position.y = 4; sphere.position.z = 2; sphere.castShadow = true; // add the sphere to the scene scene.add(sphere); // position and point the camera to the center of the scene camera.position.x = -30; camera.position.y = 40; camera.position.z = 30; camera.lookAt(scene.position); // add spotlight for the shadows var spotLight = new THREE.SpotLight(); //0xffffff); spotLight.color = new THREE.Color(1, 1, 1); spotLight.position.set(-40, 60, -10); spotLight.castShadow = true; scene.add(spotLight); controls = new THREE.TrackballControls(camera); controls.rotateSpeed = 10.0; controls.zoomSpeed = 1.2; controls.panSpeed = 0.8; controls.noZoom = false; controls.noPan = false; controls.staticMoving = true; controls.dynamicDampingFactor = 0.3; controls.keys = new int[] { 65, 83, 68 }; }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine // inspired by http://granular.cs.umu.se/cannon.js/examples/threejs_fps.html /// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page = null) { //Uncaught Error: ERROR: Quaternion's .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code. // WEBGL11095: INVALID_OPERATION: clearStencil: Method not currently supported // IE11 does not work yet //DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole(); // DEPRECATED: Quaternion's .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead. Three.js:913 //Uncaught TypeError: Object [object Object] has no method 'subSelf' // { REVISION: '57' }; var boxes = new List<CANNON.RigidBody>(); var boxMeshes = new List<THREE.Mesh>(); var balls = new List<CANNON.RigidBody>(); var ballMeshes = new List<THREE.Mesh>(); Func<long> Date_now = () => (long)new IFunction("return Date.now();").apply(null); var time = Date_now(); #region initCannon // // Setup our world var world = new CANNON.World(); world.quatNormalizeSkip = 0; world.quatNormalizeFast = false; //world.solver.setSpookParams(300, 10); world.solver.iterations = 5; world.gravity.set(0, -20, 0); world.broadphase = new CANNON.NaiveBroadphase(); // // Create a slippery material (friction coefficient = 0.0) var physicsMaterial = new CANNON.Material("slipperyMaterial"); var physicsContactMaterial = new CANNON.ContactMaterial( physicsMaterial, physicsMaterial, 0.0, // friction coefficient 0.3 // restitution ); // // We must add the contact materials to the world world.addContactMaterial(physicsContactMaterial); var controls_sphereShape = default(CANNON.Sphere); var controls_sphereBody = default(CANNON.RigidBody); { // Create a sphere var mass = 5; var radius = 1.3; var sphereShape = new CANNON.Sphere(radius); var sphereBody = new CANNON.RigidBody(mass, sphereShape, physicsMaterial); controls_sphereShape = sphereShape; controls_sphereBody = sphereBody; sphereBody.position.set(0, 5, 0); sphereBody.linearDamping = 0.05; world.add(sphereBody); // // Create a plane var groundShape = new CANNON.Plane(); var groundBody = new CANNON.RigidBody(0, groundShape, physicsMaterial); groundBody.quaternion.setFromAxisAngle(new CANNON.Vec3(1, 0, 0), -Math.PI / 2); world.add(groundBody); } #endregion #region init var camera = new THREE.PerspectiveCamera(75, Native.window.aspect, 0.1, 1000); var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0x000000, 0, 500); var ambient = new THREE.AmbientLight(0x111111); scene.add(ambient); var light = new THREE.SpotLight(0xffffff, 1.0); light.position.set(10, 30, 20); light.target.position.set(0, 0, 0); // if(true){ light.castShadow = true; light.shadowCameraNear = 20; light.shadowCameraFar = 50;//camera.far; light.shadowCameraFov = 40; light.shadowMapBias = 0.1; light.shadowMapDarkness = 0.7; light.shadowMapWidth = 2 * 512; light.shadowMapHeight = 2 * 512; // //light.shadowCameraVisible = true; // } scene.add(light); var controls = new PointerLockControls(camera, controls_sphereBody); scene.add(controls.getObject()); // // floor var geometry = new THREE.PlaneGeometry(300, 300, 50, 50); geometry.applyMatrix(new THREE.Matrix4().makeRotationX(-Math.PI / 2)); var material = new THREE.MeshLambertMaterial(new { color = 0xdddddd }); //Native.Window. // THREE.Design.THREE.ColorUtils.adjustHSV(material.color, 0, 0, 0.9); // Replaced ColorUtils.adjustHSV() with Color's .offsetHSL(). //new IFunction("material", "THREE.ColorUtils.offsetHSL( material.color, 0, 0, 0.9 );").apply(null, material); // var mesh = new THREE.Mesh(geometry, material) { castShadow = true, receiveShadow = true }; scene.add(mesh); var renderer = new THREE.WebGLRenderer(new object()); renderer.shadowMapEnabled = true; renderer.shadowMapSoft = true; //renderer.setSize(Native.Window.Width, Native.Window.Height); //renderer.setClearColor(scene.fog.color, 1); renderer.domElement.style.backgroundColor = JSColor.Black; renderer.domElement.AttachToDocument(); #region onresize Action AtResize = delegate { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); }; Native.window.onresize += delegate { AtResize(); }; AtResize(); #endregion var r = new Random(); Func<f> Math_random = () => r.NextFloat(); #region Add boxes { // for (var i = 0; i < 32; i++) { var boxsize = Math_random() * 0.5; var halfExtents = new CANNON.Vec3(boxsize, boxsize, boxsize); var boxShape = new CANNON.Box(halfExtents); var boxGeometry = new THREE.CubeGeometry(halfExtents.x * 2, halfExtents.y * 2, halfExtents.z * 2); var x = (Math_random() - 0.5) * 20; var y = 1 + (Math_random() - 0.5) * 1; var z = (Math_random() - 0.5) * 20; var boxBody = new CANNON.RigidBody(5, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); world.add(boxBody); scene.add(boxMesh); boxBody.position.set(x, y, z); boxMesh.position.set(x, y, z); boxMesh.castShadow = true; boxMesh.receiveShadow = true; //boxMesh.useQuaternion = true; boxes.Add(boxBody); boxMeshes.Add(boxMesh); } } #endregion #region Add linked boxes { // var size = 0.5; var he = new CANNON.Vec3(size, size, size * 0.1); var boxShape = new CANNON.Box(he); var mass = 0.0; var space = 0.1 * size; var N = 5; var last = default(CANNON.RigidBody); var boxGeometry = new THREE.CubeGeometry(he.x * 2, he.y * 2, he.z * 2); for (var i = 0; i < N; i++) { var boxbody = new CANNON.RigidBody(mass, boxShape); var boxMesh = new THREE.Mesh(boxGeometry, material); boxbody.position.set(5, (N - i) * (size * 2 + 2 * space) + size * 2 + space, 0); boxbody.linearDamping = 0.01; boxbody.angularDamping = 0.01; //boxMesh.useQuaternion = true; boxMesh.castShadow = true; boxMesh.receiveShadow = true; world.add(boxbody); scene.add(boxMesh); boxes.Add(boxbody); boxMeshes.Add(boxMesh); if (i != 0) { // Connect this body to the last one var c1 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(-size, size + space, 0), last, new CANNON.Vec3(-size, -size - space, 0)); var c2 = new CANNON.PointToPointConstraint(boxbody, new CANNON.Vec3(size, size + space, 0), last, new CANNON.Vec3(size, -size - space, 0)); world.addConstraint(c1); world.addConstraint(c2); } else { mass = 0.3; } last = boxbody; } } #endregion #endregion var dt = 1.0 / 60; controls.enabled = true; // vr and tilt shift? Native.window.onframe += delegate { if (controls.enabled) { // how big of a world can we hold? // async ? world.step(dt); // Update ball positions for (var i = 0; i < balls.Count; i++) { balls[i].position.copy(ballMeshes[i].position); balls[i].quaternion.copy(ballMeshes[i].quaternion); } // Update box positions for (var i = 0; i < boxes.Count; i++) { boxes[i].position.copy(boxMeshes[i].position); boxes[i].quaternion.copy(boxMeshes[i].quaternion); } } controls.update(Date_now() - time); renderer.render(scene, camera); time = Date_now(); }; #region havePointerLock renderer.domElement.onclick += delegate { renderer.domElement.requestPointerLock(); }; #endregion #region onmousedown renderer.domElement.onmousedown += e => { if (e.MouseButton == IEvent.MouseButtonEnum.Middle) { if (Native.document.pointerLockElement == Native.document.body) { // cant requestFullscreen while pointerLockElement Console.WriteLine("exitPointerLock"); Native.document.exitPointerLock(); Native.document.exitFullscreen(); return; } Console.WriteLine("requestFullscreen"); renderer.domElement.requestFullscreen(); renderer.domElement.requestPointerLock(); return; } var ballradius = 0.1 + Math_random() * 0.9; var ballShape = new CANNON.Sphere(ballradius); var ballGeometry = new THREE.SphereGeometry(ballShape.radius, 32, 32); var shootDirection = new THREE.Vector3(); var shootVelo = 15; var projector = new THREE.Projector(); Action<THREE.Vector3> getShootDir = (targetVec) => { var vector = targetVec; targetVec.set(0, 0, 1); projector.unprojectVector(vector, camera); var ray = new THREE.Ray( (THREE.Vector3)(object)controls_sphereBody.position, vector //.subSelf(controls_sphereBody.position) .normalize() ); targetVec.x = ray.direction.x; targetVec.y = ray.direction.y; targetVec.z = ray.direction.z; }; var x = controls_sphereBody.position.x; var y = controls_sphereBody.position.y; var z = controls_sphereBody.position.z; // could we attach physics via binding list? var ballBody = new CANNON.RigidBody(1, ballShape); var ballMesh = new THREE.Mesh(ballGeometry, material); world.add(ballBody); scene.add(ballMesh); ballMesh.castShadow = true; ballMesh.receiveShadow = true; balls.Add(ballBody); ballMeshes.Add(ballMesh); getShootDir(shootDirection); ballBody.velocity.set(shootDirection.x * shootVelo, shootDirection.y * shootVelo, shootDirection.z * shootVelo); // // Move the ball outside the player sphere x += shootDirection.x * (controls_sphereShape.radius + ballShape.radius); y += shootDirection.y * (controls_sphereShape.radius + ballShape.radius); z += shootDirection.z * (controls_sphereShape.radius + ballShape.radius); ballBody.position.set(x, y, z); ballMesh.position.set(x, y, z); //ballMesh.useQuaternion = true; }; #endregion //var ze = new ZeProperties(); //ze.Show(); //ze.Left = 0; //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action <THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List <THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // http://threejs.org/examples/#webgl_postprocessing_godrays // view-source:file:///X:/opensource/github/three.js/examples/webgl_postprocessing_godrays.html Native.body.style.margin = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); var sunPosition = new THREE.Vector3(0, 1000, -1000); var screenSpacePosition = new THREE.Vector3(); var mouseX = 0; var mouseY = 0; var windowHalfX = Native.window.Width / 2; var windowHalfY = Native.window.Height / 2; //var postprocessing = { enabled : true }; var orbitRadius = 200; var bgColor = 0x000511; var sunColor = 0xffee00; // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20151112 var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 3000); camera.position.z = 200; var scene = new THREE.Scene(); // var materialDepth = new THREE.MeshDepthMaterial(new { }); #region tree // X:\jsc.svn\examples\javascript\WebGL\WebGLGodRay\WebGLGodRay\Application.cs var materialScene = new THREE.MeshBasicMaterial(new { color = 0x000000, shading = THREE.FlatShading }); var loader = new THREE.JSONLoader(); // http://stackoverflow.com/questions/16539736/do-not-use-system-runtime-compilerservices-dynamicattribute-use-the-dynamic // https://msdn.microsoft.com/en-us/library/system.runtime.compilerservices.dynamicattribute%28v=vs.110%29.aspx //System.Runtime.CompilerServices.DynamicAttribute loader.load( new Models.tree().Content.src, new Action<THREE.Geometry>( xgeometry => { var treeMesh = new THREE.Mesh(xgeometry, materialScene); treeMesh.position.set(0, -150, -150); var tsc = 400; treeMesh.scale.set(tsc, tsc, tsc); treeMesh.matrixAutoUpdate = false; treeMesh.updateMatrix(); treeMesh.AttachTo(scene); } ) ); #endregion // sphere var geo = new THREE.SphereGeometry(1, 20, 10); var sphereMesh = new THREE.Mesh(geo, materialScene); var sc = 20; sphereMesh.scale.set(sc, sc, sc); scene.add(sphereMesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setClearColor(bgColor); //renderer.setPixelRatio(window.devicePixelRatio); renderer.setSize(Native.window.Width, Native.window.Height); renderer.domElement.AttachToDocument(); renderer.autoClear = false; renderer.sortObjects = false; var postprocessing_scene = new THREE.Scene(); var postprocessing_camera = new THREE.OrthographicCamera(Native.window.Width / -2, Native.window.Width / 2, Native.window.Height / 2, Native.window.Height / -2, -10000, 10000); postprocessing_camera.position.z = 100; postprocessing_scene.add(postprocessing_camera); var pars = new { minFilter = THREE.LinearFilter, magFilter = THREE.LinearFilter, format = THREE.RGBFormat }; var postprocessing_rtTextureColors = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Switching the depth formats to luminance from rgb doesn't seem to work. I didn't // investigate further for now. // pars.format = THREE.LuminanceFormat; // I would have this quarter size and use it as one of the ping-pong render // targets but the aliasing causes some temporal flickering var postprocessing_rtTextureDepth = new THREE.WebGLRenderTarget(Native.window.Width, Native.window.Height, pars); // Aggressive downsize god-ray ping-pong render targets to minimize cost var w = Native.window.Width / 4; var h = Native.window.Height / 4; var postprocessing_rtTextureGodRays1 = new THREE.WebGLRenderTarget(w, h, pars); var postprocessing_rtTextureGodRays2 = new THREE.WebGLRenderTarget(w, h, pars); // god-ray shaders // X:\jsc.svn\market\synergy\THREE\THREE\opensource\gihtub\three.js\build\THREE.ShaderGodRays.idl // these are special <script src="js/ShaderGodRays.js"></script> var godraysGenShader = THREE.ShaderGodRays["godrays_generate"] as dynamic; var postprocessing_godrayGenUniforms = THREE.UniformsUtils.clone(godraysGenShader.uniforms); var postprocessing_materialGodraysGenerate = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayGenUniforms, vertexShader = godraysGenShader.vertexShader, fragmentShader = godraysGenShader.fragmentShader }); var godraysCombineShader = THREE.ShaderGodRays["godrays_combine"] as dynamic; var postprocessing_godrayCombineUniforms = THREE.UniformsUtils.clone(godraysCombineShader.uniforms); var postprocessing_materialGodraysCombine = new THREE.ShaderMaterial(new { uniforms = postprocessing_godrayCombineUniforms, vertexShader = godraysCombineShader.vertexShader, fragmentShader = godraysCombineShader.fragmentShader }); var godraysFakeSunShader = THREE.ShaderGodRays["godrays_fake_sun"] as dynamic; var postprocessing_godraysFakeSunUniforms = THREE.UniformsUtils.clone(godraysFakeSunShader.uniforms); var postprocessing_materialGodraysFakeSun = new THREE.ShaderMaterial(new { uniforms = postprocessing_godraysFakeSunUniforms, vertexShader = godraysFakeSunShader.vertexShader, fragmentShader = godraysFakeSunShader.fragmentShader }); postprocessing_godraysFakeSunUniforms.bgColor.value.setHex(bgColor); postprocessing_godraysFakeSunUniforms.sunColor.value.setHex(sunColor); postprocessing_godrayCombineUniforms.fGodRayIntensity.value = 0.75; var postprocessing_quad = new THREE.Mesh( new THREE.PlaneBufferGeometry(Native.window.Width, Native.window.Height), postprocessing_materialGodraysGenerate ); postprocessing_quad.position.z = -9900; postprocessing_scene.add(postprocessing_quad); #region create field // THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint. var planeGeometry = new THREE.PlaneGeometry(1000, 1000); //var planeMaterial = new THREE.MeshLambertMaterial( // new // { // //map = THREE.ImageUtils.loadTexture(new HTML.Images.FromAssets.dirt_tx().src), // color = 0xA26D41 // //color = 0xff0000 // } //); //planeMaterial.map.repeat.x = 300; //planeMaterial.map.repeat.y = 300; //planeMaterial.map.wrapS = THREE.RepeatWrapping; //planeMaterial.map.wrapT = THREE.RepeatWrapping; var plane = new THREE.Mesh(planeGeometry, new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) ); plane.castShadow = false; plane.receiveShadow = true; { var parent = new THREE.Object3D(); parent.add(plane); parent.position.y = -.5f * 100; parent.rotation.x = -Math.PI / 2; parent.scale.set(100, 100, 100); //scene.add(parent); } var random = new Random(); var meshArray = new List<THREE.Mesh>(); var geometry = new THREE.CubeGeometry(1, 1, 1); for (var i = 1; i < 100; i++) { //THREE.MeshPhongMaterial var ii = new THREE.Mesh(geometry, new THREE.MeshPhongMaterial(new { ambient = 0x000000, color = 0xA06040, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshLambertMaterial( //new //{ // color = (Convert.ToInt32(0xffffff * random.NextDouble())), // specular = 0xffaaaa, // ambient= 0x050505, //}) ); ii.position.x = i % 2 * 500 - 2.5f; // raise it up ii.position.y = .5f * 100; ii.position.z = -1 * i * 400; ii.castShadow = true; ii.receiveShadow = true; //ii.scale.set(100, 100, 100 * i); ii.scale.set(100, 100 * i, 100); meshArray.Add(ii); scene.add(ii); } #endregion #region Comanche new Comanche().Source.Task.ContinueWithResult( Comanche => { Comanche.position.y = 200; //dae.position.z = 280; Comanche.AttachTo(scene); //scene.add(dae); //oo.Add(Comanche); // wont do it //dae.castShadow = true; // http://stackoverflow.com/questions/15492857/any-way-to-get-a-bounding-box-from-a-three-js-object3d //var helper = new THREE.BoundingBoxHelper(dae, 0xff0000); //helper.update(); //// If you want a visible bounding box //scene.add(helper); Comanche.children[0].children[0].children.WithEach(x => x.castShadow = true); // the rotors? Comanche.children[0].children[0].children.Last().children.WithEach(x => x.castShadow = true); Comanche.scale.set(0.5, 0.5, 0.5); //helper.scale.set(0.5, 0.5, 0.5); var s2w = Stopwatch.StartNew(); Native.window.onframe += delegate { //dae.children[0].children[0].children.Last().al //dae.children[0].children[0].children.Last().rotation.z = sw.ElapsedMilliseconds * 0.01; //dae.children[0].children[0].children.Last().rotation.x = sw.ElapsedMilliseconds * 0.01; //rotation.y = sw.ElapsedMilliseconds * 0.01; Comanche.children[0].children[0].children.Last().rotation.y = s2w.ElapsedMilliseconds * 0.001; //dae.children[0].children[0].children.Last().app }; } ); #endregion var sw = Stopwatch.StartNew(); var controls = new THREE.OrbitControls(camera, renderer.domElement); // Show Details Severity Code Description Project File Line //Error CS0229 Ambiguity between 'THREE.Math' and 'Math' WebGLGodRay Application.cs 238 Native.window.onframe += delegate { //var time = IDate.now() / 4000; var time = sw.ElapsedMilliseconds / 4000.0; sphereMesh.position.x = orbitRadius * Math.Cos(time); sphereMesh.position.z = orbitRadius * Math.Sin(time) - 100; //controls.center.copy(blendMesh.position); //controls.center.y += radius * 2.0; controls.update(); //var camOffset = camera.position.clone().sub(controls.center); //camOffset.normalize().multiplyScalar(750); camera.position = controls.center.clone(); //camera.position.x += (mouseX - camera.position.x) * 0.036; //camera.position.y += (-(mouseY) - camera.position.y) * 0.036; //camera.lookAt(scene.position); // Find the screenspace position of the sun screenSpacePosition.copy(sunPosition).project(camera); screenSpacePosition.x = (screenSpacePosition.x + 1) / 2; screenSpacePosition.y = (screenSpacePosition.y + 1) / 2; // Give it to the god-ray and sun shaders postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godrayGenUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.x = screenSpacePosition.x; postprocessing_godraysFakeSunUniforms["vSunPositionScreenSpace"].value.y = screenSpacePosition.y; // -- Draw sky and sun -- // Clear colors and depths, will clear to sky color renderer.clearTarget(postprocessing_rtTextureColors, true, true, false); // Sun render. Runs a shader that gives a brightness based on the screen // space distance to the sun. Not very efficient, so i make a scissor // rectangle around the suns position to avoid rendering surrounding pixels. var sunsqH = 0.74 * Native.window.Height; // 0.74 depends on extent of sun from shader var sunsqW = 0.74 * Native.window.Height; // both depend on height because sun is aspect-corrected screenSpacePosition.x *= Native.window.Width; screenSpacePosition.y *= Native.window.Height; renderer.setScissor(screenSpacePosition.x - sunsqW / 2, screenSpacePosition.y - sunsqH / 2, sunsqW, sunsqH); renderer.enableScissorTest(true); postprocessing_godraysFakeSunUniforms["fAspect"].value = Native.window.aspect; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysFakeSun; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureColors); renderer.enableScissorTest(false); // -- Draw scene objects -- // Colors scene.overrideMaterial = null; renderer.render(scene, camera, postprocessing_rtTextureColors); // Depth scene.overrideMaterial = materialDepth; renderer.render(scene, camera, postprocessing_rtTextureDepth, true); // -- Render god-rays -- // Maximum length of god-rays (in texture space [0,1]X[0,1]) var filterLen = 1.0; // Samples taken by filter var TAPS_PER_PASS = 6.0; // Pass order could equivalently be 3,2,1 (instead of 1,2,3), which // would start with a small filter support and grow to large. however // the large-to-small order produces less objectionable aliasing artifacts that // appear as a glimmer along the length of the beams // pass 1 - render into first ping-pong target var pass = 1.0; var stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureDepth; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysGenerate; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // pass 2 - render into second ping-pong target pass = 2.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays2; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays1); // pass 3 - 1st RT pass = 3.0; stepLen = filterLen * Math.Pow(TAPS_PER_PASS, -pass); postprocessing_godrayGenUniforms["fStepSize"].value = stepLen; postprocessing_godrayGenUniforms["tInput"].value = postprocessing_rtTextureGodRays1; renderer.render(postprocessing_scene, postprocessing_camera, postprocessing_rtTextureGodRays2); // final pass - composite god-rays onto colors postprocessing_godrayCombineUniforms["tColors"].value = postprocessing_rtTextureColors; postprocessing_godrayCombineUniforms["tGodRays"].value = postprocessing_rtTextureGodRays2; postprocessing_scene.overrideMaterial = postprocessing_materialGodraysCombine; renderer.render(postprocessing_scene, postprocessing_camera); postprocessing_scene.overrideMaterial = null; }; new { }.With( async delegate { //while (true) do { camera.aspect = Native.window.aspect; camera.updateProjectionMatrix(); renderer.setSize(Native.window.Width, Native.window.Height); // convert to bool? } while (await Native.window.async.onresize); //} while (await Native.window.async.onresize != null); } ); //var ze = new ZeProperties(); //ze.Show(); //ze.treeView1.Nodes.Clear(); //ze.Add(() => renderer); //ze.Add(() => controls); //ze.Add(() => scene); //ze.Left = 0; }
