public void onSurfaceCreated(GL10 glUnused, javax.microedition.khronos.egl.EGLConfig config) { // Set the background clear color to black. gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f); // Use culling to remove back faces. gl.enable(gl.CULL_FACE); // Enable depth testing gl.enable(gl.DEPTH_TEST); // Position the eye in front of the origin. float eyeX = 0.0f; float eyeY = 0.0f; float eyeZ = -0.5f; // We are looking toward the distance float lookX = 0.0f; float lookY = 0.0f; float lookZ = -5.0f; // Set our up vector. This is where our head would be pointing were we holding the camera. float upX = 0.0f; float upY = 1.0f; float upZ = 0.0f; // Set the view matrix. This matrix can be said to represent the camera position. // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose. Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); mPerVertexProgramHandle = gl.createProgram( new Shaders.TriangleVertexShader(), new Shaders.TriangleFragmentShader() ); gl.bindAttribLocation(mPerVertexProgramHandle, 0, "a_Position"); gl.bindAttribLocation(mPerVertexProgramHandle, 1, "a_Color"); gl.bindAttribLocation(mPerVertexProgramHandle, 2, "a_Normal"); gl.linkProgram(mPerVertexProgramHandle); // Define a simple shader program for our point. mPointProgramHandle = gl.createProgram( new Shaders.pointVertexShader(), new Shaders.pointFragmentShader() ); gl.bindAttribLocation(mPointProgramHandle, 0, "a_Position"); gl.linkProgram(mPointProgramHandle); }
static CreateShaderResult CreateShader( WebGLRenderingContext gl, string tvs, string tfs, bool nativeDebug ) { //new IHTMLPre { "enter CreateShader" }.AttachToDocument(); //var p = gl.createProgram(); var vs = new WebGLShader(gl, gl.VERTEX_SHADER); var fs = new WebGLShader(gl, gl.FRAGMENT_SHADER); gl.shaderSource(vs, tvs); gl.shaderSource(fs, tfs); gl.compileShader(vs); var ok = new CreateShaderResult { mSuccess = true }; // https://www.khronos.org/registry/webgl/extensions/WEBGL_debug_shaders/ new WebGLDebugShaders(gl).With(x => ok.vsTranslatedShaderSource = x.getTranslatedShaderSource(vs)); //gl.getExtension("WEBGL_debug_shaders").With( //(dynamic WEBGL_debug_shaders) => // { // ok.vsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)vs); // } //); gl.compileShader(fs); // ipad wont have it available new WebGLDebugShaders(gl).With(x => ok.fsTranslatedShaderSource = x.getTranslatedShaderSource(fs)); //gl.getExtension("WEBGL_debug_shaders").With( // (dynamic WEBGL_debug_shaders) => // { // ok.fsTranslatedShaderSource = WEBGL_debug_shaders.getTranslatedShaderSource((WebGLShader)fs); // } //); if (gl.getShaderParameter(vs, gl.COMPILE_STATUS) == null) { var infoLog = gl.getShaderInfoLog(vs); // does our async rewriter throw async exceptions yet? throw new Exception(message: new { infoLog }.ToString()); //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument(); //return new CreateShaderResult { mSuccess = false, mInfo = infoLog }; } var fsCOMPILE_STATUS = (bool)gl.getShaderParameter(fs, gl.COMPILE_STATUS); //new IHTMLPre { "CreateShader " + new { fsCOMPILE_STATUS } }.AttachToDocument(); if (!fsCOMPILE_STATUS) { var infoLog = gl.getShaderInfoLog(fs); throw new Exception(message: new { infoLog }.ToString()); //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument(); //return new CreateShaderResult { mSuccess = false, mInfo = infoLog }; } var p = new WebGLProgram(gl); gl.attachShader(p, vs); gl.attachShader(p, fs); // using dispose? gl.deleteShader(vs); gl.deleteShader(fs); gl.linkProgram(p); var linkResult = (bool)gl.getProgramParameter(p, gl.LINK_STATUS); //new IHTMLPre { "CreateShader " + new { linkResult } }.AttachToDocument(); if (!linkResult) { var infoLog = gl.getProgramInfoLog(p); gl.deleteProgram(p); throw new Exception(message: new { infoLog }.ToString()); //new IHTMLPre { "error CreateShader " + new { infoLog } }.AttachToDocument(); //return new CreateShaderResult { mSuccess = false, mInfo = infoLog }; } // https://msdn.microsoft.com/en-us/library/ie/dn302415(v=vs.85).aspx //new IHTMLPre { "exit CreateShader" }.AttachToDocument(); ok.mProgram = p; return ok; }
