Beispiel #1
0
        /// <summary> Make a new entry of this type with an optional name </summary>
        public GLShaderPipeline NewShaderPipeline(string name, IGLPipelineComponentShader vertex, IGLPipelineComponentShader fragment)
        {
            GLShaderPipeline s = new GLShaderPipeline(vertex, fragment);

            items[EnsureName(name)] = s;
            return(s);
        }
Beispiel #2
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        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="name">Name of bitmap collection</param>
        /// <param name="rlist">Render list to draw into</param>
        /// <param name="bitmapsize">Bit map size</param>
        /// <param name="mipmaplevels">Mip map levels</param>
        /// <param name="textureformat">Texture format of bitmaps</param>
        /// <param name="cullface">True to cull face</param>
        /// <param name="depthtest">True to depth test</param>
        /// <param name="maxpergroup">Maximum number of bitmaps per group</param>
        /// <param name="yfixed">Set true to fix Y co-ord externally</param>
        public GLBitmaps(string name, GLRenderProgramSortedList rlist, Size bitmapsize, int mipmaplevels = 3,
                         OpenTK.Graphics.OpenGL4.SizedInternalFormat textureformat = OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8,
                         bool cullface = true, bool depthtest = true, int maxpergroup = int.MaxValue, bool yfixed = false)
        {
            this.name    = name;
            this.context = GLStatics.GetContext();

            int maxdepthpertexture = GL4Statics.GetMaxTextureDepth();   // limits the number of textures per 2darray
            int max = Math.Min(maxdepthpertexture, maxpergroup);        //note RI uses a VertexArray to load the matrix in, so not limited by that (max size of uniform buffer)

            matrixbuffers = new GLSetOfMatrixBufferWithGenerations(items, max);

            matrixbuffers.AddedNewGroup += AddedNewGroup;       // hook up call back to say i've made a group

            renderlist      = rlist;
            this.bitmapsize = bitmapsize;

            shader = new GLShaderPipeline(new GLPLVertexShaderMatrixQuadTexture(yfixed), new GLPLFragmentShaderTexture2DIndexed(0, alphablend: true));
            items.Add(shader);

            renderstate                    = GLRenderState.Quads();
            renderstate.CullFace           = cullface;
            renderstate.DepthTest          = depthtest;
            renderstate.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

            texmipmaplevels    = mipmaplevels;
            this.textureformat = textureformat;
        }
Beispiel #3
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        /// <summary> Make a new entry of this type with an optional name </summary>
        public GLShaderPipeline NewShaderPipeline(string name, params Object[] cnst)
        {
            GLShaderPipeline s = (GLShaderPipeline)Activator.CreateInstance(typeof(GLShaderPipeline), cnst, null);

            items[EnsureName(name)] = s;
            return(s);
        }
        /// <summary>
        /// Find object on screen
        /// </summary>
        /// <param name="findshader">The shader to use for the find</param>
        /// <param name="glstate">Render state</param>
        /// <param name="pos">Position on screen of find point</param>
        /// <param name="size">Screen size</param>
        /// <returns>Return tuple of set, render group, render index in group, z of find, or null</returns>
        public Tuple <int, int, int, float> Find(GLShaderPipeline findshader, GLRenderState glstate, Point pos, Size size)
        {
            var geo = findshader.GetShader <GLPLGeoShaderFindTriangles>(OpenTK.Graphics.OpenGL4.ShaderType.GeometryShader);

            geo.SetScreenCoords(pos, size);
            findshader.Start(null);     // this clears the buffer

            int setno = 0;

            foreach (var s in set)
            {
                geo.SetGroup(setno++ << 18);                                        // set the group marker for this group as a uniform (encoded in drawID in .W)
                s.ObjectRenderer.Execute(findshader, glstate, noshaderstart: true); // execute find over ever set, not clearing the buffer
            }

            findshader.Finish();    // finish shader

            var res = geo.GetResult();

            if (res != null)
            {
                System.Diagnostics.Debug.WriteLine("Set Found something"); for (int i = 0; i < res.Length; i++)
                {
                    System.Diagnostics.Debug.WriteLine(i + " = " + res[i]);
                }
                return(new Tuple <int, int, int, float>(((int)res[0].W) >> 18, ((int)res[0].W) & 0x3ffff, (int)res[0].Y, res[0].Z));
            }
            else
            {
                return(null);
            }
        }
Beispiel #5
0
        /// <summary>
        /// Construct a control display
        /// </summary>
        /// <param name="items">Items to store GL data to</param>
        /// <param name="win">GLWindowControl to hook to</param>
        /// <param name="mc">Matrix Calc to use</param>
        /// <param name="depthtest">Enable depth test</param>
        /// <param name="startz">Start Z for nearest top level window</param>
        /// <param name="deltaz">Delta Z between each top level window</param>
        /// <param name="arbbufferid">ARB buffer to use for texture bindless storage</param>
        public GLControlDisplay(GLItemsList items, GLWindowControl win, GLMatrixCalc mc,
                                bool depthtest  = true,             // do depth testing or not
                                float startz    = 0.001f,           // z for the deepest window (only will apply if depth testing
                                float deltaz    = 0.001f,           // delta betwwen them
                                int arbbufferid = 10
                                ) : base("displaycontrol", new Rectangle(0, 0, mc.ScreenCoordMax.Width, mc.ScreenCoordMax.Height))
        {
            glwin      = win;
            MatrixCalc = mc;
            context    = GLStatics.GetContext();

            this.items = items;

            vertexes = items.NewBuffer();

            vertexarray = items.NewVertexArray();
            vertexes.Bind(vertexarray, 0, 0, vertexesperentry * sizeof(float));                            // bind to 0, from 0, 2xfloats. Must bind after vertexarray is made as its bound during construction

            vertexarray.Attribute(0, 0, vertexesperentry, OpenTK.Graphics.OpenGL4.VertexAttribType.Float); // bind 0 on attr 0, 2 components per vertex

            GLRenderState rc = GLRenderState.Tri();

            rc.PrimitiveRestart = 0xff;
            rc.DepthTest        = depthtest;

            this.startz = startz;
            this.deltaz = deltaz;

            ri = new GLRenderableItem(PrimitiveType.TriangleStrip, rc, 0, vertexarray); // create a renderable item
            ri.CreateRectangleElementIndexByte(items.NewBuffer(), 255 / 5);             // note this limits top level controls number to 255/5.
            ri.DrawCount = 0;                                                           // nothing to draw at this point

            shader = new GLShaderPipeline(new GLPLVertexShaderScreenTexture(), new GLPLFragmentShaderBindlessTexture(arbbufferid, true, discardiftransparent: true));
            items.Add(shader);

            textures = new Dictionary <GLBaseControl, GLTexture2D>();
            size     = new Dictionary <GLBaseControl, Size>();
            visible  = new Dictionary <GLBaseControl, bool>();

            texturebinds = items.NewBindlessTextureHandleBlock(arbbufferid);

            glwin.MouseMove        += Gc_MouseMove;
            glwin.MouseClick       += Gc_MouseClick;
            glwin.MouseDoubleClick += Gc_MouseDoubleClick;
            glwin.MouseDown        += Gc_MouseDown;
            glwin.MouseUp          += Gc_MouseUp;
            glwin.MouseEnter       += Gc_MouseEnter;
            glwin.MouseLeave       += Gc_MouseLeave;
            glwin.MouseWheel       += Gc_MouseWheel;
            glwin.KeyDown          += Gc_KeyDown;
            glwin.KeyUp            += Gc_KeyUp;
            glwin.KeyPress         += Gc_KeyPress;
            glwin.Resize           += Gc_Resize;
            glwin.Paint            += Gc_Paint;

            suspendLayoutCount = 0;
        }
        public void Create(GLItemsList items, GLRenderProgramSortedList rObjects, List <SystemClass> incomingsys, float bookmarksize, GLStorageBlock findbufferresults, bool depthtest)
        {
            if (ridisplay == null)
            {
                //var vert = new GLPLVertexScaleLookat(rotate: dorotate, rotateelevation: doelevation, commontransform: false, texcoords: true,      // a look at vertex shader
                //
                //                var vert = new GLPLVertexShaderWorldCoord();
                var vert = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, texcoords: true, generateworldpos: true,
                                                     autoscale: 500, autoscalemin: 1f, autoscalemax: 20f);            // below 500, 1f, above 500, scale up to 20x


                const int texbindingpoint = 1;
                var       frag            = new GLPLFragmentShaderTexture(texbindingpoint); // binding - simple texturer based on vs model coords

                objectshader = new GLShaderPipeline(vert, null, null, null, frag);
                items.Add(objectshader);

                var objtex = items.NewTexture2D("Bookmarktex", TestOpenTk.Properties.Resources.dotted2, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);

                objectshader.StartAction += (s, m) =>
                {
                    objtex.Bind(texbindingpoint);   // bind tex array to, matching above
                };

                bookmarkposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

                GLRenderState rt = GLRenderState.Tri();
                rt.DepthTest = depthtest;

                bookmarksize *= 10;

                // 0 is model pos, 1 is world pos by a buffer, 2 is tex co-ords
                ridisplay = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                         GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize), // quad2 4 vertexts as the model positions
                                                                         bookmarkposbuf, 0,                                                   // world positions come from here - not filled as yet
                                                                         GLShapeObjectFactory.TexTriStripQuad,
                                                                         ic: 0, seconddivisor: 1);

                rObjects.Add(objectshader, "bookmarks", ridisplay);

                var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);//, forwardfacing:false);
                findshader = items.NewShaderPipeline(null, vert, null, null, geofind, null, null, null);

                // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
                rifind = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                      GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize),   // quad2 4 vertexts as the model positions
                                                                      bookmarkposbuf, 0,
                                                                      GLShapeObjectFactory.TexTriStripQuad,
                                                                      ic: 0, seconddivisor: 1);
            }

            bookmarkposbuf.AllocateFill(incomingsys.Select(x => new Vector4((float)x.X, (float)x.Y, (float)x.Z, 1)).ToArray());
            ridisplay.InstanceCount = rifind.InstanceCount = incomingsys.Count;
        }
        /// <summary>
        /// Find object on screen
        /// </summary>
        /// <param name="findshader">The shader to use for the find</param>
        /// <param name="glstate">Render state</param>
        /// <param name="pos">Position on screen of find point</param>
        /// <param name="size">Screen size</param>
        /// <returns>Return block list render group and index into it, or null</returns>
        public Tuple <int, int> Find(GLShaderPipeline findshader, GLRenderState glstate, Point pos, Size size)
        {
            var geo = findshader.GetShader <GLPLGeoShaderFindTriangles>(OpenTK.Graphics.OpenGL4.ShaderType.GeometryShader);

            geo.SetScreenCoords(pos, size);
            ObjectRenderer.Execute(findshader, glstate);
            var res = geo.GetResult();

            if (res != null)
            {
                //System.Diagnostics.Debug.WriteLine("Set Found something");  for (int i = 0; i < res.Length; i++) System.Diagnostics.Debug.WriteLine(i + " = " + res[i]);
                return(new Tuple <int, int>((int)res[0].W, (int)res[0].Y));
            }
            else
            {
                return(null);
            }
        }
Beispiel #8
0
        public void Start(GLItemsList items, GLRenderProgramSortedList rObjects, float bookmarksize, GLStorageBlock findbufferresults, bool depthtest)
        {
            var vert = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, texcoords: true, generateworldpos: true,
                                                 autoscale: 30, autoscalemin: 1f, autoscalemax: 30f);            // above autoscale, 1f

            const int texbindingpoint = 1;
            var       frag            = new GLPLFragmentShaderTexture(texbindingpoint); // binding - simple texturer based on vs model coords

            objectshader = new GLShaderPipeline(vert, null, null, null, frag);
            items.Add(objectshader);

            var objtex = items.NewTexture2D("Bookmarktex", BaseUtils.Icons.IconSet.GetBitmap("GalMap.Bookmark"), OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);

            objectshader.StartAction += (s, m) =>
            {
                objtex.Bind(texbindingpoint);   // bind tex array to, matching above
            };

            bookmarkposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

            GLRenderState rt = GLRenderState.Tri();

            rt.DepthTest = depthtest;

            // 0 is model pos, 1 is world pos by a buffer, 2 is tex co-ords
            ridisplay = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                     GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize), // quad2 4 vertexts as the model positions
                                                                     bookmarkposbuf, 0,                                                   // world positions come from here - not filled as yet
                                                                     GLShapeObjectFactory.TexTriStripQuad,
                                                                     ic: 0, seconddivisor: 1);

            rObjects.Add(objectshader, "bookmarks", ridisplay);

            var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);//, forwardfacing:false);

            findshader = items.NewShaderPipeline(null, vert, null, null, geofind, null, null, null);

            // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
            rifind = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                  GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize),   // quad2 4 vertexts as the model positions
                                                                  bookmarkposbuf, 0,
                                                                  GLShapeObjectFactory.TexTriStripQuad,
                                                                  ic: 0, seconddivisor: 1);
        }
Beispiel #9
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 100000f;
            gl3dcontroller.ZoomDistance          = 5000F;
            gl3dcontroller.PosCamera.ZoomMin     = 0.1f;
            gl3dcontroller.PosCamera.ZoomScaling = 1.1f;
            gl3dcontroller.YHoldMovement         = true;
            gl3dcontroller.PaintObjects          = ControllerDraw;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10));
            };

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F);

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // create a matrix uniform block

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            boundingbox = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1),
                new Vector4(left, vsize, front, 1),
                new Vector4(right, vsize, front, 1),
                new Vector4(right, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1),
                new Vector4(left, vsize, back, 1),
                new Vector4(right, vsize, back, 1),
                new Vector4(right, -vsize, back, 1),
            };

            Vector4[] displaylines = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
            };

            {
                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                GLRenderState rl = GLRenderState.Lines(1);
                rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines));
            }


            {
                items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "solmarker");
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                GLRenderState rq = GLRenderState.Quads(cullface: false);
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269))
                                                                   ));
            }

            if (false) // galaxy
            {
                volumetricblock = new GLVolumetricUniformBlock();
                items.Add(volumetricblock, "VB");

                int         sc      = 1;
                GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);         // red channel only
                items.Add(noise3d, "Noise");
                ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc); // must be a multiple of localgroupsize in csn
                csn.StartAction += (A, m) => { noise3d.BindImage(3); };
                csn.Run();                                                                                                                      // compute noise

                GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);                              // red channel only
                items.Add(gaussiantex, "Gaussian");

                // set centre=width, higher widths means more curve, higher std dev compensate.
                // fill the gaussiantex with data
                ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, 4);
                gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); };
                gsn.Run();      // compute noise

                GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

                //float[] gdata = gaussiantex.GetTextureImageAsFloats(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check
                //for( int i = 0; i < gdata.Length; i++  )
                //{
                //    double v = ((float)i / gdata.Length-0.5)*2*2;
                //    double r = ObjectExtensionsNumbersBool.GaussianDist(v, 2, 1.4);
                // //   System.Diagnostics.Debug.WriteLine(i + ":" + gdata[i] + ": " +  r);
                //}

                // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right
                GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8);
                items.Add(galtex, "gal");
                GalaxyShader gs = new GalaxyShader();
                items.Add(gs, "Galaxy");
                // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader
                gs.StartAction = (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); };      // shader requires these, so bind using shader

                GLRenderState rt = GLRenderState.Tri();
                galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rt);   // no vertexes, all data from bound volumetric uniform, no instances as yet
                rObjects.Add(items.Shader("Galaxy"), galaxy);
            }

            if (true) // star points
            {
                int    gran = 8;
                Bitmap img  = Properties.Resources.Galaxy_L180;
                Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap);
                heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);

                Random rnd = new Random(23);

                GLBuffer buf = new GLBuffer(16 * 500000); // since RND is fixed, should get the same number every time.
                buf.StartWrite(0);                        // get a ptr to the whole schebang

                int xcw = (right - left) / heat.Width;
                int zch = (back - front) / heat.Height;

                int points = 0;

                for (int x = 0; x < heat.Width; x++)
                {
                    for (int z = 0; z < heat.Height; z++)
                    {
                        int i  = heat.GetPixel(x, z).R;
                        int ii = i * i * i;
                        if (ii > 32 * 32 * 32)
                        {
                            int gx = left + x * xcw;
                            int gz = front + z * zch;

                            float  dx = (float)Math.Abs(gx) / 45000;
                            float  dz = (float)Math.Abs(25889 - gz) / 45000;
                            double d  = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412
                            d = 1 - d;                                // 1 = centre, 0 = unit circle
                            d = d * 2 - 1;                            // -1 to +1
                            double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4);

                            int c = Math.Min(Math.Max(ii / 140000, 0), 20);

                            dist *= 2000;

                            GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i);
                            points += c;
                            System.Diagnostics.Debug.Assert(points < buf.Length / 16);
                        }
                    }
                }

                buf.StopReadWrite();

                items.Add(new GalaxyStarDots(), "SD");
                GLRenderState rp = GLRenderState.Points(1);
                rp.DepthTest = false;
                rObjects.Add(items.Shader("SD"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, buf, points));
                System.Diagnostics.Debug.WriteLine("Stars " + points);
            }

            if (true)  // point sprite
            {
                items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare");
                items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS1");
                var p = GLPointsFactory.RandomStars4(1000, 0, 25899, 10000, 1000, -1000);

                GLRenderState rps = GLRenderState.PointSprites();
                rps.DepthTest = false;

                rObjects.Add(items.Shader("PS1"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rps, p, new Color4[] { Color.White }));
            }

            {
                items.Add(new DynamicGridVertexShader(Color.Cyan), "PLGRIDVertShader");
                items.Add(new GLPLFragmentShaderVSColor(), "PLGRIDFragShader");

                GLRenderState rl = GLRenderState.Lines(1);
                rl.DepthTest = false;

                items.Add(new GLShaderPipeline(items.PLShader("PLGRIDVertShader"), items.PLShader("PLGRIDFragShader")), "DYNGRID");
                rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.Lines, rl, drawcount: 2));
            }


            {
                items.Add(new DynamicGridCoordVertexShader(), "PLGRIDBitmapVertShader");
                items.Add(new GLPLFragmentShaderTexture2DIndexed(0), "PLGRIDBitmapFragShader");     // binding

                GLRenderState rl = GLRenderState.Tri(cullface: false);
                rl.DepthTest = false;

                gridtexcoords = new GLTexture2DArray();
                items.Add(gridtexcoords, "PLGridBitmapTextures");

                GLShaderPipeline sp = new GLShaderPipeline(items.PLShader("PLGRIDBitmapVertShader"), items.PLShader("PLGRIDBitmapFragShader"));

                items.Add(sp, "DYNGRIDBitmap");

                rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9));
            }
        }
        public void Start(GLOFC.WinForm.GLWinFormControl glwfc, GalacticMapping edsmmapping, GalacticMapping eliteregions)
        {
            this.glwfc        = glwfc;
            this.edsmmapping  = edsmmapping;
            this.elitemapping = eliteregions;

            hptimer.Start();

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // create a matrix uniform block

            int lyscale = 1;
            int front = -20000 / lyscale, back = front + 90000 / lyscale, left = -45000 / lyscale, right = left + 90000 / lyscale, vsize = 2000 / lyscale;

            if (false)     // debug bounding box
            {
                Vector4[] displaylines = new Vector4[]
                {
                    new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                    new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                    new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                    new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                    new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                    new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                    new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                    new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                    new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                    new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                    new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                    new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
                };

                GLRenderState rl = GLRenderState.Lines(1);

                items.Add(new GLShaderPipeline(new GLPLVertexShaderWorldCoord(), new GLPLFragmentShaderFixedColor(Color.Yellow)), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines));

                items.Add(new GLColorShaderWorld(), "COS-1L");

                float h = 0;

                int   dist = 1000 / lyscale;
                Color cr   = Color.FromArgb(100, Color.White);
                rObjects.Add(items.Shader("COS-1L"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1),
                                                                  new OpenTK.Graphics.Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COS-1L"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1),
                                                                  new OpenTK.Graphics.Color4[] { cr })
                             );

                rObjects.Add(new GLOperationClearDepthBuffer());
            }

            int ctrlo = 2048 | 32 | 64;

            ctrlo = -1;

            if ((ctrlo & 1) != 0) // galaxy
            {
                volumetricboundingbox = new Vector4[]
                {
                    new Vector4(left, -vsize, front, 1),
                    new Vector4(left, vsize, front, 1),
                    new Vector4(right, vsize, front, 1),
                    new Vector4(right, -vsize, front, 1),

                    new Vector4(left, -vsize, back, 1),
                    new Vector4(left, vsize, back, 1),
                    new Vector4(right, vsize, back, 1),
                    new Vector4(right, -vsize, back, 1),
                };


                const int gnoisetexbinding = 3;     //tex bindings are attached per shaders so are not global
                const int gdisttexbinding  = 4;
                const int galtexbinding    = 1;

                volumetricblock = new GLVolumetricUniformBlock(volumenticuniformblock);
                items.Add(volumetricblock, "VB");

                int         sc      = 1;
                GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);                           // red channel only
                items.Add(noise3d, "Noise");
                ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc, gnoisetexbinding); // must be a multiple of localgroupsize in csn
                csn.StartAction += (A, m) => { noise3d.BindImage(gnoisetexbinding); };
                csn.Run();                                                                                                                                        // compute noise
                csn.Dispose();

                GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only
                items.Add(gaussiantex, "Gaussian");

                // set centre=width, higher widths means more curve, higher std dev compensate.
                // fill the gaussiantex with data
                ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, gdisttexbinding);
                gsn.StartAction += (A, m) => { gaussiantex.BindImage(gdisttexbinding); };
                gsn.Run();      // compute noise
                gsn.Dispose();

                GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

                // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right
                GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8);
                items.Add(galtex, "galtex");
                galaxyshader = new GalaxyShader(volumenticuniformblock, galtexbinding, gnoisetexbinding, gdisttexbinding);
                items.Add(galaxyshader, "Galaxy-sh");
                // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader
                galaxyshader.StartAction += (a, m) => { galtex.Bind(galtexbinding); noise3d.Bind(gnoisetexbinding); gaussiantex.Bind(gdisttexbinding); };      // shader requires these, so bind using shader

                GLRenderState rt = GLRenderState.Tri();
                galaxyrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rt);   // no vertexes, all data from bound volumetric uniform, no instances as yet
                rObjects.Add(galaxyshader, "galshader", galaxyrenderable);
            }

            if ((ctrlo & 2) != 0)
            {
                var corr = new GalMapRegions.ManualCorrections[] {          // nerf the centeroid position slightly
                    new GalMapRegions.ManualCorrections("The Galactic Aphelion", y: -2000),
                    new GalMapRegions.ManualCorrections("The Abyss", y: +3000),
                    new GalMapRegions.ManualCorrections("Eurus", y: -3000),
                    new GalMapRegions.ManualCorrections("The Perseus Transit", x: -3000, y: -3000),
                    new GalMapRegions.ManualCorrections("Zephyrus", x: 0, y: 2000),
                };

                edsmgalmapregions = new GalMapRegions();
                edsmgalmapregions.CreateObjects("edsmregions", items, rObjects, edsmmapping, 8000, corr: corr);
            }

            if ((ctrlo & 4) != 0)
            {
                elitemapregions = new GalMapRegions();
                elitemapregions.CreateObjects("eliteregions", items, rObjects, eliteregions, 8000);
                EliteRegionsEnable = false;
            }

            if ((ctrlo & 8) != 0)
            {
                int    gran = 8;
                Bitmap img  = Properties.Resources.Galaxy_L180;
                Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap);
                heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);

                Random rnd = new Random(23);

                GLBuffer buf = items.NewBuffer(16 * 350000, false); // since RND is fixed, should get the same number every time.
                buf.StartWrite(0);                                  // get a ptr to the whole schebang

                int xcw = (right - left) / heat.Width;
                int zch = (back - front) / heat.Height;

                int points = 0;

                for (int x = 0; x < heat.Width; x++)
                {
                    for (int z = 0; z < heat.Height; z++)
                    {
                        int i = heat.GetPixel(x, z).R;
                        if (i > 32)
                        {
                            int gx = left + x * xcw;
                            int gz = front + z * zch;

                            float  dx = (float)Math.Abs(gx) / 45000;
                            float  dz = (float)Math.Abs(25889 - gz) / 45000;
                            double d  = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412
                            d = 1 - d;                                // 1 = centre, 0 = unit circle
                            d = d * 2 - 1;                            // -1 to +1
                            double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4);

                            int c = Math.Min(Math.Max(i * i * i / 120000, 1), 40);
                            //int c = Math.Min(Math.Max(i * i * i / 24000000, 1), 40);