public Application(IApp page) { // view-source:http://oos.moxiecode.com/js_webgl/dna/ var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0x000000, 20, 70); var camera = new THREE.PerspectiveCamera(70, Native.window.aspect, 1, 10000); camera.position.z = -50; camera.lookAt(scene.position); scene.add(camera); var pg = new THREE.PlaneGeometry(170, 10, 80, 1); var il = pg.vertices.Length; for (var i = 0; i < il; i++) { pg.vertices[i].z = (4 + (i / 15.0)) * Math.Cos(i / 5.0); pg.vertices[i].y = (6 + (i / 30.0)) * Math.Sin(i / 5.0); } var mat = new THREE.MeshBasicMaterial(new { wireframe = true, color = 0xb2ffd8 }); var mesh = new THREE.Mesh(pg, mat); mesh.rotation.x = -Math.PI / 2; scene.add(mesh); var vertices = pg.vertices; var vl = vertices.Length; var geometry = new THREE.Geometry(); // c#, you can look ahead an realize how long our array needs to be! var vertices_tmp = new double[vl][]; for (var i = 0; i < vl; i++) { var p = vertices[i]; geometry.vertices[i] = p.clone(); vertices_tmp[i] = new[] { p.x, p.y, p.z, 0, 0 }; } var material = new THREE.ParticleSystemMaterial( new { map = THREE.ImageUtils.loadTexture(new bob().src), color = 0xb2ffd8, depthTest = false, size = 5, blending = THREE.NormalBlending } ); var pmesh = new THREE.ParticleSystem(geometry, material); scene.add(pmesh); var renderer = new THREE.WebGLRenderer(new { antialias = false }); renderer.setSize(); renderer.autoClear = false; renderer.domElement.AttachToDocument(); //renderer.domElement.style.position = IStyle.PositionEnum.@fixed; renderer.domElement.style.SetLocation(0, 0); renderer.setSize(); Native.window.onresize += delegate { renderer.setSize(); }; var w = Stopwatch.StartNew(); Native.window.onframe += delegate { var time = w.ElapsedMilliseconds; mesh.rotation.x += 0.02 + Math.Abs(Math.Sin(time / 3000.0)) / 40; pmesh.rotation.x = mesh.rotation.x; mesh.scale.y = Math.Cos(time / 2500.0) * 2.0; pmesh.scale.y = mesh.scale.y; renderer.render(scene, camera); }; }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { //FormStyler.AtFormCreated = //s => //{ // s.Context.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; // //var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDrag().AttachTo(s.Context.GetHTMLTarget()); // var x = new ChromeTCPServerWithFrameNone.HTML.Pages.AppWindowDragWithShadow().AttachTo(s.Context.GetHTMLTarget()); // s.Context.GetHTMLTarget().style.backgroundColor = "#efefef"; // //s.Context.GetHTMLTarget().style.backgroundColor = "#A26D41"; //}; #if AsWEBSERVER #region += Launched chrome.app.window // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { // if we run as a server. we can open up on android. //chrome.Notification.DefaultTitle = "Nexus7"; //chrome.Notification.DefaultIconUrl = new x128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text //, AtFormCreated: FormStyler.AtFormCreated //AtFormConstructor: // f => // { // //arg[0] is typeof System.Int32 // //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)] // // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs // f.BackColor = System.Drawing.Color.FromArgb(0xA26D41); // } ); return; } #endregion #else #region += Launched chrome.app.window dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { if (!(Native.window.opener == null && Native.window.parent == Native.window.self)) { Console.WriteLine("chrome.app.window.create, is that you?"); // pass thru } else { // should jsc send a copresence udp message? //chrome.runtime.UpdateAvailable += delegate //{ // new chrome.Notification(title: "UpdateAvailable"); //}; chrome.app.runtime.Launched += async delegate { // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }} Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href }); new chrome.Notification(title: "x360x83"); // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions var xappwindow = await chrome.app.window.create( Native.document.location.pathname, options: new { alwaysOnTop = true, visibleOnAllWorkspaces = true } ); //xappwindow.setAlwaysOnTop xappwindow.show(); await xappwindow.contentWindow.async.onload; Console.WriteLine("chrome.app.window loaded!"); }; return; } } #endregion #endif // GpuProcessHostUIShim: The GPU process crashed! var poke = new WebGLRenderingContext(); if (poke == null) { new IHTMLPre { "GpuProcessHostUIShim: The GPU process crashed! restart process." }.AttachToDocument(); return; } // are we in a RemoteApp ? software renderer? // this may hang the buggy rdp protocol... // crash //int cubefacesizeMAX = 2048 * 2; // 6 faces, ? //int cubefacesizeMAX = 2048 * 2; // 6 faces, ? int cubefacesizeMAX = 2048 * 1; // 6 faces, ? int cubefacesize = cubefacesizeMAX; // 6 faces, ? //int cubefacesize = 1024; // 6 faces, ? // "X:\vr\tape1\0000x2048.png" // for 60hz render we may want to use float camera percision, not available for ui. // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x2048.png" "/sdcard/oculus/360photos/" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape1\0000x128.png" "/sdcard/oculus/360photos/" //if (Environment.ProcessorCount < 8) // //cubefacesize = 64; // 6 faces, ? // // fast gif? //cubefacesize = 1024; // 6 faces, ? // not 8k.. //cubefacesize = 512; // 6 faces, ? // big cubeface may be draw only half of itself? // can we keep fast fps yet highp? // can we choose this on runtime? designtime wants fast fps, yet for end product we want highdef on our render farm? //const int cubefacesize = 128; // 6 faces, ? //var cubecameraoffsetx = 256; var cubecameraoffsetx = 400; //var uizoom = 0.1; //var uizoom = cubefacesize / 128f; var uizoom = 128f / cubefacesize; Native.css.style.backgroundColor = "blue"; Native.css.style.overflow = IStyle.OverflowEnum.hidden; Native.body.Clear(); (Native.body.style as dynamic).webkitUserSelect = "text"; IHTMLCanvas shader1canvas = null; //return; // Earth params //var radius = 0.5; //var radius = 1024; //var radius = 2048; //var radius = 512; //var radius = 256; //var radius = 400; // can we have not fly beyond moon too much? //var radius = 500; //var radius = 480; //var radius = -480; //var segments = 32; //var segments = 128 * 2; //var rotation = 6; //const int size = 128; //const int size = 256; // 6 faces, 12KB //const int size = 512; // 6 faces, ? // WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled. //const int size = 720; // 6 faces, ? //const int size = 1024; // 6 faces, ? //const int cubefacesize = 1024; // 6 faces, ? // THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter is set to THREE.LinearFilter or THREE.NearestFilter. ( chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360x83/anvil___spherical_hdri_panorama_skybox_by_macsix_d6vv4hs.jpg ) // var far = 0xffffff; // need a zoom effect // 5pixels to 33% // radius needs to be a bit bigger so wa cant zoom thru it // far image at this distance var skyboxradius0 = 0 + 2048 * 4; var near = cubefacesize * 0.33; var skyboxradius = skyboxradius0 * 1.2; var far = skyboxradius * 2; //var near = cubefacesize * 0.5; //var near = cubefacesize * 0.4; //var near = cubefacesize * 0.25; new IHTMLPre { new { Environment.ProcessorCount, cubefacesize } }.AttachToDocument(); //new IHTMLPre { "can we stream it into VR, shadertoy, youtube 360, youtube stereo yet?" }.AttachToDocument(); var sw = Stopwatch.StartNew(); var oo = new List<THREE.Object3D>(); // what about physics and that portal rendering? // if we are running as a chrome web server, we may also be opened as android ndk webview app //var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: window.aspect, near: 1, far: 2000); // once we update source // save the source // manually recompile //cameraPX.position.z = 400; //// the camera should be close enough for the object to float off the FOV of PX //cameraPX.position.z = 200; // scene // can we make the 3D object orbit around us ? // and // stream it to vr? var scene = new THREE.Scene(); // since our cube camera is somewhat a fixed thing // would it be easier to move mountains to come to us? // once we change code would chrome app be able to let VR know that a new view is available? var sceneg = new THREE.Group(); sceneg.AttachTo(scene); // whatif we reuse the skybox as is and skip rendering it? // that means we cannot rotate via sky, we have to rotate other elements in reverse. // can we have a checkbox to hide or render the skybox? var scenezooms = new THREE.Group(); scenezooms.AttachTo(scene); // fly up? //sceneg.translateZ(-1024); // rotate the world, as the skybox then matches what we have on filesystem scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2); //scene.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); // yet for headtracking we shall rotate camera //sceneg.position.set(0, 0, -1024); //sceneg.position.set(0, -1024, 0); //scene.add(new THREE.AmbientLight(0x333333)); //scene.add(new THREE.AmbientLight(0xffffff)); //scene.add(new THREE.AmbientLight(0xaaaaaa)); //scene.add(new THREE.AmbientLight(0xcccccc)); //scene.add(new THREE.AmbientLight(0xeeeeee)); scene.add(new THREE.AmbientLight(0xffffff)); //var light = new THREE.DirectionalLight(0xffffff, 1); //// sun should be beyond moon ////light.position.set(-5 * virtualDistance, -3 * virtualDistance, -5 * virtualDistance); ////light.position.set(-15 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance); //// where shall the light source be to see half planet? //light.position.set(-1 * virtualDistance, -1 * virtualDistance, -15 * virtualDistance); //scene.add(light); //var lightX = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightX" }.AttachToDocument(); //var lightY = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightY" }.AttachToDocument(); //var lightZ = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -60, max = 60, valueAsNumber = 0, title = "lightZ" }.AttachToDocument(); //new IHTMLHorizontalRule { }.AttachToDocument(); // whats WebGLRenderTargetCube do? // WebGLRenderer preserveDrawingBuffer var renderer0 = new THREE.WebGLRenderer( new { //antialias = true, alpha = true, preserveDrawingBuffer = true } ); // https://github.com/mrdoob/three.js/issues/3836 // the construct. white bg // cyan? //renderer0.setClearColor(0xfffff, 1); //renderer0.setClearColor(0xfffff, 0); renderer0.setClearColor(0x0, 0); //renderer0.setClearColor(0x0, 1); //renderer.setSize(window.Width, window.Height); renderer0.setSize(cubefacesize, cubefacesize); //renderer0.domElement.AttachToDocument(); //rendererPX.domElement.style.SetLocation(0, 0); //renderer0.domElement.style.SetLocation(4, 4); // top // http://stackoverflow.com/questions/27612524/can-multiple-webglrenderers-render-the-same-scene // need a place to show the cubemap face to GUI // how does the stereo OTOY do it? // https://www.opengl.org/wiki/Sampler_(GLSL) // http://www.richardssoftware.net/Home/Post/25 // [+X, –X, +Y, –Y, +Z, –Z] fa // move up //camera.position.set(-1200, 800, 1200); //var cameraoffset = new THREE.Vector3(0, 15, 0); // can we aniamte it? //var cameraoffset = new THREE.Vector3(0, 800, 1200); // can we have linear animation fromcenter of the map to the edge and back? // then do the flat earth sun orbit? var cameraoffset = new THREE.Vector3( // left? -512, // height? //0, //1600, //1024, // if the camera is in the center, would we need to move the scene? // we have to move the camera. as we move the scene the lights are messed up //2014, 1024, //1200 0 // can we hover top of the map? ); // original vieworigin //var cameraoffset = new THREE.Vector3(-1200, 800, 1200); // whatif we want more than 30sec video? 2min animation? more frames to render? 