public WebGLUniformLocation getUniformLocation(WebGLProgram p, string name) { return(null); }
public void attachShader(WebGLProgram p, WebGLShader s) { }
public void onSurfaceCreated(GL10 glUnused, javax.microedition.khronos.egl.EGLConfig config) { // Set the background clear color to black. gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f); // Use culling to remove back faces. gl.enable(gl.CULL_FACE); // Enable depth testing gl.enable(gl.DEPTH_TEST); // Enable texture mapping gl.enable(gl.TEXTURE_2D); // Position the eye in front of the origin. float eyeX = 0.0f; float eyeY = 0.0f; float eyeZ = -0.5f; // We are looking toward the distance float lookX = 0.0f; float lookY = 0.0f; float lookZ = -5.0f; // Set our up vector. This is where our head would be pointing were we holding the camera. float upX = 0.0f; float upY = 1.0f; float upZ = 0.0f; // Set the view matrix. This matrix can be said to represent the camera position. // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose. Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); mProgramHandle = gl.createProgram( new Shaders.per_pixelVertexShader(), new Shaders.per_pixelFragmentShader() ); gl.bindAttribLocation(mProgramHandle, 0, "a_Position"); gl.bindAttribLocation(mProgramHandle, 1, "a_Color"); gl.bindAttribLocation(mProgramHandle, 2, "a_Normal"); gl.bindAttribLocation(mProgramHandle, 3, "a_TexCoordinate"); gl.linkProgram(mProgramHandle); // Define a simple shader program for our point. mPointProgramHandle = gl.createProgram( new Shaders.pointVertexShader(), new Shaders.pointFragmentShader() ); gl.bindAttribLocation(mPointProgramHandle, 0, "a_Position"); gl.linkProgram(mPointProgramHandle); #region loadTexture Func<android.graphics.Bitmap, WebGLTexture> loadTexture = (bitmap) => { var textureHandle = gl.createTexture(); // Bind to the texture in OpenGL gl.bindTexture(gl.TEXTURE_2D, textureHandle); // Set filtering gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST); // Load the bitmap into the bound texture. //gl.texImage2D( GLUtils.texImage2D((int)gl.TEXTURE_2D, 0, bitmap, 0); // Recycle the bitmap, since its data has been loaded into OpenGL. bitmap.recycle(); return textureHandle; }; #endregion #region openFileFromAssets Func<string, InputStream> openFileFromAssets = (string spath) => { InputStream value = null; try { value = this.mActivityContext.getResources().getAssets().open(spath); } catch { } return value; }; #endregion // Read in the resource var bumpy_bricks_public_domain = android.graphics.BitmapFactory.decodeStream( openFileFromAssets("bumpy_bricks_public_domain.jpg") ); // Load the texture mTextureDataHandle = loadTexture( bumpy_bricks_public_domain ); gl.generateMipmap(gl.TEXTURE_2D); }
/// <summary> /// This is a javascript application. /// </summary> /// <param name="page">HTML document rendered by the web server which can now be enhanced.</param> public Application(IDefault page = null) { #region += Launched chrome.app.window //Error CS0656 Missing compiler required member 'Microsoft.CSharp.RuntimeBinder.CSharpArgumentInfo.Create' ChromeWebGLFrameBufferToSquare X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeWebGLFrameBufferToSquare\ChromeWebGLFrameBufferToSquare\Application.cs 51 dynamic self = Native.self; dynamic self_chrome = self.chrome; object self_chrome_socket = self_chrome.socket; if (self_chrome_socket != null) { if (!