                            dist *= 2000 / lyscale;
                            //System.Diagnostics.Debug.WriteLine("{0} {1} : dist {2} c {3}", x, z, dist, c);
                            //System.Diagnostics.Debug.Write(c);
                            GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: 0.8f);
                            points += c;
                            System.Diagnostics.Debug.Assert(points < buf.Length / 16);
                        }
                    }
                    //System.Diagnostics.Debug.WriteLine(".");
                }

                buf.StopReadWrite();

                stardots = new GalaxyStarDots();
                items.Add(stardots);
                GLRenderState rc = GLRenderState.Points(1);
                rc.DepthTest = false; // note, if this is true, there is a wierd different between left and right in view.. not sure why
                rObjects.Add(stardots, "stardots", GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rc, buf, points));
                System.Diagnostics.Debug.WriteLine("Stars " + points);
            }

            rObjects.Add(new GLOperationClearDepthBuffer()); // clear depth buffer and now use full depth testing on the rest

            if ((ctrlo & 16) != 0)
            {
                items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare");
                items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS");
                var p = GLPointsFactory.RandomStars4(1000, 0, 25899 / lyscale, 10000 / lyscale, 1000 / lyscale, -1000 / lyscale);

                GLRenderState rps = GLRenderState.PointSprites();

                rObjects.Add(items.Shader("PS"), "starsprites", GLRenderableItem.CreateVector4Color4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rps, p, new Color4[] { Color.White }));
            }

            if ((ctrlo & 32) != 0)
            {
                gridvertshader = new DynamicGridVertexShader(Color.Cyan);
                //items.Add(gridvertshader, "PLGRIDVertShader");
                var frag = new GLPLFragmentShaderVSColor();
                //items.Add(frag, "PLGRIDFragShader");

                GLRenderState rl = GLRenderState.Lines(1);

                items.Add(new GLShaderPipeline(gridvertshader, frag), "DYNGRID");

                gridrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Lines, rl, drawcount: 2);

                rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", gridrenderable);
            }

            if ((ctrlo & 64) != 0)
            {
                gridbitmapvertshader = new DynamicGridCoordVertexShader();
                var frag = new GLPLFragmentShaderTexture2DIndexed(0);

                GLRenderState rl = GLRenderState.Tri(cullface: false);

                GLTexture2DArray gridtexcoords = new GLTexture2DArray();
                items.Add(gridtexcoords, "PLGridBitmapTextures");

                GLShaderPipeline sp = new GLShaderPipeline(gridbitmapvertshader, frag);
                items.Add(sp, "DYNGRIDBitmap");

                rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9));
            }

            GLStorageBlock findresults = items.NewStorageBlock(findblock);

            float sunsize = .5f;

            if ((ctrlo & 128) != 0)
            {
                Random rnd = new Random(52);
                List <HistoryEntry> pos    = new List <HistoryEntry>();
                DateTime            start  = new DateTime(2020, 1, 1);
                Color[]             colors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.White, Color.Black, Color.Purple, Color.Yellow };
                for (int j = 0; j <= 200; j++)
                {
                    Color  jc   = colors[j % colors.Length];
                    int    i    = j * 10;
                    string name = "Kyli Flyuae AA-B h" + j.ToString();
                    if (i < 30000)
                    {
                        pos.Add(new HistoryEntry(start, name, i + rnd.Next(50), rnd.Next(50), i, jc));
                    }
                    else if (i < 60000)
                    {
                        pos.Add(new HistoryEntry(start, name, 60000 - i + rnd.Next(50), rnd.Next(50), i, jc));
                    }
                    else if (i < 90000)
                    {
                        pos.Add(new HistoryEntry(start, name, -(i - 60000) + rnd.Next(50), rnd.Next(50), 120000 - i, jc));
                    }
                    else
                    {
                        pos.Add(new HistoryEntry(start, name, -30000 + (i - 90000) + rnd.Next(50), rnd.Next(50), -i + 120000, jc));
                    }

                    start = start.AddDays(1);
                }

                // tested to 50k stars

                travelpath = new TravelPath(1000);
                travelpath.Create(items, rObjects, pos, sunsize, sunsize, findresults, true);
                travelpath.SetSystem(0);
            }

            if ((ctrlo & 256) != 0)
            {
                galmapobjects = new GalMapObjects();
                galmapobjects.CreateObjects(items, rObjects, edsmmapping, findresults, true);
            }

            if ((ctrlo & 512) != 0)
            {
                //  galaxystars = new GalaxyStars(items, rObjects, sunsize, findresults);
            }

            if ((ctrlo & 1024) != 0)
            {
                rightclickmenu = new GLContextMenu("RightClickMenu",
                                                   new GLMenuItem("RCMInfo", "Information")
                {
                    MouseClick = (s, e) => {
                        var nl = NameLocationDescription(rightclickmenu.Tag);
                        System.Diagnostics.Debug.WriteLine($"Info {nl.Item1} {nl.Item2}");
                        // logical name is important as menu uses it to close down
                        GLMessageBox msg = new GLMessageBox("InfoBoxForm-1", displaycontrol, e.WindowLocation,
                                                            nl.Item3, $"{nl.Item1} @ {nl.Item2.X:#.#},{nl.Item2.Y:#.#},{nl.Item2.Z:#.#}", GLMessageBox.MessageBoxButtons.OK, null,
                                                            Color.FromArgb(220, 60, 60, 70), Color.DarkOrange);
                    }
                },
                                                   new GLMenuItem("RCMZoomIn", "Goto Zoom In")
                {
                    MouseClick = (s1, e1) => {
                        var nl = NameLocationDescription(rightclickmenu.Tag);
                        gl3dcontroller.SlewToPositionZoom(nl.Item2, 100, -1);
                    }
                },
                                                   new GLMenuItem("RCMGoto", "Goto Position")
                {
                    MouseClick = (s1, e1) => {
                        var nl = NameLocationDescription(rightclickmenu.Tag);
                        System.Diagnostics.Debug.WriteLine($"Goto {nl.Item1} {nl.Item2}");
                        gl3dcontroller.SlewToPosition(nl.Item2, -1);
                    }
                },
                                                   new GLMenuItem("RCMLookAt", "Look At")
                {
                    MouseClick = (s1, e1) => {
                        var nl = NameLocationDescription(rightclickmenu.Tag);
                        gl3dcontroller.PanTo(nl.Item2, -1);
                    }
                }
                                                   );
            }

            if ((ctrlo & 2048) != 0)
            {
                bookmarks = new Bookmarks();
                var syslist = new List <SystemClass> {
                    new SystemClass("bk1", 1000, 0, 0), new SystemClass("bk1", 1000, 0, 2000),
                };
                bookmarks.Create(items, rObjects, syslist, 10, findresults, false);
            }
            // Matrix calc holding transform info

            matrixcalc = new GLMatrixCalc();
            matrixcalc.PerspectiveNearZDistance = 1f;
            matrixcalc.PerspectiveFarZDistance  = 120000f / lyscale;
            matrixcalc.InPerspectiveMode        = true;
            matrixcalc.ResizeViewPort(this, glwfc.Size);          // must establish size before starting

            // menu system

            displaycontrol           = new GLControlDisplay(items, glwfc, matrixcalc, true, 0.00001f, 0.00001f); // hook form to the window - its the master
            displaycontrol.Font      = new Font("Arial", 10f);
            displaycontrol.Focusable = true;                                                                     // we want to be able to focus and receive key presses.
            displaycontrol.SetFocus();

            // 3d controller

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PosCamera.ZoomMax     = 600; // gives 5ly
            gl3dcontroller.ZoomDistance          = 3000F / lyscale;
            gl3dcontroller.PosCamera.ZoomMin     = 0.1f;
            gl3dcontroller.PosCamera.ZoomScaling = 1.1f;
            gl3dcontroller.YHoldMovement         = true;
            gl3dcontroller.PaintObjects          = Controller3DDraw;
            gl3dcontroller.KeyboardTravelSpeed   = (ms, eyedist) =>
            {
                double eyedistr = Math.Pow(eyedist, 1.0);
                float  v        = (float)Math.Max(eyedistr / 1200, 0);
                //System.Diagnostics.Debug.WriteLine("Speed " + eyedistr + " "+ v);
                return((float)ms * v);
            };

            // hook gl3dcontroller to display control - its the slave. Do not register mouse UI, we will deal with that.
            gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(140.75f, 0, 0), 0.5F, false, true);
            //gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(90F, 0, 0), 0.5F, false, true);

            if (displaycontrol != null)
            {
                displaycontrol.Paint += (o, ts) =>        // subscribing after start means we paint over the scene, letting transparency work
                {
                    // MCUB set up by Controller3DDraw which did the work first
                    galaxymenu.UpdateCoords(gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.ZoomFactor);
                    // debug this galaxymenu.DebugStatusText(gl3dcontroller.PosCamera.StringPositionCamera);  gl3dcontroller.PosCamera.SetPositionCamera(gl3dcontroller.PosCamera.StringPositionCamera);
                    displaycontrol.Animate(glwfc.ElapsedTimems);
                    displaycontrol.Render(glwfc.RenderState, ts);
                };
            }

            displaycontrol.MouseClick += MouseClickOnMap;
            displaycontrol.MouseUp    += MouseUpOnMap;
            displaycontrol.MouseDown  += MouseDownOnMap;
            displaycontrol.MouseMove  += MouseMoveOnMap;
            displaycontrol.MouseWheel += MouseWheelOnMap;

            galaxymenu = new MapMenu(this);

            // Autocomplete text box at top for searching

            GLTextBoxAutoComplete tbac = ((GLTextBoxAutoComplete)displaycontrol[MapMenu.EntryTextName]);

            tbac.PerformAutoCompleteInUIThread = (s, a, set) =>
            {
                System.Diagnostics.Debug.Assert(Application.MessageLoop);       // must be in UI thread
                var           glist = edsmmapping.galacticMapObjects.Where(x => s.Length < 3 ? x.name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x).ToList();
                List <string> list  = glist.Select(x => x.name).ToList();
                list.AddRange(travelpath.CurrentList.Where(x => s.Length < 3 ? x.System.Name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.System.Name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x.System.Name));
                foreach (var x in list)
                {
                    set.Add(x);
                }
            };

            tbac.SelectedEntry = (a) =>                                   // in UI thread
            {
                System.Diagnostics.Debug.Assert(Application.MessageLoop); // must be in UI thread
                System.Diagnostics.Debug.WriteLine("Selected " + tbac.Text);
                var gmo = edsmmapping.galacticMapObjects.Find(x => x.name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase));
                if (gmo != null)
                {
                    System.Diagnostics.Debug.WriteLine("Move to gmo " + gmo.points[0]);
                    gl3dcontroller.SlewToPosition(new Vector3((float)gmo.points[0].X, (float)gmo.points[0].Y, (float)gmo.points[0].Z), -1);
                }
                else
                {
                    var he = travelpath.CurrentList.Find(x => x.System.Name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase));
                    if (he != null)
                    {
                        System.Diagnostics.Debug.WriteLine("Move to sys " + he.System.Name);
                        gl3dcontroller.SlewToPosition(new Vector3((float)he.System.X, (float)he.System.Y, (float)he.System.Z), -1);
                    }
                    else
                    {
                        tbac.InErrorCondition = true;
                    }
                }
            };

            if (galaxystars != null)
            {
                galaxystars.Start();
            }

            if (false)         // enable for debug buffer
            {
                debugbuffer = new GLStorageBlock(31, true);
                debugbuffer.AllocateBytes(32000, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy);       // set size of vec buffer
            }

            if (false)          // enable for debug
            {
                items.Add(new GLColorShaderObjectTranslation(), "COSOT");
                GLRenderState rc = GLRenderState.Tri(cullface: false);
                rc.DepthTest = false;

                Vector3[] markers = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, -5, 0), new Vector3(0, -5 - 3.125f / 2f, 0) };

                for (int i = 0; i < markers.Length; i++)
                {
                    rObjects.Add(items.Shader("COSOT"), "marker" + i,
                                 GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                      GLCubeObjectFactory.CreateSolidCubeFromTriangles(0.5f),
                                                                      new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                      new GLRenderDataTranslationRotation(markers[i])
                                                                      ));
                }
            }
        }
Beispiel #11
0
        public void CreateObjects(GLItemsList items, GLRenderProgramSortedList rObjects, GalacticMapping galmap, GLStorageBlock findbufferresults, bool depthtest)
        {
            this.galmap = galmap;

            // first gets the images and make a 2d array texture for them

            Bitmap[] images = galmap.RenderableMapTypes.Select(x => x.Image as Bitmap).ToArray();
            // 256 is defined normal size
            var        objtex   = new GLTexture2DArray(images, bmpmipmaplevels: 1, wantedmipmaplevels: 3, texturesize: new Size(256, 256), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, alignment: ContentAlignment.BottomCenter);
            IGLTexture texarray = items.Add(objtex, "GalObjTex");