2gb disk? var frameIDslider = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0, max = 1800, valueAsNumber = 1800 / 2, title = "frameIDslider" }.AttachToDocument(); var xframeID = 0; new { }.With( async delegate { next: //Console.WriteLine("enter vsync0ambient"); Native.document.title = new { xframeID }.ToString(); vsync0ambient = new TaskCompletionSource<object>(); await vsync0ambient.Task; await Task.Delay(1000 / 15); //await Task.Delay(1000); //Console.WriteLine("await vsync0ambient 5"); //await Task.Delay(5000); xframeID++; goto next; } ); new IHTMLHorizontalRule { }.AttachToDocument(); var camerazMIN = 0 - 2048 * 4; var camerax = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "camerax" }.AttachToDocument(); // up. whats the most high a rocket can go 120km? new IHTMLHorizontalRule { }.AttachToDocument(); // how high is the bunker? var cameray = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 2048 * 4, valueAsNumber = 0, title = "cameray" }.AttachToDocument(); new IHTMLBreak { }.AttachToDocument(); var camerayHigh = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = cameray.max, max = 1024 * 256, valueAsNumber = cameray.max, title = "cameray" }.AttachToDocument(); new IHTMLHorizontalRule { }.AttachToDocument(); //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0, title = "cameraz" }.AttachToDocument(); //var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = 0 - 2048 * 4, max = 0 + 2048 * 4, valueAsNumber = 0 - 2048 * 4, title = "cameraz" }.AttachToDocument(); var cameraz = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = camerazMIN, max = 0, valueAsNumber = camerazMIN, title = "cameraz" }.AttachToDocument(); // the zoom hting.. new IHTMLHorizontalRule { }.AttachToDocument(); var skyrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "skyrotup" }.AttachToDocument(); var skyrotright = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "skyrotright" }.AttachToDocument(); new IHTMLPre { () => new { skyrotup = skyrotup.valueAsNumber, skyrotright = skyrotright.valueAsNumber } }.AttachToDocument(); new IHTMLHorizontalRule { }.AttachToDocument(); // were we able to test for it? //var zoomrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = -12, title = "up" }.AttachToDocument(); var zoomrotup = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "up" }.AttachToDocument(); var zoomrotright = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.range, min = -450, max = 450, valueAsNumber = 0, title = "right" }.AttachToDocument(); new IHTMLPre { () => new { // on 0 zoom we should rely on the original skybox? cameraz = cameraz.valueAsNumber, zoomrotup = zoomrotup.valueAsNumber, zoomrotright = zoomrotright.valueAsNumber } }.AttachToDocument(); // for render server var fcamerax = 0.0; var fcameray = 0.0; var fcameraz = 0.0; //while (await camerax.async.onchange) //cameray.onchange += delegate //{ // if (cameray.valueAsNumber < cameray.max) // camerayHigh.valueAsNumber = camerayHigh.min; //}; camerayHigh.onmousedown += delegate { //if (camerayHigh.valueAsNumber > camerayHigh.min) cameray.valueAsNumber = cameray.max; }; Action applycameraoffset = delegate { // make sure UI and gpu sync up var cy = cameray; if (cameray.valueAsNumber < cameray.max) camerayHigh.valueAsNumber = camerayHigh.min; if (camerayHigh.valueAsNumber > camerayHigh.min) cameray.valueAsNumber = cameray.max; if (cameray.valueAsNumber == cameray.max) cy = camerayHigh; cameraoffset = new THREE.Vector3( // left? 1.0 * (camerax + fcamerax), // height? //0, //1600, //1024, // if the camera is in the center, would we need to move the scene? // we have to move the camera. as we move the scene the lights are messed up //2014, 1.0 * (cy + fcameray), //1200 1.0 * (cameraz + fcameraz) // can we hover top of the map? ); }; #region y // need to rotate90? var cameraNY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraNY.position.copy(new THREE.Vector3(0, 0, 0)); cameraNY.lookAt(new THREE.Vector3(0, -1, 0)); cameraNY.position.add(cameraoffset); }; //cameraNY.lookAt(new THREE.Vector3(0, 1, 0)); var canvasNY = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 2); canvasNY.canvas.title = "NY"; canvasNY.canvas.AttachToDocument(); canvasNY.canvas.style.transformOrigin = "0 0"; // roslyn! //canvasNY.canvas.style.transform = $"scale({uizoom})"; canvasNY.canvas.style.transform = "scale(" + uizoom + ")"; var cameraPY = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraPY.position.copy(new THREE.Vector3(0, 0, 0)); cameraPY.lookAt(new THREE.Vector3(0, 1, 0)); cameraPY.position.add(cameraoffset); }; //cameraPY.lookAt(new THREE.Vector3(0, -1, 0)); var canvasPY = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPY.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 0); canvasPY.canvas.title = "PY"; canvasPY.canvas.AttachToDocument(); canvasPY.canvas.style.transformOrigin = "0 0"; //canvasPY.canvas.style.transform = $"scale({uizoom})"; canvasPY.canvas.style.transform = "scale(" + uizoom + ")"; #endregion // transpose xz? #region x var cameraNX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraNX.position.copy(new THREE.Vector3(0, 0, 0)); cameraNX.lookAt(new THREE.Vector3(0, 0, 1)); cameraNX.position.add(cameraoffset); }; //cameraNX.lookAt(new THREE.Vector3(0, 0, -1)); //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0)); //cameraNX.lookAt(new THREE.Vector3(1, 0, 0)); var canvasNX = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 2, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasNX.canvas.title = "NX"; canvasNX.canvas.AttachToDocument(); canvasNX.canvas.style.transformOrigin = "0 0"; //canvasNX.canvas.style.transform = $"scale({uizoom})"; canvasNX.canvas.style.transform = "scale(" + uizoom + ")"; // front?? var cameraPX = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); applycameraoffset += delegate { cameraPX.position.copy(new THREE.Vector3(0, 0, 0)); cameraPX.lookAt(new THREE.Vector3(0, 0, -1)); cameraPX.position.add(cameraoffset); }; //cameraPX.lookAt(new THREE.Vector3(0, 0, 1)); //cameraPX.lookAt(new THREE.Vector3(1, 0, 0)); //cameraPX.lookAt(new THREE.Vector3(-1, 0, 0)); var canvasPX = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPX.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasPX.canvas.title = "PX"; canvasPX.canvas.AttachToDocument(); canvasPX.canvas.style.transformOrigin = "0 0"; //canvasPX.canvas.style.transform = $"scale({uizoom})"; canvasPX.canvas.style.transform = "scale(" + uizoom + ")"; #endregion #region z var cameraNZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); //cameraNZ.lookAt(new THREE.Vector3(0, 0, -1)); applycameraoffset += delegate { cameraNZ.position.copy(new THREE.Vector3(0, 0, 0)); cameraNZ.lookAt(new THREE.Vector3(1, 0, 0)); cameraNZ.position.add(cameraoffset); }; //cameraNX.lookAt(new THREE.Vector3(-1, 0, 0)); //cameraNZ.lookAt(new THREE.Vector3(0, 0, 1)); var canvasNZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasNZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 3, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasNZ.canvas.title = "NZ"; canvasNZ.canvas.AttachToDocument(); canvasNZ.canvas.style.transformOrigin = "0 0"; //canvasNZ.canvas.style.transform = $"scale({uizoom})"; canvasNZ.canvas.style.transform = "scale(" + uizoom + ")"; var cameraPZ = new THREE.PerspectiveCamera(fov: 90, aspect: 1.0, near: near, far: far); //cameraPZ.lookAt(new THREE.Vector3(1, 0, 0)); applycameraoffset += delegate { cameraPZ.position.copy(new THREE.Vector3(0, 0, 0)); cameraPZ.lookAt(new THREE.Vector3(-1, 0, 0)); cameraPZ.position.add(cameraoffset); }; //cameraPZ.lookAt(new THREE.Vector3(0, 0, 1)); //cameraPZ.lookAt(new THREE.Vector3(0, 0, -1)); var canvasPZ = new CanvasRenderingContext2D(cubefacesize, cubefacesize); canvasPZ.canvas.style.SetLocation(cubecameraoffsetx + (int)(uizoom * cubefacesize + 8) * 1, 8 + (int)(uizoom * cubefacesize + 8) * 1); canvasPZ.canvas.title = "PZ"; canvasPZ.canvas.AttachToDocument(); canvasPZ.canvas.style.transformOrigin = "0 0"; //canvasPZ.canvas.style.transform = $"scale({uizoom})"; canvasPZ.canvas.style.transform = "scale(" + uizoom + ")"; #endregion // c++ alias locals would be nice.. var canvas0 = (IHTMLCanvas)renderer0.domElement; var old = new { CursorX = 0, CursorY = 0 }; var st = new Stopwatch(); st.Start(); //canvas0.css.active.style.cursor = IStyle.CursorEnum.move; // X:\jsc.svn\examples\javascript\Test\TestMouseMovement\TestMouseMovement\Application.cs // THREE.WebGLProgram: gl.getProgramInfoLog() C:\fakepath(78,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll // THREE.WebGLProgram: gl.getProgramInfoLog() (79,3-98): warning X3557: loop only executes for 1 iteration(s), forcing loop to unroll // http://www.roadtovr.com/youtube-confirms-stereo-3d-360-video-support-coming-soon/ // https://www.youtube.com/watch?v=D-Wl9jAB45Q #region gl4K spherical var gl4K = new WebGLRenderingContext(alpha: true, preserveDrawingBuffer: true); var c4k = gl4K.canvas.AttachToDocument(); // 3840x2160 //c.style.SetSize(3840, 2160); // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150722/360-youtube // when can we go up? c4k.width = 3840; c4k.height = 2160; // https://www.youtube.com/watch?v=sLprVF6d7Ug // 8K is 7680 4320 // https://www.youtube.com/watch?v=RNdHaeBhT9Q // 8K is 7680 3840 //c.width = 7680; ////c.height = 3840; //c.height = 4320; //c.width = 3840 * 2; //c.height = 2160 * 2; //c.width = 3840; //c.height = 2160; // 1,777777777777778 // https://www.youtube.com/watch?v=fTfJwzRsE-w //c.width = 7580; //c.height = 3840; //1,973958333333333 //7580 // 3840 // wont work //c.width = 8192; //c.height = 4096; // this has the wrong aspect? //c.width = 6466; //c.height = 3232; new IHTMLPre { new { c4k.width, c4k.height } }.AttachToDocument(); //6466x3232 //var suizoom = 720f / c.height; //var suizoom = 360f / c.height; var suizoom = 480f / c4k.width; c4k.style.backgroundColor = "yellow"; c4k.style.transformOrigin = "0 0"; //c.style.transform = $"scale({suizoom})"; c4k.style.transform = "scale(" + suizoom + ")"; //c.style.backgroundColor = "yellow"; c4k.style.position = IStyle.PositionEnum.absolute; c4k.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120 ); // until we figure out how to fix the shader, we can try to fake it? // will allow atleast a nice static 8K image? // S6 did a 6546x3272 image. 5k? // 1.77 var c8k = new CanvasRenderingContext2D(3840 * 2, 2160 * 2); //var c8k = new CanvasRenderingContext2D(5120, 2880); // 5120 x 2880 pixel // 8k canvas wont load in chrome? c8k.canvas.AttachToDocument(); c8k.canvas.style.backgroundColor = "cyan"; c8k.canvas.style.transformOrigin = "0% 0%"; c8k.canvas.style.transform = "scale(" + (suizoom / 2) + ")"; c8k.canvas.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0 + 120, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120 + 320 ); var pass = new CubeToEquirectangular.Library.ShaderToy.EffectPass( null, gl4K, precission: CubeToEquirectangular.Library.ShaderToy.DetermineShaderPrecission(gl4K), supportDerivatives: gl4K.getExtension("OES_standard_derivatives") != null, callback: null, obj: null, forceMuted: false, forcePaused: false, //quadVBO: Library.ShaderToy.createQuadVBO(gl, right: 0, top: 0), outputGainNode: null ); // how shall we upload our textures? // can we reference GLSL.samplerCube yet? //pass.mInputs[0] = new samplerCube { }; pass.mInputs[0] = new CubeToEquirectangular.Library.ShaderToy.samplerCube { }; pass.MakeHeader_Image(); var vs = new Shaders.ProgramFragmentShader(); pass.NewShader_Image(vs); #endregion // why is it flipped? //var frame0 = new HTML.Images.FromAssets.tiles_regrid().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets.galaxy_starfield().AttachToDocument(); var frame0 = new HTML.Images.FromAssets._20150912_154522().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets._20150912_154522recenter().