(Native.window.opener == null && Native.window.parent == Native.window.self)) { Console.WriteLine("chrome.app.window.create, is that you?"); // pass thru } else { // should jsc send a copresence udp message? chrome.runtime.UpdateAvailable += delegate { new chrome.Notification(title: "UpdateAvailable"); }; chrome.app.runtime.Launched += async delegate { // 0:12094ms chrome.app.window.create {{ href = chrome-extension://aemlnmcokphbneegoefdckonejmknohh/_generated_background_page.html }} Console.WriteLine("chrome.app.window.create " + new { Native.document.location.href }); new chrome.Notification(title: "ChromeUDPSendAsync"); var xappwindow = await chrome.app.window.create( Native.document.location.pathname, options: null ); //xappwindow.setAlwaysOnTop xappwindow.show(); await xappwindow.contentWindow.async.onload; Console.WriteLine("chrome.app.window loaded!"); }; return; } } #endregion //Z:\jsc.svn\examples\javascript\WebGLLesson01\WebGLLesson01\Application.cs(48,13): error CS0121: The call is ambiguous between the following methods or properties: // 'ScriptCoreLib.Extensions.LinqExtensions.With<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>(ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript, System.Action<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>)' and // 'ScriptCoreLib.Extensions.LinqExtensions.With<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>(ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript, System.Action<ScriptCoreLib.JavaScript.DOM.HTML.IHTMLScript>)' // works for IE11 //var size = 512; //var size = 256; //var size = 96; // size wont matter? always rendered var size = 16; var rttFramebuffer_width = 128; var rttFramebuffer_height = 128; var gl = new WebGLRenderingContext(); var canvas = gl.canvas.AttachToDocument(); Native.document.body.style.overflow = IStyle.OverflowEnum.hidden; canvas.style.SetLocation(0, 0, size, size); canvas.width = size; canvas.height = size; var gl_viewportWidth = size; var gl_viewportHeight = size; #region createShader // dont we have a better api already? Func<ScriptCoreLib.GLSL.Shader, WebGLShader> createShader = (src) => { var shader = gl.createShader(src); // verify if (gl.getShaderParameter(shader, gl.COMPILE_STATUS) == null) { Native.window.alert("error in SHADER:\n" + gl.getShaderInfoLog(shader)); throw new InvalidOperationException("shader failed"); return null; } return shader; }; #endregion var vs = createShader(new GeometryVertexShader()); var fs = createShader(new GeometryFragmentShader()); var shaderProgram = new WebGLProgram(gl); gl.attachShader(shaderProgram, vs); gl.attachShader(shaderProgram, fs); gl.linkProgram(shaderProgram); var mvMatrix = glMatrix.mat4.create(); var pMatrix = glMatrix.mat4.create(); var vec3aVertexPositionBuffer = new WebGLBuffer(gl); var vec2aTextureCoordBuffer = new WebGLBuffer(gl); gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f); gl.enable(gl.DEPTH_TEST); #region initTextureFramebuffer var xWebGLFramebuffer = new WebGLFramebuffer(gl); gl.bindFramebuffer(gl.FRAMEBUFFER, xWebGLFramebuffer); // generateMipmap: level 0 not power of 2 or not all the same size //var rttFramebuffer_width = canvas.width; // WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size var xWebGLTexture = new WebGLTexture(gl); gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.LINEAR); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.LINEAR_MIPMAP_NEAREST); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, rttFramebuffer_width, rttFramebuffer_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null); gl.generateMipmap(gl.TEXTURE_2D); var xWebGLRenderbuffer = new WebGLRenderbuffer(gl); gl.bindRenderbuffer(gl.RENDERBUFFER, xWebGLRenderbuffer); gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, rttFramebuffer_width, rttFramebuffer_height); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, xWebGLTexture, 0); gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, xWebGLRenderbuffer); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindRenderbuffer(gl.RENDERBUFFER, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); #endregion var pass = new ChromeShaderToyColumns.Library.ShaderToy.EffectPass( gl: gl, precission: ChromeShaderToyColumns.Library.ShaderToy.DetermineShaderPrecission(gl), supportDerivatives: gl.getExtension("OES_standard_derivatives") != null ); pass.MakeHeader_Image(); pass.NewShader_Image( new ChromeShaderToyColumns.Shaders.ProgramFragmentShader() ); var sw = Stopwatch.StartNew(); var vbo = new WebGLBuffer(gl); Native.window.onframe += e => { // can we run it in VR as HUD? // https://sites.google.com/a/jsc-solutions.net/work/knowledge-base/15-dualvr/20150706 #region FRAMEBUFFER gl.bindFramebuffer(gl.FRAMEBUFFER, xWebGLFramebuffer); //// http://stackoverflow.com/questions/20362023/webgl-why-does-transparent-canvas-show-clearcolor-color-component-when-alpha-is gl.clearColor(1, 1, 0, 1.0f); gl.viewport(0, 0, rttFramebuffer_width, rttFramebuffer_height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); #region Paint_Image ChromeShaderToyColumns.Library.ShaderToy.EffectPass.Paint_ImageDelegate Paint_Image = (time, mouseOriX, mouseOriY, mousePosX, mousePosY, zoom) => { var mProgram = pass.xCreateShader.mProgram; var xres = rttFramebuffer_width; var yres = rttFramebuffer_height; #region Paint_Image //new IHTMLPre { "enter Paint_Image" }.AttachToDocument(); // this is enough to do pip to bottom left, no need to adjust vertex positions even? //gl.viewport(0, 0, (int)xres, (int)yres); // useProgram: program not valid gl.useProgram(mProgram); // uniform4fv var mouse = new[] { mousePosX, mousePosY, mouseOriX, mouseOriY }; // X:\jsc.svn\examples\glsl\future\GLSLShaderToyPip\GLSLShaderToyPip\Application.cs //gl.getUniformLocation(mProgram, "fZoom").With(fZoom => gl.uniform1f(fZoom, zoom)); var l2 = gl.getUniformLocation(mProgram, "iGlobalTime"); if (l2 != null) gl.uniform1f(l2, time); var l3 = gl.getUniformLocation(mProgram, "iResolution"); if (l3 != null) gl.uniform3f(l3, xres, yres, 1.0f); var l4 = gl.getUniformLocation(mProgram, "iMouse"); if (l4 != null) gl.uniform4fv(l4, mouse); //var l7 = gl.getUniformLocation(this.mProgram, "iDate"); if (l7 != null) gl.uniform4fv(l7, dates); //var l9 = gl.getUniformLocation(this.mProgram, "iSampleRate"); if (l9 != null) gl.uniform1f(l9, this.mSampleRate); var ich0 = gl.getUniformLocation(mProgram, "iChannel0"); if (ich0 != null) gl.uniform1i(ich0, 0); var ich1 = gl.getUniformLocation(mProgram, "iChannel1"); if (ich1 != null) gl.uniform1i(ich1, 1); var ich2 = gl.getUniformLocation(mProgram, "iChannel2"); if (ich2 != null) gl.uniform1i(ich2, 2); var ich3 = gl.getUniformLocation(mProgram, "iChannel3"); if (ich3 != null) gl.uniform1i(ich3, 3); // what if there are other textures too? // X:\jsc.svn\examples\javascript\chrome\apps\WebGL\ChromeWebGLFrameBuffer\ChromeWebGLFrameBuffer\Application.cs //for (var i = 0; i < mInputs.Length; i++) //{ // var inp = mInputs[i]; // gl.activeTexture((uint)(gl.TEXTURE0 + i)); // if (inp == null) // { // gl.bindTexture(gl.TEXTURE_2D, null); // } //} var times = new[] { 0.0f, 0.0f, 0.0f, 0.0f }; var l5 = gl.getUniformLocation(mProgram, "iChannelTime"); if (l5 != null) gl.uniform1fv(l5, times); var resos = new float[12] { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f }; var l8 = gl.getUniformLocation(mProgram, "iChannelResolution"); if (l8 != null) gl.uniform3fv(l8, resos); // using ? var vec2pos = (uint)gl.getAttribLocation(mProgram, "pos"); //gl.bindBuffer(gl.ARRAY_BUFFER, quadVBO); gl.bindBuffer(gl.ARRAY_BUFFER, vbo); #region vertices float