            // now build the shaders

            const int texbindingpoint = 1;
            var       vert            = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, // a look at vertex shader
                                                                  autoscale: 500, autoscalemin: 1f, autoscalemax: 20f);   // below 500, 1f, above 500, scale up to 20x
            var tcs = new GLPLTesselationControl(40f);

            tes = new GLPLTesselationEvaluateSinewave(1f, 2f);                  // this uses the world position from the vertex scaler to position the image, w controls image + animation (b16)
            var frag = new GLPLFragmentShaderTexture2DDiscard(texbindingpoint); // binding - takes image pos from tes. imagepos < 0 means discard

            objectshader = new GLShaderPipeline(vert, tcs, tes, null, frag);
            items.Add(objectshader);

            objectshader.StartAction += (s, m) =>
            {
                texarray.Bind(texbindingpoint);   // bind tex array to, matching above
            };

            // now the RenderControl for the objects

            GLRenderState rt = GLRenderState.Patches(4);

            rt.DepthTest = depthtest;

            // create a quad and all entries of the renderable map objects, zero at this point, with a zero instance count. UpdateEnables will fill it in later
            // but we need to give it the maximum buffer length at this point

            const float objsize = 10.0f;        // size of object on screen

            ridisplay = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, rt,
                                                              GLShapeObjectFactory.CreateQuadTriStrip(objsize, objsize), // quad2 4 vertexts
                                                              new Vector4[galmap.RenderableMapObjects.Length],           // world positions
                                                              ic: 0, seconddivisor: 1);

            modelworldbuffer = items.LastBuffer();
            int modelpos = modelworldbuffer.Positions[0];

            worldpos = modelworldbuffer.Positions[1];

            rObjects.Add(objectshader, "galmapobj", ridisplay);

            // add a find shader to look them up

            var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);

            findshader = items.NewShaderPipeline(null, vert, tcs, tes, geofind, null, null, null);


            // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
            rifind = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, GLRenderState.Patches(4), modelworldbuffer, modelpos, ridisplay.DrawCount,
                                                           modelworldbuffer, worldpos, null, ic: 0, seconddivisor: 1);

            GLStatics.Check();

            // Text renderer for the labels

            textrenderer = new GLBitmaps("bm-galmapobjects", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false, textureformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);
            items.Add(textrenderer);

            // now make the text up for all the objects above

            using (Font fnt = new Font("Arial", 8.5F))
            {
                using (StringFormat fmt = new StringFormat())
                {
                    fmt.Alignment = StringAlignment.Center;

                    var renderablegalmapobjects = galmap.RenderableMapObjects; // list of enabled entries

                    List <Vector3> posset = new List <Vector3>();

                    float offscale = objsize * (0.5f + (float)textrenderer.BitmapSize.Height / (float)textrenderer.BitmapSize.Width / 2);       // this is the nominal centre of the text bitmap, offset in Y to the object

                    for (int i = 0; i < renderablegalmapobjects.Length; i++)
                    {
                        var   o      = renderablegalmapobjects[i];
                        float offset = -offscale;

                        for (int j = 0; j < i; j++)     // look up previous ones and see if we labeled it before
                        {
                            var d1   = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z);
                            var d2   = posset[j];   // where it was placed.
                            var diff = d1 - d2;

                            if (diff.Length < offscale) // close
                            {
                                if (offset > 0)         // if offset is positive, flip below and increase again
                                {
                                    offset = -offset - offscale;
                                }
                                else
                                {
                                    offset *= -1;       // flip over top
                                }
                                // System.Diagnostics.Debug.WriteLine($"close {renderablegalmapobjects[i].name} {d1} to {renderablegalmapobjects[j].name} {d2} {diff} select {offset}");
                            }
                        }

                        Vector3 pos = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z);
                        posset.Add(pos);
                        //System.Diagnostics.Debug.WriteLine($"{renderablegalmapobjects[i].name} at {pos} {offset}");

                        textrenderer.Add(o.id, o.name, fnt,
                                         Color.White, Color.FromArgb(0, 255, 0, 255),
                                         pos,
                                         new Vector3(objsize, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: dorotate, rotateelevation: doelevation,
                                         alphafadescalar: -100, alphafadepos: 500); // fade in, alpha = 0 at >500, 1 at 400
                    }
                }
            }

            UpdateEnables();      // fill in worldpos's and update instance count, taking into
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(180f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 50.0f);
            };

            glwfc.MouseDown += mousedown;

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                items.Add(new GLColorShaderWorld(), "COSW");

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            var vert   = new GLPLVertexShaderModelCoordWorldAutoscale();
            var frag   = new GLPLFragmentShaderFixedColor(Color.Yellow);
            var shader = new GLShaderPipeline(vert, frag);

            items.Add(shader, "TRI");

            var triangles = new Vector4[] { new Vector4(0, 0, 0, 1), new Vector4(10, 0, 0, 1), new Vector4(10, 0, 10, 1),
                                            new Vector4(-20, 0, 0, 1), new Vector4(-10, 0, 0, 1), new Vector4(-10, 0, 10, 1) };

            var worldpos = new Vector4[] { new Vector4(0, 0, 0, 0), new Vector4(0, 0, 12, 0) };

            GLRenderState rc = GLRenderState.Tri();

            rObjects.Add(items.Shader("TRI"), "scopen", GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, rc, triangles, worldpos, ic: 2, seconddivisor: 1));

            // demo shared find block, a problem in the past with the previous interface

            GLStorageBlock findblock = new GLStorageBlock(11);

            findshader1 = items.NewShaderPipeline("FS", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender1 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            findshader2 = items.NewShaderPipeline("FS2", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender2 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            Closed += ShaderTest_Closed;
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 100000f;
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;
            gl3dcontroller.PaintObjects  = ControllerDraw;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 10.0f);
            };

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F);

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // create a matrix uniform block

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            boundingbox = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1),
                new Vector4(left, vsize, front, 1),
                new Vector4(right, vsize, front, 1),
                new Vector4(right, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1),
                new Vector4(left, vsize, back, 1),
                new Vector4(right, vsize, back, 1),
                new Vector4(right, -vsize, back, 1),
            };

            Vector4[] displaylines = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
            };

            {
                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                GLRenderState rl = GLRenderState.Lines(1);
                rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines));
            }

            Bitmap[] numbitmaps    = new Bitmap[116];

            {
                Font fnt = new Font("Arial", 20);
                for (int i = 0; i < numbitmaps.Length; i++)
                {
                    int v = -45000 + 1000 * i;      // range from -45000 to +70000
                    numbitmaps[i] = new Bitmap(100, 100);
                    GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbitmaps[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue);
                }

                GLTexture2DArray numtextures = new GLTexture2DArray(numbitmaps, SizedInternalFormat.Rgba8, ownbmp: true);
                items.Add(numtextures, "Nums");

                Matrix4[] numberposx = new Matrix4[(right - left) / 1000 + 1];
                for (int i = 0; i < numberposx.Length; i++)
                {
                    numberposx[i]  = Matrix4.CreateScale(1);
                    numberposx[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberposx[i] *= Matrix4.CreateTranslation(new Vector3(left + 1000 * i, 0, front));
                }

                GLShaderPipeline numshaderx = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0));
                items.Add(numshaderx, "IC-X");

                GLRenderState       rq = GLRenderState.Quads(cullface: false);
                GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums"));

                rObjects.Add(numshaderx, "xnum",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposx,
                                                                          rt, numberposx.Length));

                Matrix4[] numberposz = new Matrix4[(back - front) / 1000 + 1];
                for (int i = 0; i < numberposz.Length; i++)
                {
                    numberposz[i]  = Matrix4.CreateScale(1);
                    numberposz[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberposz[i] *= Matrix4.CreateTranslation(new Vector3(right + 1000, 0, front + 1000 * i));
                }

                GLShaderPipeline numshaderz = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(25));
                items.Add(numshaderz, "IC-Z");

                rObjects.Add(numshaderz, "ynum",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposz,
                                                                          rt, numberposz.Length));
            }

            items.Add(new GLColorShaderWorld(), "COSW");

            float h = 50;

            if (h != -1)
            {
                GLRenderState rl = GLRenderState.Lines(1);

                int dist = 1000;
                //20?
                Color cr = Color.FromArgb(50, Color.Red);
                rObjects.Add(items.Shader("COSW"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1),
                                                                  new Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1),
                                                                  new Color4[] { cr })
                             );
            }

            {
                items.Add(new GLTexture2D(numbitmaps[45], SizedInternalFormat.Rgba8), "solmarker");
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                GLRenderState rq = GLRenderState.Quads(cullface: false);
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269))
                                                                   ));
            }


            if (true) // galaxy
            {
                volumetricblock = new GLVolumetricUniformBlock();
                items.Add(volumetricblock, "VB");

                int         sc      = 1;
                GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);         // red channel only
                items.Add(noise3d, "Noise");
                ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc); // must be a multiple of localgroupsize in csn
                csn.StartAction += (A, m) => { noise3d.BindImage(3); };
                csn.Run();                                                                                                                      // compute noise

                GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);                              // red channel only
                items.Add(gaussiantex, "Gaussian");

                // set centre=width, higher widths means more curve, higher std dev compensate.
                // fill the gaussiantex with data
                ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, 4);
                gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); };
                gsn.Run();      // compute noise

                GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

                //float[] gdata = gaussiantex.GetTextureImageAsFloats(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check
                //for( int i = 0; i < gdata.Length; i++  )
                //{
                //    double v = ((float)i / gdata.Length-0.5)*2*2;
                //    double r = ObjectExtensionsNumbersBool.GaussianDist(v, 2, 1.4);
                // //   System.Diagnostics.Debug.WriteLine(i + ":" + gdata[i] + ": " +  r);
                //}

                // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right
                GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8);
                items.Add(galtex, "gal");
                GalaxyShader gs = new GalaxyShader();
                items.Add(gs, "Galaxy");
                // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader
                gs.StartAction = (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); };      // shader requires these, so bind using shader

                GLRenderState rt = GLRenderState.Tri();
                galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rt);   // no vertexes, all data from bound volumetric uniform, no instances as yet
                rObjects.Add(items.Shader("Galaxy"), galaxy);
            }

            if (true) // star points
            {
                int    gran = 8;
                Bitmap img  = Properties.Resources.Galaxy_L180;
                Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap);
                heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg);

                if (false)       // heat map checkout debug
                {
                    List <Vector4> points = new List <Vector4>();

                    int xcw = (right - left) / heat.Width;
                    int zch = (back - front) / heat.Height;

                    for (int x = 0; x < heat.Width; x++)
                    {
                        for (int z = 0; z < heat.Height; z++)
                        {
                            int   gx = left + x * xcw + xcw / 2;
                            int   gz = front + z * zch + zch / 2;
                            Color px = heat.GetPixel(x, z);
                            //System.Diagnostics.Debug.WriteLine(x + "," + z + " = " + gx + "," + gz + " : " + px.R);
                            points.Add(new Vector4(gx, 2000, gz, px.R));
                        }
                    }

                    items.Add(new GLHeatMapIntensity(), "ShP");
                    GLRenderState rp = GLRenderState.Points();
                    rp.DepthTest = false;
                    rObjects.Add(items.Shader("ShP"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, points.ToArray()));
                }

                if (false)      // v1 via array
                {
                    List <Vector4> points = new List <Vector4>();
                    Random         rnd    = new Random(23);

                    int xcw = (right - left) / heat.Width;
                    int zch = (back - front) / heat.Height;

                    for (int x = 0; x < heat.Width; x++)
                    {
                        for (int z = 0; z < heat.Height; z++)
                        {
                            int i  = heat.GetPixel(x, z).R;
                            int ii = i * i * i;
                            if (ii > 32 * 32 * 32)
                            {
                                int gx = left + x * xcw;
                                int gz = front + z * zch;

                                float  dx = (float)Math.Abs(gx) / 45000;
                                float  dz = (float)Math.Abs(25889 - gz) / 45000;
                                double d  = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412
                                d = 1 - d;                                // 1 = centre, 0 = unit circle
                                d = d * 2 - 1;                            // -1 to +1
                                double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4);

                                int c = Math.Min(Math.Max(ii / 100000, 0), 20);

                                dist *= 2000;

                                var rs = GLPointsFactory.RandomStars4(c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i);