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets.galaxy_starfield150FOV().AttachToDocument(); //var xor = new HTML.Images.FromAssets.Orion360_test_image_8192x4096().AttachToDocument(); //var xor = new HTML.Images.FromAssets._2_no_clouds_4k().AttachToDocument(); //var frame0 = new HTML.Images.FromAssets._2294472375_24a3b8ef46_o().AttachToDocument(); // 270px //xor.style.height = ""; frame0.style.height = "270px"; frame0.style.width = "480px"; frame0.style.SetLocation( 8 + (int)(uizoom * cubefacesize + 8) * 0 + 480 + 16, 8 + (int)(uizoom * cubefacesize + 8) * 3 + 120); #region DirectoryEntry var dir = default(DirectoryEntry); new IHTMLButton { "openDirectory" }.AttachToDocument().onclick += async delegate { dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); }; frame0.style.cursor = IStyle.CursorEnum.pointer; frame0.title = "save frame"; frame0.onclick += delegate { // http://paulbourke.net/papers/vsmm2006/vsmm2006.pdf // A method of creating synthetic stereoscopic panoramic images that can be implemented //in most rendering packages has been presented. If single panoramic pairs can be created //then stereoscopic panoramic movies are equally possible giving rise to the prospect of //movies where the viewer can interact with, at least with regard to what they choose to look //at.These images can be projected so as to engage the two features of the human visual //system that assist is giving us a sense of immersion, the feeling of “being there”. That is, //imagery that contains parallax information as captured from two horizontally separated eye //positions (stereopsis)and imagery that fills our peripheral vision.The details that define //how the two panoramic images should be created in rendering packages are provided, in //particular, how to precisely configure the virtual cameras and control the distance to zero //parallax. // grab a frame if (dir == null) { var c8ksw = Stopwatch.StartNew(); c8k.drawImage(frame0, 0, 0, c8k.canvas.width, c8k.canvas.height); c8k.drawImage(gl4K, 0, 0, c8k.canvas.width, c8k.canvas.height); // not exporting to file system? //var f0 = new IHTMLImage { src = gl4K.canvas.toDataURL() }; //var f0 = new IHTMLImage { src = c8k.canvas.toDataURL() }; // png would be 50mb? var f0 = new IHTMLImage { src = c8k.canvas.toDataURL(quality: 0.9) }; // 22989ms { c8ksw = 00:00:12.12976 } Console.WriteLine(new { c8ksw }); //var f0 = (IHTMLImage)gl.canvas; //var f0 = (IHTMLImage)gl.canvas; //var base64 = gl.canvas.toDataURL(); //frame0.src = base64; frame0.src = f0.src; // 7MB! return; } // // --------------------------- //IrfanView //--------------------------- //Warning ! //The file: "X:\vr\tape1\0001.jpg" is a PNG file with incorrect extension ! //Rename ? //--------------------------- //Yes No //--------------------------- // haha this will render the thumbnail. //dir.WriteAllBytes("0000.png", frame0); //dir.WriteAllBytes("0000.png", gl.canvas); var glsw = Stopwatch.StartNew(); dir.WriteAllBytes("0000.png", gl4K); new IHTMLPre { new { glsw.ElapsedMilliseconds } }.AttachToDocument(); // {{ ElapsedMilliseconds = 1548 }} // 3.7MB // 3840x2160 }; #endregion #region render 60hz 30sec new IHTMLButton { "render 60hz 30sec" }.AttachToDocument().onclick += async e => { e.Element.disabled = true; var total = Stopwatch.StartNew(); var status = "rendering... " + new { dir }; new IHTMLPre { () => status }.AttachToDocument(); if (dir == null) { //dir = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); } total.Restart(); vsync1renderman = new TaskCompletionSource<object>(); await vsync1renderman.Task; status = "rendering... vsync"; //var frameid = 0; frameIDslider.valueAsNumber = -1; goto beforeframe; // parallax offset? await_nextframe: //var filename = frameIDslider.valueAsNumber.ToString().PadLeft(4, '0') + ".png"; var filename = frameIDslider.valueAsNumber.ToString().PadLeft(5, '0') + ".jpg"; status = "rendering... " + new { filename }; vsync1renderman = new TaskCompletionSource<object>(); await vsync1renderman.Task; // frame0 has been rendered var swcapture = Stopwatch.StartNew(); status = "WriteAllBytes... " + new { filename }; //await Native.window.async.onframe; // https://code.google.com/p/chromium/issues/detail?id=404301 if (dir != null) { c8k.drawImage(frame0, 0, 0, c8k.canvas.width, c8k.canvas.height); c8k.drawImage(gl4K, 0, 0, c8k.canvas.width, c8k.canvas.height); //await dir.WriteAllBytes(filename, gl4K); await dir.WriteAllBytes(filename, c8k); } //await dir.WriteAllBytes(filename, gl.canvas); status = "WriteAllBytes... done " + new { fcamerax, filename, swcapture.ElapsedMilliseconds }; status = "rdy " + new { filename, fcamerax }; //await Native.window.async.onframe; // design mode v render mode if (cubefacesize < cubefacesizeMAX) frameIDslider.valueAsNumber += 15; else frameIDslider.valueAsNumber++; beforeframe: // speed? S6 slow motion? // this is really slow. if we do x4x2 =x8 // https://www.youtube.com/watch?v=r76ULW16Ib8 //fcamerax += 16 * (1.0 / 60.0); // fcamerax = radius * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)); // speed? S6 slow motion? // this is really slow. if we do x4x2 =x8 // https://www.youtube.com/watch?v=r76ULW16Ib8 //fcamerax += 16 * (1.0 / 60.0); // some shaders need to know where the camera is looking from. can we tell them? //fcamerax = 2.2 * Math.Sin(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); //fcameraz = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); //// up //fcameray = 4.4 * Math.Cos(Math.PI * (frameIDslider.valueAsNumber - (60 * 30 / 2f)) / (60 * 30 / 2f)); // cameraz.valueAsNumber = (int)(cameraz.max * Math.Sin(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f))); // up //fcameray = 128 * Math.Cos(Math.PI * (frameid - (60 * 30 / 2f)) / (60 * 30 / 2f)); //fcamerax += (1.0 / 60.0); //fcamerax += (1.0 / 60.0) * 120; // in 30 sec can we have a zoom in and out? // so 15 sec at 60 fps needs to be -max z var a = Math.Abs(frameIDslider.valueAsNumber - (60 * 15)); var aa = a / (60f * 15); //cameraz.valueAsNumber = (int)(camerazMIN * aa); cameraz.valueAsNumber = (int)(camerazMIN * (1.0 - aa)); // 60hz 30sec if (frameIDslider.valueAsNumber < 60 * 30) { // Blob GC? either this helms or the that we made a Blob static. //await Task.Delay(11); await Task.Delay(33); goto await_nextframe; } total.Stop(); status = "all done " + new { frameid = frameIDslider.valueAsNumber, total.ElapsedMilliseconds }; vsync1renderman = default(TaskCompletionSource<object>); // http://stackoverflow.com/questions/22899333/delete-javascript-blobs e.Element.disabled = false; }; #endregion // "Z:\jsc.svn\examples\javascript\WebGL\WebGLColladaExperiment\WebGLColladaExperiment\WebGLColladaExperiment.csproj" // asus will hang // https://3dwarehouse.sketchup.com/model.html?id=fb7a0448d940e575edc01389f336fb0a // can we get one frame into vr? // cube: mesh to cast shadows //{ // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000 }) // ); // floor2.position.set(0, 0, -cubefacesize / 2); // floor2.AttachTo(scene); //} //{ // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial(new { ambient = 0x0000ff, color = 0x0000ff }) // ); // floor2.position.set(-cubefacesize / 2, 0, 0); // floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); // floor2.AttachTo(scene); //} //var p900toCubeSize = cubefacesize / 1080f; var p900toCubeSize = cubefacesize / 1920f; //p900toCubeSize *= 0.7f; // where is this magic number coming from?? p900toCubeSize *= 0.65f; //p900toCubeSize *= 0.5f; // http://stackoverflow.com/questions/17648067/three-js-drawing-two-overlapping-transparent-spheres-and-hiding-intersection var farimage = new output00609(); var nearimage = new output01085(); // front? { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; var tex0 = new THREE.Texture(farimage) { needsUpdate = true, minFilter = THREE.LinearFilter }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //(floor2 as dynamic).renderDepth = 0.2; //floor2.position.set(0, 0, -cubefacesize * 0.55); // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50 - skyboxradius0, 0, 0); //floor2.position.set(-skyboxradius0 - 128, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; var tex0 = new THREE.Texture(nearimage) { needsUpdate = true, minFilter = THREE.LinearFilter }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); //var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * 0.1), (int)(1080 * 0.1), 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //floor2.position.set(0, 0, -cubefacesize * 0.55); //(floor2 as dynamic).renderDepth = 0.3; // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } Action<IHTMLImage, double> AddFrame = (img, z) => { { //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; //var tex0 = new THREE.Texture(new moon()); //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; //var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output01027()) { needsUpdate = true }; //var tex0 = new THREE.Texture(new output00630()) { needsUpdate = true }; var tex0 = new THREE.Texture(img) { needsUpdate = true, minFilter = THREE.LinearFilter }; applycameraoffset += delegate { tex0.needsUpdate = true; }; //var planeGeometry0 = new THREE.PlaneGeometry(1920, 1080, 8, 8); var planeGeometry0 = new THREE.PlaneGeometry((int)(1920 * p900toCubeSize), (int)(1080 * p900toCubeSize), 8, 8); var floor2 = new THREE.Mesh(planeGeometry0, //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) new THREE.MeshPhongMaterial( new { // black otherwise? transparent = true, map = tex0, //ambient = 0x00ff00, //color = 0x00ff00 }) ); //(floor2 as dynamic).renderDepth = 0.2; //floor2.position.set(0, 0, -cubefacesize * 0.55); // zoom in and get 90FOV clouseup? floor2.position.set(-cubefacesize * 0.50 - skyboxradius0 * z, 0, 0); //floor2.position.set(-skyboxradius0 - 128, 0, 0); floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), Math.PI / 2); //floor2.AttachTo(scene); floor2.AttachTo(scenezooms); } }; new IHTMLButton { "load frames from disk " }.AttachToDocument().onclick += async e => { // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\360\x360x83\Application.cs // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\360\x360azimuthal\Application.cs e.Element.disabled = true; // how do we load the files? var dir2 = (DirectoryEntry)await chrome.fileSystem.chooseEntry(new { type = "openDirectory" }); var dir2r = dir2.createReader(); var files2 = await dir2r.readFileEntries(); var files2count = files2.Count(); Console.WriteLine(new { files2count }); // does this dir have the first and last image we already know of? // 55390ms { files2count = 4324 } var firstcandidate = files2.First(); //Console.WriteLine(new { firstcandidate, farimage.src }); // 19230ms { firstcandidate = [object FileEntry], src = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/assets/x360x83/output00609.png } // 10903ms { firstcandidate = output00001.png, farimage = output00609.png } var files2skip = files2.SkipWhile(firstcandidate1 => firstcandidate1.name != farimage.src.SkipUntilLastOrEmpty("/")); //Console.WriteLine(new { files2skip = files2skip.Count() }); var files2take = files2skip.TakeWhile(firstcandidate1 => firstcandidate1.name != nearimage.src.SkipUntilLastOrEmpty("/")); //6228ms { files2count = 4324 } //view-source:54116 6377ms { files2take = 476 } // reverse? var files3 = files2take.ToArray(); var files3count = files3.Count(); //Console.WriteLine(new { files2take = files2take.Count() }); //var step = 8; //var step = 1;//crashes //var step = 2;//crashes after load var step = 4;//crashes after load //var step = 3;// //var step = (int)(files3count * 0.05); //var step = (int)(files3count * 0.25); for (int i = step; i < files3count; i += step) { //files3[i]. Console.WriteLine(new { i }); e.Element.innerText = new { step, i, files3count }.ToString(); //files3[i].file() var ff = await files3[i].file(); //83fc21e4-a2da-408d-9831-571313ead641 //Refcount: 1 //Content Type: image/png //Type: file //Path: X:\p900\7\DCIM\100NIKON\DSCN0018\output00767.png //Modification Time: Sunday, September 13, 2015 at 10:24:01 AM //Length: 2,131,791 // are we running out of blobs? var url = ff.ToObjectURL(); var img = new IHTMLImage(url); await img.async.oncomplete; //async ff => //{ // var ffbytes = await ff.readAsBytes(); //var ffimage = (IHTMLImage)ffbytes; var aa = (double)i / files3count; AddFrame(img, 1.0 - aa); // } //); //files3[i]. } e.Element.innerText = "done " + new { step, files3count }.ToString(); }; //{ // //var tex0 = new THREE.Texture { image = new moon(), needsUpdate = true }; // //var tex0 = new THREE.Texture(new moon()); // //var tex0 = new THREE.Texture(new moon()) { needsUpdate = true }; // var tex0 = new THREE.Texture(shader1canvas) { needsUpdate = true }; // applycameraoffset += delegate { tex0.needsUpdate = true; }; // var planeGeometry0 = new THREE.PlaneGeometry(cubefacesize, cubefacesize, 8, 8); // var floor2 = new THREE.Mesh(planeGeometry0, // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xA26D41, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0x101010, color = 0xff0000, specular = 0xA26D41, shininess = 1 }) // //new THREE.MeshPhongMaterial(new { ambient = 0xff0000, color = 0xff0000, specular = 0xff0000 }) // new THREE.MeshPhongMaterial( // new // { // map = tex0, // //ambient = 0x00ff00, // //color = 0x00ff00 // }) // ); // floor2.position.set(cubefacesize * 0.55, 0, 0); // floor2.rotateOnAxis(new THREE.Vector3(0, 1, 0), -Math.PI / 2); // floor2.AttachTo(scene); //} // X:\jsc.svn\examples\javascript\chrome\apps\ChromeEarth\ChromeEarth\Application.cs // X:\jsc.svn\examples\javascript\canvas\ConvertBlackToAlpha\ConvertBlackToAlpha\Application.cs // hidden for alpha AppWindows //#if FBACKGROUND #region galaxy_starfield new THREE.Texture().With( async s => { //var i = new HTML.Images.FromAssets.galaxy_starfield(); //var i = new HTML.Images.FromAssets.galaxy_starfield150FOV(); var bytes = await frame0.async.bytes; //for (int ii = 0; ii < bytes.Length; ii += 4) //{ // bytes[ii + 3] = (byte)(bytes[ii + 0]); // bytes[ii + 0] = 0xff; // bytes[ii + 1] = 0xff; // bytes[ii + 2] = 0xff; //} var cc = new CanvasRenderingContext2D(frame0.width, frame0.height); cc.bytes = bytes; // does not do a thing? //s.flipY = true; s.image = cc; s.needsUpdate = true; var stars_material = new THREE.MeshBasicMaterial( new { //map = THREE.ImageUtils.loadTexture(new galaxy_starfield().src), map = s, // both? //side = THREE.BackSide, transparent = true }); // nice //stars_material.opacity = 0.5; // THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { // http://learningthreejs.com/blog/2011/10/05/performance-merging-geometry/ // how are we to construct geometry that has higher detail in one spot for zoom in var skyboxsphere = new THREE.SphereGeometry(skyboxradius, 512, 512 // left to right // 0 .. 45 deg // center it? //Math.PI - Math.PI / 4 //, Math.PI / 4, //// up to down //// 0 .. 22 deg //0, Math.PI / 2 ); // var stars = new THREE.Mesh( // radius not used? //new THREE.SphereGeometry(skyboxradius, 64, 64), //new THREE.SphereGeometry(skyboxradius, 8, 8), // we need to be able to zoom in! //new THREE.SphereGeometry(skyboxradius, 256, 256), // chrome will crash on laptop? // chrome will crash on red! //new THREE.SphereGeometry(skyboxradius, 1024, 1024), //new THREE.SphereGeometry(skyboxradius, 1024, 1024), //new THREE.SphereGeometry(skyboxradius, 512, 512), //new THREE.SphereGeometry(skyboxradius, 600, 600), // orr perhaps do we need detailed geometry only in specific spot? skyboxsphere, stars_material ); // http://stackoverflow.com/questions/8502150/three-js-how-can-i-dynamically-change-objects-opacity //(stars_material as dynamic).opacity = 0.5; stars.scale.x = -1; // http://stackoverflow.com/questions/31797871/three-js-alpha-on-entire-object applycameraoffset += delegate { if (cameraz.valueAsNumber == 0) { // static 5k image should take over... stars_material.opacity = 0.0; return; } var a = (cameraz.valueAsNumber / (double)camerazMIN); stars.rotation.set(0, 0, 0); // skyrotright //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (skyrotup.valueAsNumber / 900.0)); stars.rotateOnAxis(new THREE.Vector3(0, 1, 0), (Math.PI / 2) * (skyrotright.valueAsNumber / 900.0)); stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * ((a * 35.0 + skyrotup.valueAsNumber) / 900.0)); stars_material.opacity = (1.0 - a) * 0.7 + 0.3; }; // can we get our hrozion recentered? //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (3 / 90.0)); //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (1.3 / 90.0)); //stars.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (1.5 / 90.0)); applycameraoffset += delegate { scenezooms.rotation.set(0, 0, 0); // keep skybox where it is scenezooms.rotateOnAxis(new THREE.Vector3(0, 0, 1), (Math.PI / 2) * (zoomrotup.valueAsNumber / 900.0)); scenezooms.rotateOnAxis(new THREE.Vector3(0, 1, 0), (Math.PI / 2) * (zoomrotright.valueAsNumber / 900.0)); }; var hideskybox = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "hide skybox", @checked = true }.AttachToDocument(); //Native.window.onframe += delegate //{ // // // stars.visible = !hideskybox.@checked; //}; hideskybox.onchange += delegate { // stars.visible = !hideskybox.@checked; }; stars.visible = !hideskybox.@checked; scene.add(stars); } ); #endregion //var NYonly = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, title = "NY only" }.AttachToDocument(); var PXonly = new IHTMLInput { type = ScriptCoreLib.Shared.HTMLInputTypeEnum.checkbox, @checked = true, title = "PX only" }.AttachToDocument(); //new Models.ColladaS6Edge().Source.Task.ContinueWithResult( // dae => { //dae.position.y = -80; //dae.AttachTo(sceneg); //scene.add(dae); //oo.Add(dae); // view-source:http://threejs.org/examples/webgl_multiple_canvases_circle.html // https://threejsdoc.appspot.com/doc/three.js/src.source/extras/cameras/CubeCamera.js.html Native.window.onframe += e => { // Z:\jsc.svn\examples\javascript\test\TestDelegateIfIfReturn\Application.cs // let render man know.. var flag1 = vsync1renderman != null; // nonroslyn!! if (flag1) // this if block is not detected? { // whats going on with if clauses? nop(); // wtf??? var flag0 = vsync1renderman.Task.IsCompleted; if (flag0) return; } if (vsync0ambient != null) if (vsync0ambient.Task.IsCompleted) return; // 38045ms Native.window.onframe { vsync1renderman = , vsync0ambient = [object Object] } //Console.WriteLine("Native.window.onframe " + new { vsync1renderman, vsync0ambient }); //return; //if (pause) return; //if (pause.@checked) // return; // can we float out of frame? // haha. a bit too flickery. //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.01) * 50.0; //dae.position.x = Math.Sin(e.delay.ElapsedMilliseconds * 0.001) * 190.0; //globesphere.position.y = Math.Sin(fcamerax * 0.001) * 90.0; //clouds.position.y = Math.Cos(fcamerax * 0.001) * 90.0; //sphere.rotation.y += speed; //clouds.rotation.y += speed; // manual rebuild? // red compiler notifies laptop chrome of pending update // app reloads applycameraoffset(); renderer0.clear(); //rendererPY.clear(); //cameraPX.aspect = canvasPX.aspect; //cameraPX.updateProjectionMatrix(); // um what does this do? //cameraPX.position.z += (z - cameraPX.position.z) * e.delay.ElapsedMilliseconds / 200.0; // mousewheel allos the camera to move closer // once we see the frame in vr, can we udp sync vr tracking back to laptop? //this.targetPX.x += 1; //this.targetNX.x -= 1; //this.targetPY.y += 1; //this.targetNY.y -= 1; //this.targetPZ.z += 1; //this.targetNZ.z -= 1; // how does the 360 or shadertoy want our cubemaps? // and then rotate right? // how can we render cubemap? if (cameraz.valueAsNumber == 0) renderer0.setClearColor(0x0, 0); else renderer0.setClearColor(0x0, 1); new[] { canvasPX, canvasNX, canvasPY, canvasNY, canvasPZ, canvasNZ }.WithEach(cc => { cc.clearRect(0, 0, cubefacesize, cubefacesize); } ); //gl.clear() if (PXonly.@checked) { var cameraPXsw = Stopwatch.StartNew(); renderer0.render(scene, cameraPX); // 35207ms { cameraPXsw = 00:00:00.88 } //75505ms { cameraPXsw = 00:00:00.61 } //Console.WriteLine(new { cameraPXsw }); // clear if transparent? canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //return; } else { #region x // upside down? renderer0.render(scene, cameraPX); canvasPX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); renderer0.render(scene, cameraNX); canvasNX.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); #endregion #region z renderer0.render(scene, cameraPZ); canvasPZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); renderer0.render(scene, cameraNZ); canvasNZ.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); #endregion #region y renderer0.render(scene, cameraPY); //canvasPY.save(); //canvasPY.translate(0, size); //canvasPY.rotate((float)(-Math.PI / 2)); canvasPY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //canvasPY.restore(); // the floor? // render only this one? renderer0.render(scene, cameraNY); //canvasNY.save(); //canvasNY.translate(size, 0); //canvasNY.rotate((float)(Math.PI / 2)); canvasNY.drawImage((IHTMLCanvas)renderer0.domElement, 0, 0, cubefacesize, cubefacesize); //canvasNY.restore(); // ? #endregion //renderer0.render(scene, cameraPX); //rendererPY.render(scene, cameraPY); // at this point we should be able to render the sphere texture //public const uint TEXTURE_CUBE_MAP_POSITIVE_X = 34069; //public const uint TEXTURE_CUBE_MAP_NEGATIVE_X = 34070; //public const uint TEXTURE_CUBE_MAP_POSITIVE_Y = 34071; //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Y = 34072; //public const uint TEXTURE_CUBE_MAP_POSITIVE_Z = 34073; //public const uint TEXTURE_CUBE_MAP_NEGATIVE_Z = 34074; //var cube0 = new IHTMLImage[] { // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_px(), // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nx(), // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_py(), // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_ny(), // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_pz(), // new CSS3DPanoramaByHumus.HTML.Images.FromAssets.humus_nz() //}; #region Paint_Image new[] { canvasPX, canvasNX, canvasPY, canvasNY, canvasPZ, canvasNZ }.WithEachIndex( (img, index) => { gl4K.bindTexture(gl.TEXTURE_CUBE_MAP, pass.tex); //gl.pixelStorei(gl.UNPACK_FLIP_X_WEBGL, false); gl4K.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false); // http://stackoverflow.com/questions/15364517/pixelstoreigl-unpack-flip-y-webgl-true // https://msdn.microsoft.com/en-us/library/dn302429(v=vs.85).aspx //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 0); //gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, 1); gl4K.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + (uint)index, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, img.canvas); } ); // http://stackoverflow.com/questions/11544608/how-to-clear-a-rectangle-area-in-webgl if (cameraz.valueAsNumber == 0) gl4K.clearColor(0, 0, 0, 0); else gl4K.clearColor(0, 0, 0, 1); gl4K.clear(gl.COLOR_BUFFER_BIT); // could do dynamic resolution- fog of war or fog of FOV. where up to 150deg field of vision is encouragedm, not 360 pass.Paint_Image( 0, 0, 0, 0, 0 //, // gl_FragCoord // cannot be scaled, and can be referenced directly. // need another way to scale //zoom: 0.3f ); //paintsw.Stop(); // what does it do? gl4K.flush(); #endregion } // let render man know.. if (vsync1renderman != null) if (!vsync1renderman.Task.IsCompleted) vsync1renderman.SetResult(null); if (vsync0ambient != null) if (!vsync0ambient.Task.IsCompleted) vsync0ambient.SetResult(null); }; } //); Console.WriteLine("do you see it?"); }