left = -1.0f; // y reversed? float bottom = -1.0f; float right = 1.0f; float top = 1.0f; var fvertices = new float[] { // left top left, bottom, // right top //right, -1.0f, right, bottom, // left bottom left, top, // right top //right, -1.0f, right, bottom, // right bottom //right, 1.0f, right, top, // left bottom left,top }; var vertices = new Float32Array(fvertices); #endregion gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW); gl.vertexAttribPointer(vec2pos, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(vec2pos); // GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 1 gl.drawArrays(gl.TRIANGLES, 0, 6); // first frame is now visible gl.disableVertexAttribArray(vec2pos); gl.bindBuffer(gl.ARRAY_BUFFER, null); #endregion //mFrame++; }; #endregion Paint_Image( sw.ElapsedMilliseconds / 1000.0f, 0, 0, 0, 0 ); gl.flush(); //// INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture); gl.generateMipmap(gl.TEXTURE_2D); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindFramebuffer(gl.FRAMEBUFFER, null); #endregion gl.clearColor(0, 0, 1, 1.0f); gl.viewport(0, 0, gl.canvas.width, gl.canvas.height); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); glMatrix.mat4.perspective(45f, (float)gl_viewportWidth / (float)gl_viewportHeight, 0.1f, 120.0f, pMatrix); glMatrix.mat4.identity(mvMatrix); glMatrix.mat4.translate(mvMatrix, new float[] { -1.5f + (f)Math.Cos( sw.ElapsedMilliseconds //slow it down *0.001f ) , 0.0f, -15.0f }); //glMatrix.mat4.translate(mvMatrix, new float[] { 3.0f, 0.0f, 0.0f }); gl.useProgram(shaderProgram); // X:\jsc.svn\examples\javascript\WebGL\WebGLLesson05\WebGLLesson05\Application.cs gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uPMatrix"), false, pMatrix); gl.uniformMatrix4fv(gl.getUniformLocation(shaderProgram, "uMVMatrix"), false, mvMatrix); // GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 1 for (int ihalf = 0; ihalf < 2; ihalf++) { #region vec2aTextureCoord var vec2aTextureCoord = gl.getAttribLocation(shaderProgram, "aTextureCoord"); gl.bindBuffer(gl.ARRAY_BUFFER, vec2aTextureCoordBuffer); // http://iphonedevelopment.blogspot.com/2009/05/opengl-es-from-ground-up-part-6_25.html var textureCoords = new float[]{ // Front face 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, }; if (ihalf % 2 == 0) { textureCoords = new[]{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, }; } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(textureCoords), gl.STATIC_DRAW); gl.vertexAttribPointer((uint)vec2aTextureCoord, 2, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray((uint)vec2aTextureCoord); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, xWebGLTexture); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST); gl.uniform1i(gl.getUniformLocation(shaderProgram, "uSampler"), 0); #endregion #region aVertexPosition var vec3aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition"); gl.bindBuffer(gl.ARRAY_BUFFER, vec3aVertexPositionBuffer); var rsize = 4f; var vec3vertices = new[]{ rsize, rsize, 0.0f, rsize, -rsize, 0.0f, -rsize, -rsize, 0.0f, //-4.0f, -4.0f, 0.0f, //-4, 4f, 0.0f, //4.0f, 4.0f, 0.0f, }; if (ihalf % 2 == 0) { vec3vertices = new[]{ -rsize, -rsize, 0.0f, -rsize, rsize, 0.0f, rsize, rsize, 0.0f, }; } gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vec3vertices), gl.STATIC_DRAW); gl.vertexAttribPointer((uint)vec3aVertexPosition, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray((uint)vec3aVertexPosition); #endregion var vec3vertices_numItems = vec3vertices.Length / 3; //gl.drawArrays(gl.TRIANGLE_STRIP, 0, vertices.Length / 3); gl.drawArrays(gl.TRIANGLE_STRIP, 0, vec3vertices_numItems); } }; #region AtResize Action AtResize = delegate { gl_viewportWidth = Native.window.Width; gl_viewportHeight = Native.window.Height; canvas.style.SetLocation(0, 0, gl_viewportWidth, gl_viewportHeight); canvas.width = gl_viewportWidth; canvas.height = gl_viewportHeight; }; Native.window.onresize += e => { AtResize(); }; AtResize(); #endregion }