                                if (z == heat.Height / 2)
                                {
                                    System.Diagnostics.Debug.WriteLine(gx + "," + gz + "; " + dx + "," + dz + " = " + i + " " + c + " " + d + "=h " + dist);
                                }
                                //var rs = GLPointsFactory.RandomStars4(500, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w:i);
                                points.AddRange(rs);
                            }
                        }
                    }

                    items.Add(new GalaxyStarDots(), "SD");
                    GLRenderState rp = GLRenderState.Points(1);
                    rp.DepthTest = false;

                    rObjects.Add(items.Shader("SD"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, points.ToArray()));
                }

                if (true)  //v2 direct to buffer
                {
                    Random rnd = new Random(23);

                    GLBuffer buf = new GLBuffer(16 * 500000); // since RND is fixed, should get the same number every time.
                    buf.StartWrite(0);                        // get a ptr to the whole schebang

                    int xcw = (right - left) / heat.Width;
                    int zch = (back - front) / heat.Height;

                    int points = 0;

                    for (int x = 0; x < heat.Width; x++)
                    {
                        for (int z = 0; z < heat.Height; z++)
                        {
                            int i  = heat.GetPixel(x, z).R;
                            int ii = i * i * i;
                            if (ii > 32 * 32 * 32)
                            {
                                int gx = left + x * xcw;
                                int gz = front + z * zch;

                                float  dx = (float)Math.Abs(gx) / 45000;
                                float  dz = (float)Math.Abs(25889 - gz) / 45000;
                                double d  = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412
                                d = 1 - d;                                // 1 = centre, 0 = unit circle
                                d = d * 2 - 1;                            // -1 to +1
                                double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4);

                                int c = Math.Min(Math.Max(ii / 140000, 0), 40);

                                dist *= 2000;

                                GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i);
                                points += c;
                                System.Diagnostics.Debug.Assert(points < buf.Length / 16);
                            }
                        }
                    }

                    buf.StopReadWrite();

                    items.Add(new GalaxyStarDots(), "SD");
                    GLRenderState rp = GLRenderState.Points(1);
                    rp.DepthTest = false;
                    rObjects.Add(items.Shader("SD"),
                                 GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, buf, points));
                    System.Diagnostics.Debug.WriteLine("Stars " + points);
                }
            }

            if (true)  // point sprite
            {
                items.Add(new GLTexture2D(Properties.Resources.star_grey64, SizedInternalFormat.Rgba8), "lensflare");
                items.Add(new GLPointSpriteShader(items.Tex("lensflare")), "PS1");
                int dist = 20000;
                var p    = GLPointsFactory.RandomStars4(100, -dist, dist, 25899 - dist, 25899 + dist, 2000, -2000);

                GLRenderState rps = GLRenderState.PointSprites();
                rps.DepthTest = false;

                rObjects.Add(items.Shader("PS1"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rps, p, new Color4[] { Color.White }));
            }
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            System.Management.ManagementObjectSearcher searcher = new System.Management.ManagementObjectSearcher("SELECT * FROM Win32_VideoController");

            foreach (var obj in searcher.Get())
            {
                var bpp = obj.Properties["CurrentBitsPerPixel"];
                if (bpp != null)
                {
                    var name = obj.Properties["Name"];
                    var ver  = obj.Properties["DriverVersion"];
                }
            }


            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 1000f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

            items.Add(new GLColorShaderWorld(), "COSW");

            var vs1   = new GLPLVertexShaderColorModelObjectTranslation(new string[] { "modelpos" }, TransformFeedbackMode.InterleavedAttribs);
            var vsbin = vs1.GetBinary(out BinaryFormat binformat);      // round trip example thru binary

            var vs = new GLPLVertexShaderColorModelObjectTranslation(vsbin, binformat);

            var fs    = new GLPLFragmentShaderVSColor(true);
            var cosot = new GLShaderPipeline(vs, fs);

            var pipelinebin = cosot.GetBinary(out BinaryFormat fmt);    // save out a pipeline shader

            var cosotloaded = new GLShaderPipeline(pipelinebin, fmt);   // demo you can load them, but can't be used, since we then don't have all the component classes


            items.Add(cosot, "COSOT");

            ts1 = new GLOperationQueryTimeStamp();
            ts2 = new GLOperationQueryTimeStamp();

            rObjects.Add(ts1);

            #region coloured lines

            GLRenderState def = new GLRenderState()
            {
                DepthTest = true
            };                                                                 // set up default state for fixed values - no depth test, rely on stencil

            #region Coloured triangles
            if (true)
            {
                GLRenderState rc = GLRenderState.Tri(def);
                rc.CullFace = true;


                var shape = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f);
                rObjects.Add(cosot, "Tri1",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  shape,
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Yellow, Color4.Yellow },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));
            }


            for (int i = 0; i < 1; i++)
            {
                GLRenderState lines = GLRenderState.Lines(def, 5);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.White, Color.Red, Color.DarkRed, Color.DarkRed })
                             );

                GLRenderState lines2 = GLRenderState.Lines(def, 1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed }));

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );
            }

            rObjects.Add(ts2);

            #endregion


            #endregion

            #region Matrix Calc Uniform

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0

            #endregion
        }
Beispiel #15
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 1000f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

            items.Add(new GLColorShaderWorld(), "COSW");

            var vs    = new GLPLVertexShaderColorModelObjectTranslation(new string[] { "modelpos" }, TransformFeedbackMode.InterleavedAttribs);
            var fs    = new GLPLFragmentShaderVSColor();
            var cosot = new GLShaderPipeline(vs, fs);

            items.Add(cosot, "COSOT");

            ts1 = new GLOperationQueryTimeStamp();
            ts2 = new GLOperationQueryTimeStamp();

            rObjects.Add(ts1);

            #region coloured lines

            GLRenderState def = new GLRenderState()
            {
                DepthTest = true
            };                                                                 // set up default state for fixed values - no depth test, rely on stencil

            sync = new GLOperationFenceSync();

            #region Coloured triangles
            if (true)
            {
                GLRenderState rc = GLRenderState.Tri(def);
                rc.CullFace = true;


                var shape = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f);
                rObjects.Add(cosot, "Tri1",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  shape,
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Yellow, Color4.Yellow },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));
            }


            for (int i = 0; i < 1000; i++)
            {
                GLRenderState lines = GLRenderState.Lines(def, 5);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.White, Color.Red, Color.DarkRed, Color.DarkRed })
                             );

                GLRenderState lines2 = GLRenderState.Lines(def, 1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed }));

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );
            }
            rObjects.Add(sync);
            rObjects.Add(ts2);

            #endregion


            #endregion

            #region Matrix Calc Uniform

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0

            #endregion
        }
        // Find,

        /// <summary>
        /// Find object on screen
        /// </summary>
        /// <param name="findshader">The shader to use for the find</param>
        /// <param name="glstate">Render state</param>
        /// <param name="pos">Position on screen of find point</param>
        /// <param name="size">Screen size</param>
        /// <returns>Returns null, or
        /// item1 = return the list of blocks
        /// item2 = the found block
        /// item3 = the index within that found block
        /// item4 = the total index into the data (summed up)
        /// item5 = the z of the find
        ///</returns>

        public Tuple <List <GLObjectsWithLabels.BlockRef>, int, int, int, float> FindBlock(GLShaderPipeline findshader, GLRenderState glstate, Point pos, Size size)
        {
            var ret = Find(findshader, glstate, pos, size);       // return set, group, index, z

            if (ret != null)
            {
                GLObjectsWithLabels s = set[ret.Item1];                                                     // this is set

                var fb = BlockList.Find(x => x.Find(y => y.owl == s && y.blockindex == ret.Item2) != null); // find (set,blockindex) in block list

                if (fb != null)
                {
                    int c = 0;
                    foreach (var br in fb)      // until we get to owl/blockindex, count previous block counts so we get a cumulative total
                    {
                        if (br.owl == s && br.blockindex == ret.Item2)
                        {
                            break;
                        }
                        c += br.count;
                    }

                    return(new Tuple <List <GLObjectsWithLabels.BlockRef>, int, int, int, float>(fb, ret.Item2, ret.Item3, c + ret.Item3, ret.Item4));       // return block list, and real index into it
                }
            }

            return(null);
        }
Beispiel #17
0
        public void Start(string name, int maxstars, float sunsize, float tapesize, GLStorageBlock bufferfindresults, bool depthtest, GLItemsList items, GLRenderProgramSortedList rObjects)
        {
            this.MaxStars = maxstars;
            this.tapesize = tapesize;
            this.sunsize  = sunsize;

            // first the tape

            var tapetex = new GLTexture2D(BaseUtils.Icons.IconSet.GetBitmap("GalMap.chevron"), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);        // tape image

            items.Add(tapetex);
            tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat);

            // configure the fragger, set the replacement color, and set the distance where the replacement color is used for all pixels
            tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0), 1000);
            // create the vertex shader with the autoscale required
            var vert = new GLPLVertexShaderWorldTextureTriStripNorm(100, 1, 10000);

            vert.SetWidth(tapesize);        // set the nominal tape width

            tapeshader = new GLShaderPipeline(vert, tapefrag);
            items.Add(tapeshader);

            GLRenderState rts = GLRenderState.Tri(OpenTK.Graphics.OpenGL4.DrawElementsType.UnsignedByte, cullface: false); // set up a Tri strip, Default primitive restart

            rts.DepthTest = depthtest;                                                                                     // no depth test so always appears

            // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time

            var zerotape = new Vector4[] { Vector4.Zero };      // just use an dummy array to get this going

            ritape = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, zerotape, zerotape, new GLRenderDataTexture(tapetex));

            tapepointbuf = items.LastBuffer();                // keep buffer for refill

            ritape.ElementBuffer = items.NewBuffer();         // empty buffer for element index for now
            ritape.Visible       = false;                     // until its filled, not visible (important, we don't want render to execute unless its been fully set up below)

            rObjects.Add(tapeshader, name + "-tape", ritape); // add render to object list

            // now the stars

            starposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

            // the colour index of the stars is selected by the w parameter of the world position vertexes.
            // we autoscale to make them bigger at greater distances from eye
            sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) },
                                                                     autoscale: 30, autoscalemin: 1, autoscalemax: 2, useeyedistance: false);
            sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
            items.Add(sunshader);

            var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize);

            GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear

            rt.DepthTest        = depthtest;
            rt.DepthClamp       = true;
            renderersun         = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, 0, 1);
            renderersun.Visible = false;            // until its filled, not visible

            rObjects.Add(sunshader, name + "-suns", renderersun);

            // find compute

            var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16);

            findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null);
            rifind     = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: 0, seconddivisor: 1);

            // Sun names, handled by textrenderer
            textrenderer = new GLBitmaps(name + "-text", rObjects, BitMapSize, depthtest: depthtest, cullface: false);
            items.Add(textrenderer);
        }
Beispiel #18
0
        // Demonstrate buffer feedback AND geo shader add vertex/dump vertex



        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            glwfc.BackColor = Color.FromArgb(0, 0, 60);
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 20.0f);
            };

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            {
                items.Add(new GLColorShaderWorld(), "COS");
                GLRenderState rl = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COS"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COS"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, null,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );
            }

            {
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon");

                GLRenderState rt = GLRenderState.Tri();

                rObjects.Add(items.Shader("TEX"), "sphere7",
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt,
                                                                   GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 10.0f),
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(-30, 0, 0))
                                                                   ));
            }

            {
                var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) });

                items.Add(new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()), "STAR");

                GLRenderState rt = GLRenderState.Tri();

                rObjects.Add(items.Shader("STAR"), "sun",
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Triangles,
                                                            rt,
                                                            GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f),
                                                            new GLRenderDataTranslationRotation(new Vector3(20, 0, 0)),
                                                            ic: 1));

                items.Add(new GLShaderStarCorona(), "CORONA");

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("CORONA"), GLRenderableItem.CreateVector4(items, PrimitiveType.Quads,
                                                                                    rq,
                                                                                    GLShapeObjectFactory.CreateQuad(1f),
                                                                                    new GLRenderDataTranslationRotation(new Vector3(20, 0, 0), new Vector3(0, 0, 0), 20f, calclookat: true)));
            }

            if (true)
            {
                Vector4[] pos = new Vector4[3];
                pos[0] = new Vector4(-20, 0, 10, 0);
                pos[1] = new Vector4(0, 0, 10, 1);
                pos[2] = new Vector4(20, 0, 10, 2);

                var shape = GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f);

                GLRenderState    rt = GLRenderState.Tri();
                GLRenderableItem ri = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt, shape, pos, null, pos.Length, 1);

                var vertshader = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Red, Color.Green, Color.Blue });
                var shader     = new GLShaderPipeline(vertshader, new GLPLStarSurfaceFragmentShader());
                items.Add(shader, "STAR-M2");
                rObjects.Add(shader, ri);
            }

            GLOFC.GLStatics.Check();