// no animation no more? /// <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) { // 20150527 i see a red blob. broken? var sw = Stopwatch.StartNew(); // X:\jsc.svn\examples\javascript\synergy\webgl\WebGLMD2MorphtargetExample\WebGLMD2MorphtargetExample\Application.cs Console.WriteLine("before three"); // fails with gallery? why? //Action Toggle = DiagnosticsConsole.ApplicationContent.BindKeyboardToDiagnosticsConsole(); Console.WriteLine("InitializeContent"); // http://oos.moxiecode.com/js_webgl/md5_test/ var oldTime = 0L; var cameraTarget = new THREE.Vector3 { x = 0, y = 300, z = 0 }; var positionVector = new THREE.Vector3(); var lookVector = new THREE.Vector3(); var lastframe = 0; var scene = new THREE.Scene(); scene.fog = new THREE.Fog(0x000000, 1000, 5000); var camera = new THREE.PerspectiveCamera(50, Native.window.aspect, 1, 10000); camera.position.z = 800; camera.position.y = 100; camera.lookAt(scene.position); scene.add(camera); // floor var plane = new THREE.PlaneGeometry(10000, 10000, 50, 50); var floorMaterial = new THREE.MeshBasicMaterial(new { wireframe = true, color = 0x333333 }); var floor = new THREE.Mesh(plane, floorMaterial); floor.rotation.x = -Math.PI / 2; scene.add(floor); // renderer var renderer = new THREE.WebGLRenderer(new { antialias = true }); //renderer.setClearColorHex(0x000000); renderer.domElement.AttachToDocument(); // 0200001f WebGLBossHarvesterByOutsideOfSociety.Application +<> c__DisplayClass2 // script: error JSC1000: unsupported flow detected, try to simplify. //Assembly V:\WebGLBossHarvesterByOutsideOfSociety.Application.exe //DeclaringType WebGLBossHarvesterByOutsideOfSociety.Application +<> c__DisplayClass2, //OwnerMethod <.ctor > b__5 //Offset 005b // did the problem just dissapear? var controls = new THREE.OrbitControls(camera, renderer.domElement); #region harvester_md5mesh new THREE.JSONLoader().load( new WebGLBossHarvesterByOutsideOfSociety.Models.harvester_md5mesh().Content.src, (Action<dynamic>) (geometry => { Console.WriteLine("geometry ready!"); //console.log("Number of bones: "+geometry.bones.length); var material = new THREE.MeshBasicMaterial(new { color = 0xffffff, wireframe = true, opacity = 0.25, transparent = true, skinning = true }); object geometry_object = geometry; var skin = new THREE.SkinnedMesh(geometry_object, material); scene.add(skin); object geometry_animation = geometry.animation; //THREE.AnimationHandler.add(geometry_animation); //var animation = new THREE.Animation(skin, "walk1"); //animation.play(); skin.rotation.x = -Math.PI / 2; skin.rotation.z = -Math.PI / 2; // view-source:http://threejs.org/examples/webgl_animation_skinning_morph.html var boneArray = new Dictionary<int, THREE.Mesh>(); var boneContainer = new THREE.Object3D(); boneContainer.rotation.x = -Math.PI / 2; boneContainer.rotation.z = -Math.PI / 2; scene.add(boneContainer); var index = 0; var pmaterial = new THREE.MeshPhongMaterial(new { color = 0xff0000 }); //for (var b = 1; b != skin.bones.Length; b++) //{ // var bone = skin.bones[b]; // var nc = bone.children.Length; // for (var c = 0; c != nc; c++) // { // var child = bone.children[c]; // var size = Math.Min(child.position.length() * 0.05, 8); // var cylinder = new THREE.CylinderGeometry(size, 0.1, child.position.length(), 6); // // ERROR: Matrix's .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code. // cylinder.applyMatrix( // new THREE.Matrix4().makeRotationFromEuler( // new THREE.Euler(Math.PI / 2, 0, 0) // ) // ); // cylinder.applyMatrix(new THREE.Matrix4().setPosition(new THREE.Vector3(0, 0, 0.5 * child.position.length()))); // var mesh = new THREE.Mesh(cylinder, pmaterial); // boneArray[child.id] = mesh; // boneContainer.add(mesh); // } //} #region render Native.window.onframe += delegate { Func<long> Date_now = () => (long)new IFunction("return Date.now();").apply(null); var time = Date_now(); double delta = time - oldTime; if (oldTime == 0) { delta = 1000 / 60.0; } oldTime = time; THREE.AnimationHandler.update(delta / 1000.0); // does not exist? //for (var b = 1; b != skin.bones.Length; b++) //{ // var bone = skin.bones[b]; // var nc = bone.children.Length; // for (var c = 0; c != nc; c++) // { // var child = bone.children[c]; // var child_bone = (THREE.Bone)(object)child; // var id = child.id; // var mesh = boneArray[id]; // positionVector.getPositionFromMatrix(child_bone.skinMatrix); // mesh.position.copy(positionVector); // var child_parent_bone = (THREE.Bone)(object)child.parent; // lookVector.getPositionFromMatrix(child_parent_bone.skinMatrix); // mesh.lookAt(lookVector); // } //} boneContainer.position.z = skin.position.z; //var frame = (int)Math.Floor(animation.currentTime * 24.0); var frame = (int)Math.Floor(sw.ElapsedMilliseconds * 24.0); if (frame >= 0 && lastframe > frame) { skin.position.z += 304.799987793; // got that from the root bone, total movement of one walk cycle } lastframe = frame; var speed = delta * 0.131; cameraTarget.z += speed; if (skin.position.z > floor.position.z + 1000.0) { floor.position.z += 1000.0; }; //camera.position.x = 800.0 * Math.Sin(time / 3000.0); //camera.position.z = cameraTarget.z + 800.0 * Math.Cos(time / 3000.0); //camera.lookAt(cameraTarget); controls.update(); camera.position = controls.center.clone(); renderer.render(scene, camera); }; #endregion } ) ); #endregion //var harvester_src = new WebGLBossHarvesterByOutsideOfSociety.Models.harvester().Content.src; //Console.WriteLine("before harvester " + new { harvester_src }); //loader.load(harvester_src, harvesterLoaded); // lights var pointLight = new THREE.PointLight(0xffffff, 1.0, 0); pointLight.AttachTo(camera); #region AtResize 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 Console.WriteLine("renderer ready!"); //#region onmousedown //Native.document.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"); // //Native.document.body.requestFullscreen(); // Native.document.body.requestPointerLock(); // return; // } // }; //#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 }
/// <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?"); } ); }
// https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20140815/webglcannonphysicsengine // http://youtu.be/Lo1IU8UAutE // 60hz 2160 4K! // The equirectangular projection was used in map creation since it was invented around 100 A.D. by Marinus of Tyre. // C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hzsky.png" "/sdcard/oculus/360photos/" //1533 KB/s(3865902 bytes in 2.461s) //C:\Users\Arvo> "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe1.png" //1556 KB/s(2714294 bytes in 1.703s) // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\hz2048c3840x2160.png" "/sdcard/oculus/360photos/" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globe2.png" // "x:\util\android-sdk-windows\platform-tools\adb.exe" push "X:\vr\tape360globe1\0000.png" "/sdcard/oculus/360photos/tape360globenight.png" // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809/chrome360hz // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150809 // the eye nor the display will be able to do any stereo // until tech is near matrix capability. 2019? // cubemap can be used for all long range scenes // http://www.imdb.com/title/tt0112111/?ref_=nv_sr_1 // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150808/cubemapcamera // subst /D b: // subst b: s:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // subst a: z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\bin\Debug\staging\ChromeStereoLightAnimation.Application\web // what if we want to do subst in another winstat or session? // ColladaLoader: Empty or non-existing file (assets/ChromeStereoLightAnimation/S6Edge.dae) /// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IApp page) { // http://stemkoski.github.io/Three.js/Shadow.html #if AsWEBSERVER #region += Launched chrome.app.window // X:\jsc.svn\examples\javascript\chrome\apps\ChromeTCPServerAppWindow\ChromeTCPServerAppWindow\Application.cs dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { // if we run as a server. we can open up on android. //chrome.Notification.DefaultTitle = "Nexus7"; //chrome.Notification.DefaultIconUrl = new x128().src; ChromeTCPServer.TheServerWithStyledForm.Invoke( AppSource.Text //, AtFormCreated: FormStyler.AtFormCreated //AtFormConstructor: // f => // { // //arg[0] is typeof System.Int32 // //script: error JSC1000: No implementation found for this native method, please implement [static System.Drawing.Color.FromArgb(System.Int32)] // // X:\jsc.svn\examples\javascript\forms\Test\TestFromArgb\TestFromArgb\ApplicationControl.cs // f.BackColor = System.Drawing.Color.FromArgb(0xA26D41); // } ); return; } #endregion #else #region += Launched chrome.app.window dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { if (!(Native.window.opener == null && Native.window.parent == Native.window.self)) { Console.WriteLine("chrome.app.window.create, is that you?"); // pass thru } else { // should jsc send a copresence udp message? //chrome.runtime.UpdateAvailable += delegate //{ // new chrome.Notification(title: "UpdateAvailable"); //}; chrome.app.runtime.Launched += async delegate { // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }} Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href }); new chrome.Notification(title: "ChromeStereoLightAnimation"); // https://developer.chrome.com/apps/app_window#type-CreateWindowOptions var xappwindow = await chrome.app.window.create( Native.document.location.pathname, options: new { alwaysOnTop = true, visibleOnAllWorkspaces = true } ); //xappwindow.setAlwaysOnTop xappwindow.show(); await xappwindow.contentWindow.async.onload; Console.WriteLine("chrome.app.window loaded!"); }; return; } } #endregion #endif Native.body.Clear(); Native.body.style.margin = "0px"; Native.body.style.padding = "0px"; Native.body.style.overflow = IStyle.OverflowEnum.hidden; // Severity Code Description Project File Line //Error CS0201 Only assignment, call, increment, decrement, and new object expressions can be used as a statement ChromeStereoLightAnimation Z:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeStereoLightAnimation\ChromeStereoLightAnimation\Application.cs 187 //new Action<int>( var camera0 = default(THREE.PerspectiveCamera); foreach (var y in from eyeid in new[] { 0, 1 } select (Action) delegate { var scene = new THREE.Scene(); var floorTexture = THREE.ImageUtils.loadTexture( new HTML.Images.FromAssets.checkerboard().src //"images/checkerboard.jpg" ); #region function init() // SCENE // CAMERA float SCREEN_WIDTH = Native.window.Width / 2; //float SCREEN_WIDTH = Native.screen.width / 2; float SCREEN_HEIGHT = Native.window.Height; var VIEW_ANGLE = 45; float ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT; var NEAR = 0.1; var FAR = 20000; // RENDERER // WebGLDeferredRenderer var renderer = new THREE.WebGLRenderer(new { antialias = true }); //renderer.setSize((int)SCREEN_WIDTH, (int)SCREEN_HEIGHT); renderer.domElement.AttachToDocument(); //renderer.domElement.style.SetLocation(Native.window.Width / 2 * (1 - eyeid), 0); // EVENTS // CONTROLS // STATS // LIGHT //var light = new THREE.PointLight(0xffffff); //light.position.set(0,250,0); //scene.add(light); //////////// // CUSTOM // //////////// // must enable shadows on the renderer renderer.shadowMapEnabled = true; // SKYBOX/FOG var skyBoxGeometry = new THREE.CubeGeometry(10000, 10000, 10000); var skyBoxMaterial = new THREE.MeshBasicMaterial(new { color = 0x9999ff, side = THREE.BackSide }); var skyBox = new THREE.Mesh(skyBoxGeometry, skyBoxMaterial); // scene.add(skyBox); scene.fog = new THREE.FogExp2(0x9999ff, 0.00025); // "shadow cameras" show the light source and direction // spotlight #1 -- yellow, dark shadow var spotlight = new