private void Initialize() { var gl = this.gl; // http://cs.helsinki.fi/u/ilmarihe/metatunnel.html // http://wakaba.c3.cx/w/puls.html // http://www.ibiblio.org/e-notes/webgl/barkley.html Action<string> alert = Native.window.alert; c.style.border = "1px solid yellow"; this.prog = gl.createProgram(); gl.attachShader(prog, getShader(shader_vs, gl.VERTEX_SHADER)); gl.attachShader(prog, getShader(shader_fs, gl.FRAGMENT_SHADER)); gl.linkProgram(prog); this.prog_show = gl.createProgram(); gl.attachShader(prog_show, getShader(shader_vs, gl.VERTEX_SHADER)); gl.attachShader(prog_show, getShader(shader_fs_show, gl.FRAGMENT_SHADER)); gl.linkProgram(prog_show); var posBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, posBuffer); // todo: jsc promoted float to double? :) let's revert that at the next build var vertices = new WebGLFloatArray(new [] { -1f, -1f, 0f, 1f, -1f, 0f, -1f, 1f, 0f, 1f, 1f, 0f }); var aPosLoc = gl.getAttribLocation(prog, "aPos"); gl.enableVertexAttribArray((uint)aPosLoc); var aTexLoc = gl.getAttribLocation(prog, "aTexCoord"); gl.enableVertexAttribArray((uint)aTexLoc); var texCoords = new WebGLFloatArray(new [] { 0f, 0f, 1f, 0f, 0f, 1f, 1f, 1f }); var texCoordOffset = vertices.byteLength; gl.bufferData(gl.ARRAY_BUFFER, (int)(texCoordOffset + texCoords.byteLength), gl.STATIC_DRAW); gl.bufferSubData(gl.ARRAY_BUFFER, 0, vertices); gl.bufferSubData(gl.ARRAY_BUFFER, (int)texCoordOffset, texCoords); gl.vertexAttribPointer((uint)aPosLoc, 3, gl.FLOAT, false, 0, 0); gl.vertexAttribPointer((uint)aTexLoc, 2, gl.FLOAT, false, 0, (int)texCoordOffset); this.texture = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); var pixels = new List<byte>(); var tSize = 512; #region why is this here below dynamic? :) jsc could optimize? for (var i = 0; i < tSize; i++) for (var j = 0; j < tSize; j++) { pixels.Add(0); pixels.Add(0); pixels.Add(0); pixels.Add(0); } #endregion for (var i = 257; i < 512; i++) { pixels[4 * (256 * tSize + i)] = 250; pixels[4 * (255 * tSize + i) + 1] = 55; } gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tSize, tSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, new WebGLUnsignedByteArray(pixels.ToArray())); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.CLAMP_TO_EDGE); this.texture2 = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, texture2); gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, tSize, tSize, 0, gl.RGBA, gl.UNSIGNED_BYTE, new WebGLUnsignedByteArray(pixels.ToArray())); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, (int)gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, (int)gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, (int)gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, (int)gl.CLAMP_TO_EDGE); this.FBO = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, FBO); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0); this.FBO2 = gl.createFramebuffer(); gl.bindFramebuffer(gl.FRAMEBUFFER, FBO2); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture2, 0); gl.useProgram(prog); gl.uniform1f(gl.getUniformLocation(prog, "a"), a); gl.uniform1f(gl.getUniformLocation(prog, "ba"), b / a); gl.uniform1f(gl.getUniformLocation(prog, "dt"), dt); gl.uniform1f(gl.getUniformLocation(prog, "dte"), dt / eps); gl.uniform1f(gl.getUniformLocation(prog, "dth2"), dt / (h * h)); gl.uniform1i(gl.getUniformLocation(prog, "uTexSamp"), 0); gl.useProgram(prog_show); gl.uniform1i(gl.getUniformLocation(prog_show, "uTexSamp"), 0); Action draw = this.draw; draw.AtInterval(delay); c.style.border = "1px solid green"; }