            GL.Enable(EnableCap.DepthClamp);
        }
Beispiel #19
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 500000f;
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;
            gl3dcontroller.PaintObjects  = ControllerDraw;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10));
            };

            gl3dcontroller.PosCamera.ZoomScaling = 1.1f;

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(140.75f, 0, 0), 0.5F);

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // create a matrix uniform block

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            Vector4[] displaylines = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
            };

            {
                items.Add(new GLFixedColorShaderWorld(System.Drawing.Color.Yellow), "LINEYELLOW");
                GLRenderState rl = GLRenderState.Lines(1);
                rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines));
            }


            {
                items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "solmarker");
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                GLRenderState rq = GLRenderState.Quads(cullface: false);
                solmarker = new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 0, 0));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1.0f, 1.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   solmarker
                                                                   ));
            }



            {
                items.Add(new DynamicGridVertexShader(Color.Cyan), "PLGRIDVertShader");
                items.Add(new GLPLFragmentShaderVSColor(), "PLGRIDFragShader");

                GLRenderState rl = GLRenderState.Lines(1);
                rl.DepthTest = false;

                items.Add(new GLShaderPipeline(items.PLShader("PLGRIDVertShader"), items.PLShader("PLGRIDFragShader")), "DYNGRID");
                rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.Lines, rl, drawcount: 2));
            }


            {
                items.Add(new DynamicGridCoordVertexShader(), "PLGRIDBitmapVertShader");
                items.Add(new GLPLFragmentShaderTexture2DIndexed(0), "PLGRIDBitmapFragShader");     // binding 1

                GLRenderState rl = GLRenderState.Tri(cullface: false);
                rl.DepthTest = false;


                texcoords = new GLTexture2DArray();
                items.Add(texcoords, "PLGridBitmapTextures");

                GLShaderPipeline sp = new GLShaderPipeline(items.PLShader("PLGRIDBitmapVertShader"), items.PLShader("PLGRIDBitmapFragShader"));

                items.Add(sp, "DYNGRIDBitmap");

                rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9));
            }
        }
Beispiel #20
0
        public void Start(GLWinFormControl glwfc)
        {
            this.glwfc = glwfc;

            matrixcalc = new GLMatrixCalc();
            matrixcalc.PerspectiveNearZDistance = 1f;
            matrixcalc.PerspectiveFarZDistance  = worldsize * 2;
            matrixcalc.InPerspectiveMode        = true;
            matrixcalc.ResizeViewPort(this, glwfc.Size);

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");                         // create a matrix uniform block

            displaycontrol           = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size from mc.ScreenCoordMax
            displaycontrol.Focusable = true;                                           // we want to be able to focus and receive key presses.
            displaycontrol.Name      = "displaycontrol";
            displaycontrol.Font      = new Font("Arial", 12);

            gl3dcontroller = new Controller3Dd();
            gl3dcontroller.PaintObjects          = ControllerDraw;
            gl3dcontroller.ZoomDistance          = 20e6 * 1000 * mscaling; // zoom 1 is X km
            gl3dcontroller.PosCamera.ZoomMin     = 0.001f;
            gl3dcontroller.PosCamera.ZoomMax     = 300f;
            gl3dcontroller.PosCamera.ZoomScaling = 1.08f;
            gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3d(0, 0, 0), new Vector3d(135f, 0, 0f), 0.025F, registermouseui: false, registerkeyui: true);
            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                double eyedistr = Math.Pow(eyedist, 1.0);
                float  v        = (float)Math.Max(eyedistr / 1200, 0);
                //System.Diagnostics.Debug.WriteLine("Speed " + eyedistr + " "+ v);
                return((float)ms * v);
            };

            for (int i = 1; i <= 10; i++)
            {
                int    v = i * i;
                double f = (gl3dcontroller.PosCamera.ZoomMax - gl3dcontroller.PosCamera.ZoomMin) * v / 100.0 + gl3dcontroller.PosCamera.ZoomMin;
                System.Diagnostics.Debug.WriteLine($"{i} {v} {f}");
            }

            displaycontrol.Paint += (o, ts) =>        // subscribing after Controller start means we paint over the scene
            {
                // MCUB set up by Controller3DDraw which did the work first
                //     System.Diagnostics.Debug.WriteLine("Controls Draw");
                displaycontrol.Render(glwfc.RenderState, ts);
            };

            displaycontrol.MouseClick += MouseClickOnMap;       // grab mouse UI
            displaycontrol.MouseUp    += MouseUpOnMap;
            displaycontrol.MouseDown  += MouseDownOnMap;
            displaycontrol.MouseMove  += MouseMoveOnMap;
            displaycontrol.MouseWheel += MouseWheelOnMap;

            double  startspeed = 60 * 60 * 6; // in sec
            GLImage minus      = new GLImage("timeplus1y", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward);

            minus.MouseClick += (e1, m1) => { currentjd -= 365; };
            displaycontrol.Add(minus);
            GLImage back = new GLImage("timeback", new Rectangle(40, 0, 32, 32), Properties.Resources.Backwards);

            back.MouseClick += (e1, m1) => { if (jdscaling > 0)
                                             {
                                                 jdscaling /= 2;
                                             }
                                             else if (jdscaling < 0)
                                             {
                                                 jdscaling *= 2;
                                             }
                                             else
                                             {
                                                 jdscaling = -startspeed;
                                             } };
            displaycontrol.Add(back);
            GLImage pause = new GLImage("timepause", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause);

            pause.MouseClick += (e1, m1) => { jdscaling = 0; };
            displaycontrol.Add(pause);
            GLImage fwd = new GLImage("timefwd", new Rectangle(120, 0, 32, 32), Properties.Resources.Forward);

            fwd.MouseClick += (e1, m1) => { if (jdscaling < 0)
                                            {
                                                jdscaling /= 2;
                                            }
                                            else if (jdscaling > 0)
                                            {
                                                jdscaling *= 2;
                                            }
                                            else
                                            {
                                                jdscaling = startspeed;
                                            } };
            displaycontrol.Add(fwd);
            GLImage plus = new GLImage("timeplus1y", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward);

            plus.MouseClick += (e1, m1) => { currentjd += 365; };
            displaycontrol.Add(plus);

            GLImage sysleft = new GLImage("sysleft", new Rectangle(200, 0, 32, 32), Properties.Resources.GoBackward);

            sysleft.MouseClick += (e1, m1) => { DisplayNode(-1); };
            displaycontrol.Add(sysleft);

            mastersystem           = new GLLabel("sysname", new Rectangle(230, 6, 70, 20), "All", Color.DarkOrange);
            mastersystem.TextAlign = ContentAlignment.MiddleCenter;
            displaycontrol.Add(mastersystem);

            GLImage sysright = new GLImage("sysright", new Rectangle(300, 0, 32, 32), Properties.Resources.GoForward);

            sysright.MouseClick += (e1, m1) => { DisplayNode(1); };
            displaycontrol.Add(sysright);

            timedisplay = new GLLabel("state", new Rectangle(340, 6, 800, 20), "Label", Color.DarkOrange);
            displaycontrol.Add(timedisplay);

            datalabel           = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange);
            datalabel.TextAlign = ContentAlignment.TopLeft;
            displaycontrol.Add(datalabel);

            status           = new GLLabel("Status", new Rectangle(0, 0, 2000, 24), "x");
            status.Dock      = DockingType.BottomLeft;
            status.ForeColor = Color.Orange;
            status.BackColor = Color.FromArgb(50, 50, 50, 50);
            displaycontrol.Add(status);

            rightclickmenubody = new GLContextMenu("RightClickMenuBody",
                                                   new GLMenuItem("RCMInfo", "Information")
            {
                MouseClick = (s, e) =>
                {
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Track")
            {
                MouseClick = (s, e) =>
                {
                    track = (int)rightclickmenubody.Tag;
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Track Central Body")
            {
                MouseClick = (s, e) =>
                {
                    int body = (int)rightclickmenubody.Tag;
                    if (bodyinfo[body].parentindex >= 0)
                    {
                        track = bodyinfo[body].parentindex;
                    }
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Zoom In")
            {
            },
                                                   new GLMenuItem("RCMUntrack", "Untrack")
            {
                MouseClick = (s1, e1) =>
                {
                    track = -1;
                }
            }
                                                   );

            rightclickmenubody.Opening += (ms, tag) =>
            {
                ms["RCMUntrack"].Enabled = track != -1;
            };

            rightclickmenuscreen = new GLContextMenu("RightClickMenuBody",
                                                     new GLMenuItem("RCMSysDisplay", "System Display")
            {
                MouseClick = (s, e) =>
                {
                }
            },
                                                     new GLMenuItem("RCMUntrack", "Untrack")
            {
                MouseClick = (s1, e1) =>
                {
                    track = -1;
                }
            }
                                                     );

            rightclickmenuscreen.Opening += (ms, tag) =>
            {
                ms["RCMUntrack"].Enabled = track != -1;
            };

            if (true)
            {
                var shader = new GLColorShaderWorld();
                items.Add(shader);

                GLRenderState lines = GLRenderState.Lines(1);
                lines.DepthTest = false;

                int gridsize   = (int)(worldsize * mscaling);
                int gridoffset = (int)(gridlines * mscaling);
                int nolines    = gridsize / gridoffset * 2 + 1;

                Color gridcolour = Color.FromArgb(80, 80, 80, 80);
                rObjects.Add(shader,
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(gridoffset, 0, 0), nolines),
                                                                  new Color4[] { gridcolour })
                             );


                rObjects.Add(shader,
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, gridoffset), nolines),
                                                                  new Color4[] { gridcolour }));

                Size bmpsize = new Size(128, 30);
                var  maps    = new GLBitmaps("bitmap1", rObjects, bmpsize, 3, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, false, false);
                using (StringFormat fmt = new StringFormat(StringFormatFlags.NoWrap)
                {
                    Alignment = StringAlignment.Near, LineAlignment = StringAlignment.Center
                })
                {
                    float hsize = 40e6f * 1000 * mscaling; // million km -> m -> scaling
                    float vsize = hsize * bmpsize.Height / bmpsize.Width;

                    Font f   = new Font("MS sans serif", 12f);
                    long pos = -nolines / 2 * (gridlines / 1000);
                    for (int i = -nolines / 2; i < nolines / 2; i++)
                    {
                        if (i != 0)
                        {
                            double v = Math.Abs(pos * 1000);
                            long   p = Math.Abs(pos);

                            maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, -vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset + vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset - vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                        }
                        pos += 50000000;
                    }
                }
            }

            var orbitlinesvertshader = new GLPLVertexShaderModelWorldUniform(new Color[] { Color.FromArgb(128, 128, 0, 0), Color.FromArgb(128, 128, 128, 0) });

            orbitlineshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor());
            bodyplaneshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor());  // model pos in, with uniform world pos, vectors out, with vs_colour selected by worldpos.w

            // set up ARB IDs for all images we are going to use..
            var tbs   = items.NewBindlessTextureHandleBlock(arbblock);
            var texs  = items.NewTexture2D(null, Properties.Resources.golden, SizedInternalFormat.Rgba8);
            var texp  = items.NewTexture2D(null, Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8);
            var texb  = items.NewTexture2D(null, Properties.Resources.dotted, SizedInternalFormat.Rgba8);
            var texs2 = items.NewTexture2D(null, Properties.Resources.wooden, SizedInternalFormat.Rgba8);

            tbs.WriteHandles(new IGLTexture[] { texs, texp, texb, texs2 });

            // using 0 tex coord, 4 image id and arb text binding
            var bodyfragshader = new GLPLFragmentShaderBindlessTexture(arbblock, discardiftransparent: true, useprimidover2: false);

            // takes 0:Vector4 model, 1: vec2 text, 4:matrix, out is 0:tex, 1: modelpos, 2: instance, 4 = matrix[3][3]
            var bodyvertshader = new GLPLVertexShaderModelMatrixTexture(1000000 * 1000 * mscaling, useeyedistance: false);

            bodyshader = new GLShaderPipeline(bodyvertshader, bodyfragshader);
            items.Add(bodyshader);

            // hold shape
            var sphereshape = GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, 1.0f);

            spherebuffer = items.NewBuffer();      // fill buffer with model co-ords
            spherebuffer.AllocateFill(sphereshape.Item1);
            spheretexcobuffer = items.NewBuffer(); // fill buffer with tex coords
            spheretexcobuffer.AllocateFill(sphereshape.Item2);

            bodymatrixbuffer = items.NewBuffer();    // this holds the matrix to set position and size