THREE.SpotLight(0xffff00); spotlight.position.set(-60, 150, -30); spotlight.shadowCameraVisible = true; spotlight.shadowDarkness = 0.95; spotlight.intensity = 2; // must enable shadow casting ability for the light spotlight.castShadow = true; scene.add(spotlight); // spotlight #2 -- red, light shadow var spotlight2 = new THREE.SpotLight(0xff0000); //var spotlight2 = new THREE.SpotLight(0xffff00); spotlight2.position.set(60, 150, -60); scene.add(spotlight2); spotlight2.shadowCameraVisible = true; spotlight2.shadowDarkness = 0.70; spotlight2.intensity = 2; spotlight2.castShadow = true; // THREE.WebGLProgram: gl.getProgramInfoLog() Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (16). for (int i = 0; i < 8; i++) { // spotlight #3 blue var spotlight3 = new THREE.SpotLight(0x0000ff); //var spotlight3 = new THREE.SpotLight(0x00ffff); spotlight3.position.set(150 * i, 80, -100); //spotlight3.shadowCameraVisible = true; spotlight3.shadowDarkness = 0.95; spotlight3.intensity = 2; spotlight3.castShadow = true; scene.add(spotlight3); // change the direction this spotlight is facing var lightTarget = new THREE.Object3D(); lightTarget.position.set(150 * i, 10, -100); scene.add(lightTarget); spotlight3.target = lightTarget; } // cube: mesh to cast shadows #region castShadow var cubeGeometry = new THREE.CubeGeometry(50, 50, 50); var cubeMaterial = new THREE.MeshLambertMaterial(new { color = 0x888888 }); var cube0 = new THREE.Mesh(cubeGeometry, cubeMaterial); //cube.position.set(0, 50, 0); cube0.position.set(0, 100, 0); // Note that the mesh is flagged to cast shadows cube0.castShadow = true; scene.add(cube0); // floor: mesh to receive shadows // public static ImageUtilsType ImageUtils; //var floorTexture = new THREE.ImageUtils.loadTexture("images/checkerboard.jpg"); floorTexture.wrapS = THREE.RepeatWrapping; floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set(10, 10); #endregion // Note the change to Lambert material. #region receiveShadow var floorMaterial = new THREE.MeshLambertMaterial(new { map = floorTexture, side = THREE.DoubleSide }); //var floorGeometry = new THREE.PlaneGeometry(1000 * 8, 1000 * 8, 100, 100); var floorGeometry = new THREE.PlaneGeometry(1000, 1000, 100, 100); for (int i = 0; i < 8; i++) { var floor0 = new THREE.Mesh(floorGeometry, floorMaterial); floor0.position.y = -0.5; floor0.position.x = 1000 * i; floor0.rotation.x = Math.PI / 2; // Note the mesh is flagged to receive shadows floor0.receiveShadow = true; scene.add(floor0); } #endregion // create "light-ball" meshes var sphereGeometry = new THREE.SphereGeometry(10, 16, 8); var darkMaterial = new THREE.MeshBasicMaterial(new { color = 0x000000 }); { var wireframeMaterial = new THREE.MeshBasicMaterial( new { color = 0xffff00, wireframe = true, transparent = true }); var shape = THREE.SceneUtils.createMultiMaterialObject( sphereGeometry, new[] { darkMaterial, wireframeMaterial }); shape.position = spotlight.position; scene.add(shape); } { var wireframeMaterial = new THREE.MeshBasicMaterial( new { color = 0xff0000, wireframe = true, transparent = true }); var shape = THREE.SceneUtils.createMultiMaterialObject( sphereGeometry, new[] { darkMaterial, wireframeMaterial }); shape.position = spotlight2.position; scene.add(shape); } //{ // var wireframeMaterial = new THREE.MeshBasicMaterial( // new { color = 0x0000ff, wireframe = true, transparent = true }); // var shape = THREE.SceneUtils.createMultiMaterialObject( // sphereGeometry, new[] { darkMaterial, wireframeMaterial }); // shape.position = spotlight3.position; // scene.add(shape); //} #endregion var camera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR); scene.add(camera); camera.position.set(0, 150, 400); camera.lookAt(scene.position); if (eyeid == 0) { camera0 = camera; var controls = new THREE.OrbitControls(camera0, renderer.domElement); //var controls = new THREE.OrbitControls(camera0, Native.document.body); Native.window.onframe += delegate { renderer.render(scene, camera0); controls.update(); //stats.update(); }; } else { Native.window.onframe += delegate { camera.rotation.set(camera0.rotation.x, camera0.rotation.y, camera0.rotation.z); camera.position.set(camera0.position.x, camera0.position.y, camera0.position.z); // lets not add any stereo effect. as we may need to run in 360 mono mode anyway to gain speed? //camera.translateX() // scene is unique to renderer!!!!! // we are doing everything twice for now. renderer.render(scene, camera); //controls.update(); //stats.update(); }; } #region onresize new { }.With( async delegate { do { // allow webview to behave in S6 multiview mode //SCREEN_WIDTH = Native.screen.width / 2; SCREEN_WIDTH = Native.window.Width / 2; //camera.aspect = Native.window.aspect; camera.aspect = SCREEN_WIDTH / Native.window.Height; camera.updateProjectionMatrix(); //renderer0.setSize(Native.window.Width / 2, Native.window.Height); renderer.setSize((int)SCREEN_WIDTH, Native.window.Height); //renderer0.domElement.style.SetLocation(Native.window.Width / 2 * eyeid, 0); renderer.domElement.style.SetLocation((int)SCREEN_WIDTH * (1 - eyeid), 0); } while (await Native.window.async.onresize); }); #endregion } ) y(); Console.WriteLine("do you see it?"); }
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(); }; }
/// <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) { // SCENE scene = new THREE.Scene(); // CAMERA var SCREEN_WIDTH = Native.window.Width; var SCREEN_HEIGHT = Native.window.Height; var VIEW_ANGLE = 45; var ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT; var NEAR = 0.1; var FAR = 20000; // perspective cameras perspectiveCamera = new THREE.PerspectiveCamera(VIEW_ANGLE, ASPECT, NEAR, FAR); perspectiveCamera.position.set(0,200,550); perspectiveCamera.lookAt(scene.position); scene.add(perspectiveCamera); // orthographic cameras mapCamera = new THREE.OrthographicCamera( Native.window.Width / -2, // Left Native.window.Width / 2, // Right Native.window.Height / 2, // Top Native.window.Height / -2, // Bottom -5000, // Near 10000 ); // Far mapCamera.up = new THREE.Vector3(0,0,-1); mapCamera.lookAt( new THREE.Vector3(0,-1,0) ); scene.add(mapCamera); renderer = new THREE.WebGLRenderer( new { antialias = true } ); // RENDERER renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT); this.container = (IHTMLCanvas)renderer.domElement; this.container.AttachToDocument(); this.container.style.SetLocation(0, 0); // EVENTS //THREEx.WindowResize(renderer, mapCamera); //THREEx.FullScreen.bindKey({ charCode : 'm'.charCodeAt(0) }); // STATS //stats = new Stats(); //stats.domElement.style.position = 'absolute'; //stats.domElement.style.bottom = '0px'; //stats.domElement.style.zIndex = 100; //container.appendChild( stats.domElement ); // LIGHT var light = new THREE.PointLight(0xffffff); light.position.set(0,250,0); scene.add(light); // FLOOR var img = new uvgrid01(); var floorTexture = new THREE.Texture().With( async s => { s.image = await img; s.needsUpdate = true; }); floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping; floorTexture.repeat.set( 10, 10 ); var floorMaterial = new THREE.MeshBasicMaterial( new { map = floorTexture, side = THREE.DoubleSide } ); var floorGeometry = new THREE.PlaneGeometry(2000, 2000, 10, 10); var floor = new THREE.Mesh(floorGeometry, floorMaterial); floor.position.y = -0.5; floor.rotation.x = Math.PI / 2; scene.add(floor); //////////// // CUSTOM // //////////// // materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xpos.png' ) })); //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xneg.png' ) })); //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/ypos.png' ) })); //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/yneg.png' ) })); //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zpos.png' ) })); //materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zneg.png' ) })); // create an array with six textures for cube var materialArray = new THREE.MeshBasicMaterial[6]; materialArray[0] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With( async s => { s.image = await new xpos(); s.needsUpdate = true; }) })); materialArray[1] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With( async s => { s.image = await new xneg(); s.needsUpdate = true; }) })); materialArray[2] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With( async s => { s.image = await new ypos(); s.needsUpdate = true; }) })); materialArray[3] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With( async s => { s.image = await new yneg(); s.needsUpdate = true; }) })); materialArray[4] = (new THREE.MeshBasicMaterial( new {map = new THREE.Texture().With( async s => { s.image = await new zpos(); s.needsUpdate = true; }) })); materialArray[5] = (new THREE.MeshBasicMaterial( new { map = new THREE.Texture().With( async s => { s.image = await new zneg(); s.needsUpdate = true; }) })); //var MovingCubeMat = new THREE.MeshFaceMaterial(new { material = materialArray }); var MovingCubeGeom = new THREE.CubeGeometry(50, 50, 50, 1, 1, 1); var MovingCube = new THREE.Mesh(MovingCubeGeom, new THREE.MeshBasicMaterial(new { color = new THREE.Color(0xFFFFFF) })); MovingCube.position.set(0, 25.1, 0); scene.add(MovingCube); // a little bit of scenery... var ambientlight = new THREE.AmbientLight(0x111111); scene.add( ambientlight ); // torus knot var colorMaterial = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0xff3333) }); var shape = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 2, 5, 4), colorMaterial); shape.position.set(-200, 50, -200); scene.add(shape); // torus knot var colorMaterial2 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0x33ff33) }); var shape2 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 3, 2, 4), colorMaterial2); shape2.position.set(200, 50, -200); scene.add(shape2); // torus knot var colorMaterial3 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0xffff33) }); var shape3 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 4, 3, 4), colorMaterial3); shape3.position.set(200, 50, 200); scene.add(shape3); // torus knot var colorMaterial4 = new THREE.MeshLambertMaterial(new { color = new THREE.Color(0x3333ff) }); var shape4 = new THREE.Mesh(new THREE.TorusKnotGeometry(30, 6, 160, 10, 3, 4, 4), colorMaterial4); shape4.position.set(-200, 50, 200); scene.add(shape4); renderer.setSize(Native.window.Width, Native.window.Height); renderer.setClearColor( 0x000000, 1 ); renderer.autoClear = false; Native.window.onframe += e => { perspectiveCamera.updateProjectionMatrix(); render(); }; var isPushed = false; this.container.onkeydown += m => { isPushed = true; if (isPushed) { //var delta = clock.getDelta(); // seconds. var moveDistance = 200 * 2; // 200 pixels per second var rotateAngle = Math.PI / 2 * 2; // pi/2 radians (90 degrees) per second // local transformations // move forwards/backwards/left/right if (m.KeyCode == 87) MovingCube.translateZ(-moveDistance); if (m.KeyCode == 83) MovingCube.translateZ(moveDistance); if (m.KeyCode == 81) MovingCube.translateX(-moveDistance); if (m.KeyCode == 69) MovingCube.translateX(moveDistance); //// rotate left/right/up/down //var rotation_matrix = new THREE.Matrix4().identity(); //if (m.KeyCode == 65) // MovingCube.rotateOnAxis(new THREE.Vector3(0, 1, 0), rotateAngle); //if (m.KeyCode == 68) // MovingCube.rotateOnAxis(new THREE.Vector3(0, 1, 0), -rotateAngle); //if (m.KeyCode == 90) //{ // MovingCube.position.set(0, 25.1, 0); // MovingCube.rotation.set(0, 0, 0); //} } }; this.container.onkeyup += e => { isPushed = false; }; Native.window.onresize += delegate { //if (canvas.parentNode == Native.document.body) // are we embedded? if (page != null) renderer.setSize(); }; }