            GLStorageBlock findbufferresults = items.NewStorageBlock(findblock);
            var            geofind           = new GLPLGeoShaderFindTriangles(findbufferresults, 16); // pass thru normal vert/tcs/tes then to geoshader for results

            findshader = items.NewShaderPipeline(null, bodyvertshader, null, null, geofind, null, null, null);
        }
        public void CreateObjects(string name, GLItemsList items, GLRenderProgramSortedList rObjects, GalacticMapping galmap, float sizeofname = 5000, ManualCorrections[] corr = null)
        {
            List <Vector4> vertexcolourregions      = new List <Vector4>();
            List <Vector4> vertexregionsoutlines    = new List <Vector4>();
            List <ushort>  vertexregionoutlineindex = new List <ushort>();

            Size bitmapsize = new Size(250, 22);

            textrenderer = new GLBitmaps(name + "-bitmaps", rObjects, bitmapsize, depthtest: false, yfixed: true);
            items.Add(textrenderer);

            StringFormat fmt = new StringFormat(StringFormatFlags.NoWrap)
            {
                Alignment = StringAlignment.Center, LineAlignment = StringAlignment.Center
            };
            Font fnt = new Font("MS Sans Serif", 12F);

            int cindex = 0;

            foreach (GalacticMapObject gmo in galmap.galacticMapObjects)
            {
                if (gmo.galMapType.Group == GalMapType.GalMapGroup.Regions)
                {
                    string gmoname = gmo.name;

                    List <Vector2> polygonxz = new List <Vector2>();                              // needs it in x/z and in vector2's
                    foreach (var pd in gmo.points)
                    {
                        polygonxz.Add(new Vector2((float)pd.X, (float)pd.Z));                   // can be concave and wound the wrong way..
                        vertexregionoutlineindex.Add((ushort)(vertexregionsoutlines.Count));
                        vertexregionsoutlines.Add(new Vector4((float)pd.X, 0, (float)pd.Z, 1));
                    }

                    vertexregionoutlineindex.Add(0xffff);                                             // primitive restart to break polygon

                    List <List <Vector2> > polys = PolygonTriangulator.Triangulate(polygonxz, false); // cut into convex polygons first - because we want the biggest possible area for naming purposes

                    Vector2 avgcentroid    = new Vector2(0, 0);
                    int     pointsaveraged = 0;

                    if (polys.Count > 0)                                                 // just in case..
                    {
                        foreach (List <Vector2> points in polys)                         // now for every poly
                        {
                            List <List <Vector2> > polytri;
                            if (points.Count == 3)                                    // already a triangle..
                            {
                                polytri = new List <List <Vector2> >()
                                {
                                    new List <Vector2>()
                                    {
                                        points[0], points[1], points[2]
                                    }
                                }
                            }
                            ;
                            else
                            {
                                polytri = PolygonTriangulator.Triangulate(points, true);    // cut into triangles not polygons
                            }
                            foreach (List <Vector2> pt in polytri)
                            {
                                vertexcolourregions.Add(pt[0].ToVector4XZ(w: cindex));
                                vertexcolourregions.Add(pt[2].ToVector4XZ(w: cindex));
                                vertexcolourregions.Add(pt[1].ToVector4XZ(w: cindex));

                                var cx = (pt[0].X + pt[1].X + pt[2].X) / 3;
                                var cy = (pt[0].Y + pt[1].Y + pt[2].Y) / 3;
                                avgcentroid = new Vector2(avgcentroid.X + cx, avgcentroid.Y + cy);
                                pointsaveraged++;

                                //foreach (var pd in pt) // debug
                                //{
                                //    vertexregionoutlineindex.Add((ushort)(vertexregionsoutlines.Count));
                                //    vertexregionsoutlines.Add(new Vector4((float)pd.X, 0, (float)pd.Y, 1));
                                //}
                                //vertexregionoutlineindex.Add(0xffff);       // primitive restart to break polygon
                            }
                        }

                        cindex = (cindex + 1) % array.Length;

                        Vector2 centeroid = PolygonTriangulator.WeightedCentroids(polys);

                        if (corr != null)   // allows the centeroid to be nerfed slightly
                        {
                            var entry = Array.Find(corr, x => gmo.name.Contains(x.name, StringComparison.InvariantCultureIgnoreCase));
                            if (entry != null)
                            {
                                centeroid = new Vector2(centeroid.X + entry.x, centeroid.Y + entry.y);
                            }
                        }

                        var final = PolygonTriangulator.FitInsideConvexPoly(polys, centeroid, new Vector2(sizeofname, sizeofname * (float)bitmapsize.Height / (float)bitmapsize.Width));

                        Vector3 bestpos  = new Vector3(final.Item1.X, 0, final.Item1.Y);
                        Vector3 bestsize = new Vector3(final.Item2.X, 1, final.Item2.Y);

                        textrenderer.Add(null, gmo.name, fnt, Color.White, Color.Transparent, bestpos, bestsize, new Vector3(0, 0, 0), fmt, alphafadescalar: 5000, alphafadepos: 500);
                    }
                }
            }

            fmt.Dispose();
            fnt.Dispose();

            // regions

            var vertregion = new GLPLVertexShaderWorldPalletColor(array.ToVector4(0.1f), true);
            var fragregion = new GLPLFragmentShaderVSColor();

            regionshader = new GLShaderPipeline(vertregion, fragregion, null, null);
            items.Add(regionshader);

            GLRenderState rt = GLRenderState.Tri();

            rt.DepthTest = false;
            var ridisplay = GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, vertexcolourregions.ToArray());

            rObjects.Add(regionshader, name + "-regions", ridisplay);

            // outlines

            var vertoutline = new GLPLVertexShaderWorldCoord(true);
            var fragoutline = new GLPLFragmentShaderFixedColor(Color.Cyan);

            outlineshader = new GLShaderPipeline(vertoutline, fragoutline, null, null);
            items.Add(outlineshader);

            GLRenderState ro = GLRenderState.Lines();

            ro.DepthTest        = false;
            ro.PrimitiveRestart = 0xffff;
            var rioutline = GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.LineStrip, ro, vertexregionsoutlines.ToArray());

            rioutline.CreateElementIndexUShort(items.NewBuffer(), vertexregionoutlineindex.ToArray());

            rObjects.Add(outlineshader, name + "-outlines", rioutline);

            renderstate = 7;
        }
Beispiel #22
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 1000f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);
            glwfc.MouseClick += GLMouseClick;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 40.0f);
            };

            items.Add(new GLColorShaderWorld(), "COSW");
            items.Add(new GLColorShaderObjectTranslation(), "COSOT");

            #region coloured lines

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed }));
            }

            #endregion

            #region Coloured triangles
            if (true)
            {
                GLRenderState rc = GLRenderState.Tri();
                rc.CullFace = false;

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 0, 20))
                                                                  ));
            }

            #endregion

            var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.FromArgb(255, 220, 220, 10), Color.FromArgb(255, 0, 0, 0) });
            items.Add(sunvertex);
            var sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
            items.Add(sunshader);
            var shapebuf = new GLBuffer();
            items.Add(shapebuf);
            var shape = GLSphereObjectFactory.CreateSphereFromTriangles(1, 0.5f);
            shapebuf.AllocateFill(shape);

            GLStorageBlock block = new GLStorageBlock(20);
            findshader = items.NewShaderPipeline(null, sunvertex, null, null, new GLPLGeoShaderFindTriangles(block, 16), null, null, null);

            int texunitspergroup = 16;      // opengl minimum texture units per frag shader

            //var textshader = new GLShaderPipeline(new GLPLVertexShaderQuadTextureWithMatrixTranslation(), new GLPLFragmentShaderTexture2DIndexedMulti(0,0,true, texunitspergroup));
            var textshader = new TextShader(texunitspergroup);
            items.Add(textshader);
            Font fnt = new Font("MS sans serif", 16f);

            if (true)
            {
                int maxstars = 1000;    // this is an aspriation, depends on fragmentation of the system

                dataindirectbuffer = new GLVertexBufferIndirect(items, maxstars * (GLBuffer.Vec4size + GLBuffer.Mat4size), GLBuffer.WriteIndirectArrayStride * 100, true);
                var textarray = new GLTexture2DArray(128, 32, maxstars, SizedInternalFormat.Rgba8);

                int SectorSize = 10;

                {
                    Vector3   pos   = new Vector3(-20, 0, -15);
                    Vector4[] array = new Vector4[10];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);

                    Matrix4[] matrix = new Matrix4[array.Length];
                    for (int i = 0; i < array.Length; i++)
                    {
                        int imgpos = textarray.DepthIndex;
                        textarray.DrawText("A" + i, fnt, Color.White, Color.Blue, -1);
                        var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z),
                                                                                 new Vector3(1, 0, 0.2f),
                                                                                 new Vector3(-90F.Radians(), 0, 0),
                                                                                 imagepos: imgpos);
                        matrix[i] = mat;
                    }

                    dataindirectbuffer.Vertex.AlignMat4();          // instancing counts in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it
                    dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1);
                }

                if (true)
                {
                    Vector3   pos   = new Vector3(-20, 0, 0);
                    Vector4[] array = new Vector4[5];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);
                }

                if (true)
                {
                    Vector3   pos   = new Vector3(-20, 0, 15);
                    Vector4[] array = new Vector4[10];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);

                    Matrix4[] matrix = new Matrix4[array.Length];
                    for (int i = 0; i < array.Length; i++)
                    {
                        int imgpos = textarray.DepthIndex;
                        textarray.DrawText("C" + i, fnt, Color.White, Color.Red, -1);
                        var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z),
                                                                                 new Vector3(1, 0, 0.2f),
                                                                                 new Vector3(-90F.Radians(), 0, 0),
                                                                                 imagepos: imgpos);
                        matrix[i] = mat;
                    }

                    dataindirectbuffer.Vertex.AlignMat4();          // instancing countis in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it
                    dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1);
                }


                int[]   indirectints0 = dataindirectbuffer.Indirects[0].ReadInts(0, 12);
                int[]   indirectints1 = dataindirectbuffer.Indirects[1].ReadInts(0, 4);
                float[] worldpos      = dataindirectbuffer.Vertex.ReadFloats(0, 3 * 2 * 4);

                if (true)
                {
                    GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                    rt.DepthTest  = true;
                    rt.DepthClamp = true;

                    var renderer = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt,
                                                                         shapebuf, 0, 0,               // binding 0 is shapebuf, offset 0, no draw count
                                                                         dataindirectbuffer.Vertex, 0, // binding 1 is vertex's world positions, offset 0
                                                                         null, 0, 1);                  // no ic, second divisor 1
                    renderer.IndirectBuffer       = dataindirectbuffer.Indirects[0];
                    renderer.BaseIndexOffset      = 0;                                                 // offset in bytes where commands are stored
                    renderer.DrawCount            = 3;
                    renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride;

                    rObjects.Add(sunshader, "sunshader", renderer);
                }

                if (true)
                {
                    var rc = GLRenderState.Quads();
                    rc.CullFace           = true;
                    rc.DepthTest          = true;
                    rc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                    var renderer = GLRenderableItem.CreateMatrix4(items, PrimitiveType.Quads, rc,
                                                                  dataindirectbuffer.Vertex, 0, 0, //attach buffer with matrices, no draw count
                                                                  new GLRenderDataTexture(textarray, 0),
                                                                  0, 1);                           //no ic, and matrix divide so 1 matrix per vertex set
                    renderer.IndirectBuffer       = dataindirectbuffer.Indirects[1];
                    renderer.BaseIndexOffset      = 0;                                             // offset in bytes where commands are stored
                    renderer.DrawCount            = 2;
                    renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride;

                    rObjects.Add(textshader, "textshader", renderer);
                }
            }

            if (true)
            {
                GLRenderState starrc = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                starrc.DepthTest  = true;
                starrc.DepthClamp = true;

                var textrc = GLRenderState.Quads();
                textrc.DepthTest          = true;
                textrc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                sl = new GLObjectsWithLabels();
                var ris = sl.Create(texunitspergroup, 50, 50, shapebuf, shape.Length, starrc, PrimitiveType.Triangles, new Size(128, 32), textrc, SizedInternalFormat.Rgba8, 3);
                rObjects.Add(sunshader, "SLsunshade", ris.Item1);
                rObjects.Add(textshader, "SLtextshade", ris.Item2);
                items.Add(sl);

                int SectorSize = 10;
                {
                    Vector3   pos   = new Vector3(0, 0, -15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "A.r" + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(sl.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, mats, bmps, bref);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(0, 0, 0);
                    Vector4[] array = new Vector4[20];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "B." + i;
                    }

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref);
                }
                {
                    Vector3   pos   = new Vector3(0, 0, 15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "C." + i;
                    }

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref);
                }

                System.Diagnostics.Debug.WriteLine($"Sets {sl.Blocks} Removed {sl.BlocksRemoved}");
            }

            // Sets of..

            if (true)
            {
                GLRenderState starrc = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                starrc.DepthTest  = true;
                starrc.DepthClamp = true;

                var textrc = GLRenderState.Quads();
                textrc.DepthTest          = true;
                textrc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                slset = new GLSetOfObjectsWithLabels("SLSet", rObjects, true ? 4 : texunitspergroup,
                                                     50, 10,
                                                     sunshader, shapebuf, shape.Length, starrc, PrimitiveType.Triangles,
                                                     textshader, new Size(128, 32), textrc, SizedInternalFormat.Rgba8,
                                                     3);
                items.Add(slset);

                int SectorSize = 10;
                {
                    Vector3   pos   = new Vector3(20, 0, -15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.A.r" + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GA", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(20, 0, 0);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.B." + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GB", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(20, 0, 15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.C." + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GC", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
            }

            #region Matrix Calc Uniform

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0

            #endregion
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(180f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 50.0f);
            };


            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                items.Add(new GLColorShaderWorld(), "COSW");

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            var vert   = new GLPLVertexShaderModelCoordWithWorldTranslationCommonModelTranslation2();
            var frag   = new GLPLFragmentShaderVSColor();
            var shader = new GLShaderPipeline(vert, frag);

            items.Add(shader, "TRI");

            var vecp4 = new Vector4[] { new Vector4(0, 0, 0, 1), new Vector4(10, 0, 0, 1), new Vector4(10, 0, 10, 1),
                                        new Vector4(-20, 0, 0, 1), new Vector4(-10, 0, 0, 1), new Vector4(-10, 0, 10, 1) };

            var wpp4 = new Vector4[] { new Vector4(0, 0, 0, 0), new Vector4(0, 0, 12, 0) };

            GLRenderState rc = GLRenderState.Tri();

            rObjects.Add(items.Shader("TRI"), "scopen", GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, rc, vecp4, wpp4, ic: 2, seconddivisor: 1));

            var uniformbuf = new GLUniformBlock(20);

            uniformbuf.AllocateBytes(1024);
            uniformbuf.StartWrite(0);
            uniformbuf.Write(0);
            uniformbuf.Write(new float[2] {
                0.5f, 0.9f
            });                                                 // demo vec4 alignment and stride
            uniformbuf.StopReadWrite();

            var storagebuf = new GLStorageBlock(21, true);

            storagebuf.AllocateBytes(1024);
            storagebuf.StartWrite(0);
            storagebuf.Write(0);
            storagebuf.Write(new float[2] {
                0.2f, 0.9f
            });
            storagebuf.StopReadWrite();

            Closed += ShaderTest_Closed;
        }
        private void IntCreatePath(GLItemsList items, GLRenderProgramSortedList rObjects, GLStorageBlock bufferfindresults)
        {
            HistoryEntry lastone = lastpos != -1 && lastpos < currentfilteredlist.Count ? currentfilteredlist[lastpos] : null;  // see if lastpos is there, and store it

            if (TravelPathEndDateEnable || TravelPathStartDateEnable)
            {
                currentfilteredlist = unfilteredlist.Where(x => (!TravelPathStartDateEnable || x.EventTimeUTC >= TravelPathStartDate) && (!TravelPathEndDateEnable || x.EventTimeUTC <= TravelPathEndDate)).ToList();
                if (currentfilteredlist.Count > MaxStars)
                {
                    currentfilteredlist = currentfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList();
                }
            }
            else
            {
                if (unfilteredlist.Count > MaxStars)
                {
                    currentfilteredlist = unfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList();
                }
                else
                {
                    currentfilteredlist = unfilteredlist;
                }
            }

            // do date filter on currentfilteredlist

            lastpos = lastone == null ? -1 : currentfilteredlist.IndexOf(lastone);        // may be -1, may have been removed

            var   positionsv4 = currentfilteredlist.Select(x => new Vector4((float)x.System.X, (float)x.System.Y, (float)x.System.Z, 0)).ToArray();
            var   colours     = currentfilteredlist.Select(x => x.JumpColor).ToArray();
            float seglen      = tapesize * 10;

            // a tape is a set of points (item1) and indexes to select them (item2), so we need an element index in the renderer to use.
            var tape = GLTapeObjectFactory.CreateTape(positionsv4, colours, tapesize, seglen, 0F.Radians(), margin: sunsize * 1.2f);

            if (ritape == null) // first time..
            {
                // first the tape

                var tapetex = new GLTexture2D(Properties.Resources.chevron, internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);        // tape image
                items.Add(tapetex);
                tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat);

                tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0));
                var vert = new GLPLVertexShaderWorldTextureTriStrip();
                tapeshader = new GLShaderPipeline(vert, tapefrag);
                items.Add(tapeshader);

                GLRenderState rts = GLRenderState.Tri(tape.Item3, cullface: false); // set up a Tri strip, primitive restart value set from tape, no culling
                rts.DepthTest = depthtest;                                          // no depth test so always appears

                // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time
                ritape         = GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, tape.Item1.ToArray(), new GLRenderDataTexture(tapetex));
                tapepointbuf   = items.LastBuffer();                                            // keep buffer for refill
                ritape.Visible = tape.Item1.Count > 0;                                          // no items, set not visible, so it won't except over the BIND with nothing in the element buffer

                ritape.CreateElementIndex(items.NewBuffer(), tape.Item2.ToArray(), tape.Item3); // finally, we are using index to select vertexes, so create an index

                rObjects.Add(tapeshader, "travelpath-tape", ritape);                            // add render to object list

                // now the stars

                starposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

                starposbuf.AllocateFill(positionsv4);
                //Vector4[] vectors = starposbuf.ReadVector4s(0, starposbuf.Length / 16);

                sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) },
                                                                         autoscale: 30, autoscalemin: 1f, autoscalemax: 2f, useeyedistance: false); // below scale, 1f, above scale, scale up to x times (eyedist/scale)
                sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
                items.Add(sunshader);

                var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize);

                GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                rt.DepthTest  = depthtest;
                rt.DepthClamp = true;
                renderersun   = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, currentfilteredlist.Count, 1);
                rObjects.Add(sunshader, "travelpath-suns", renderersun);

                // find compute

                var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16);
                findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null);
                rifind     = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: currentfilteredlist.Count, seconddivisor: 1);

                // Sun names, handled by textrenderer
                textrenderer = new GLBitmaps("bm-travelmap", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false);
                items.Add(textrenderer);
            }
            else
            {
                tapepointbuf.AllocateFill(tape.Item1.ToArray());                                       // replace the points with a new one
                ritape.RenderState.PrimitiveRestart = GL4Statics.DrawElementsRestartValue(tape.Item3); // IMPORTANT missing bit Robert, must set the primitive restart value to the new tape size
                ritape.CreateElementIndex(ritape.ElementBuffer, tape.Item2.ToArray(), tape.Item3);     // update the element buffer
                ritape.Visible = tape.Item1.Count > 0;

                starposbuf.AllocateFill(positionsv4);           // and update the star position buffers so find and sun renderer works
                renderersun.InstanceCount = positionsv4.Length; // update the number of suns to draw.

                rifind.InstanceCount = positionsv4.Length;      // update the find list
            }

            // name bitmaps

            HashSet <object> hashset = new HashSet <object>(currentfilteredlist);       // so it can find it quickly

            textrenderer.CurrentGeneration++;                                           // setup for next generation
            textrenderer.RemoveGeneration(textrenderer.CurrentGeneration - 1, hashset); // and remove all of the previous one which are not in hashset.

            Font fnt = new Font("Arial", 8.5F);

            using (StringFormat fmt = new StringFormat())
            {
                fmt.Alignment = StringAlignment.Center;
                foreach (var isys in currentfilteredlist)
                {
                    if (textrenderer.Exist(isys) == false)                   // if does not exist already, need a new label
                    {
                        textrenderer.Add(isys, isys.System.Name, fnt, Color.White, Color.Transparent, new Vector3((float)isys.System.X, (float)isys.System.Y - 5, (float)isys.System.Z),
                                         new Vector3(20, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: true, rotateelevation: false, alphafadescalar: -200, alphafadepos: 300);
                    }
                }
            }

            fnt.Dispose();
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 500000f;
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 10.0f);
            };

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, -35000), new Vector3(126.75f, 0, 0), 0.31622F);

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            items.Add(new GLColorShaderWorld(), "COSW");
            GLRenderState rl1 = GLRenderState.Lines(1);

            float h = -1;

            if (h != -1)
            {
                int   dist = 1000;
                Color cr   = Color.FromArgb(20, Color.Red);
                rObjects.Add(items.Shader("COS-1L"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1),
                                                                  new Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COS-1L"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1),
                                                                  new Color4[] { cr })
                             );
            }

            {
                Vector4[] displaylines = new Vector4[]
                {
                    new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                    new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                    new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                    new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                    new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                    new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                    new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                    new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                    new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                    new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                    new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                    new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
                };

                items.Add(new GLFixedColorShaderWorld(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, displaylines));
            }


            Bitmap[] numbitmaps = new Bitmap[116];

            {
                Font fnt = new Font("Arial", 20);
                for (int i = 0; i < numbitmaps.Length; i++)
                {
                    int v = -45000 + 1000 * i;      // range from -45000 to +70000
                    numbitmaps[i] = new Bitmap(100, 100);
                    GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbitmaps[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue);
                }

                GLTexture2DArray numtextures = new GLTexture2DArray(numbitmaps, SizedInternalFormat.Rgba8, ownbmp: true);
                items.Add(numtextures, "Nums");

                Matrix4[] numberposx = new Matrix4[(right - left) / 1000 + 1];
                for (int i = 0; i < numberposx.Length; i++)
                {
                    numberposx[i]  = Matrix4.CreateScale(1);
                    numberposx[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberposx[i] *= Matrix4.CreateTranslation(new Vector3(left + 1000 * i, 0, front));
                }

                GLShaderPipeline numshaderx = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0));
                items.Add(numshaderx, "IC-X");

                GLRenderState       rq = GLRenderState.Quads(cullface: false);
                GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums"));

                rObjects.Add(numshaderx, "xnum",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposx,
                                                                          rt, numberposx.Length));

                Matrix4[] numberposz = new Matrix4[(back - front) / 1000 + 1];
                for (int i = 0; i < numberposz.Length; i++)
                {
                    numberposz[i]  = Matrix4.CreateScale(1);
                    numberposz[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberposz[i] *= Matrix4.CreateTranslation(new Vector3(right + 1000, 0, front + 1000 * i));
                }

                GLShaderPipeline numshaderz = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(25));
                items.Add(numshaderz, "IC-Z");

                rObjects.Add(numshaderz, "ynum",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposz,
                                                                          rt, numberposz.Length));
            }

            {
                items.Add(new GLTexture2D(numbitmaps[45], SizedInternalFormat.Rgba8), "solmarker");
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");

                GLRenderState rq = GLRenderState.Quads(cullface: false);

                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899))
                                                                   ));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899))
                                                                   ));
                items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp");
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269))
                                                                   ));
            }

            boundingbox = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1),
                new Vector4(left, vsize, front, 1),
                new Vector4(right, vsize, front, 1),
                new Vector4(right, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1),
                new Vector4(left, vsize, back, 1),
                new Vector4(right, vsize, back, 1),
                new Vector4(right, -vsize, back, 1),
            };

            if (true)
            {
                volumetricblock = new GLVolumetricUniformBlock();
                items.Add(volumetricblock, "VB");

                int         sc      = 1;
                GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);         // red channel only
                items.Add(noise3d, "Noise");
                ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc); // must be a multiple of localgroupsize in csn
                csn.StartAction += (A, m) => { noise3d.BindImage(3); };
                csn.Run();                                                                                                                      // compute noise

                GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f);                              // red channel only
                items.Add(gaussiantex, "Gaussian");

                // set centre=width, higher widths means more curve, higher std dev compensate

                ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, 4);
                gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); };
                gsn.Run();      // compute noise

                GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

                float[] gdata = gaussiantex.GetTextureImageAs <float>(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check

                // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right
                GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8);
                items.Add(galtex, "gal");
                GalaxyShader gs = new GalaxyShader();
                items.Add(gs, "Galaxy");
                gs.StartAction += (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); };

                GLRenderState rv = GLRenderState.Tri();
                galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rv);   // no vertexes, all data from bound volumetric uniform, no instances as yet
                rObjects.Add(items.Shader("Galaxy"), galaxy);
            }

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // create a matrix uniform block
        }