Beispiel #1
0
        private PropertyBufferPtr GetPositionBufferPtr(string varNameInShader)
        {
            PropertyBufferPtr ptr = null;

            using (var buffer = new PropertyBuffer <HexahedronPosition>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
            {
                int dimSize = this.DataSource.DimenSize;
                buffer.Create(dimSize);
                unsafe
                {
                    var array = (HexahedronPosition *)buffer.Header.ToPointer();
                    int I, J, K;
                    for (int gridIndex = 0; gridIndex < dimSize; gridIndex++)
                    {
                        this.DataSource.InvertIJK(gridIndex, out I, out J, out K);
                        array[gridIndex].FLT = this.DataSource.Position + this.DataSource.PointFLT(I, J, K);
                        array[gridIndex].FRT = this.DataSource.Position + this.DataSource.PointFRT(I, J, K);
                        array[gridIndex].BRT = this.DataSource.Position + this.DataSource.PointBRT(I, J, K);
                        array[gridIndex].BLT = this.DataSource.Position + this.DataSource.PointBLT(I, J, K);
                        array[gridIndex].FLB = this.DataSource.Position + this.DataSource.PointFLB(I, J, K);
                        array[gridIndex].FRB = this.DataSource.Position + this.DataSource.PointFRB(I, J, K);
                        array[gridIndex].BRB = this.DataSource.Position + this.DataSource.PointBRB(I, J, K);
                        array[gridIndex].BLB = this.DataSource.Position + this.DataSource.PointBLB(I, J, K);
                    }
                }
                ptr = buffer.GetBufferPtr() as PropertyBufferPtr;
            }

            return(ptr);
        }
Beispiel #2
0
 public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
 {
     if (bufferName == strPosition)
     {
         if (positionBuffer == null)
         {
             using (var buffer = new PropertyBuffer <float>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.DynamicDraw))
             {
                 buffer.Create(positions.Length);
                 unsafe
                 {
                     var array = (float *)buffer.Header.ToPointer();
                     for (int i = 0; i < positions.Length; i++)
                     {
                         array[i] = positions[i];
                     }
                 }
                 positionBuffer = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(positionBuffer);
     }
     else
     {
         return(null);
     }
 }
Beispiel #3
0
            public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
            {
                if (bufferName == strPosition)
                {
                    if (positionBufferPtr == null)
                    {
                        using (var buffer = new PropertyBuffer <vec3>(
                                   varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                        {
                            buffer.Create(vertsData.Length);
                            unsafe
                            {
                                var array = (vec3 *)buffer.Header.ToPointer();
                                for (int i = 0; i < vertsData.Length; i++)
                                {
                                    array[i] = vertsData[i];
                                }
                            }

                            positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                        }
                    }

                    return(positionBufferPtr);
                }
                else
                {
                    throw new ArgumentException();
                }
            }
Beispiel #4
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (this.positionBufferPtr != null)
                {
                    return(this.positionBufferPtr);
                }

                using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                {
                    buffer.Create(this.positions.Count);
                    unsafe
                    {
                        var array = (vec3 *)buffer.Header.ToPointer();
                        for (int i = 0; i < this.positions.Count; i++)
                        {
                            array[i] = this.positions[i];
                        }
                    }
                    this.positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                }

                return(this.positionBufferPtr);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Beispiel #5
0
            public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
            {
                if (bufferName == strPosition)
                {
                    if (positionBufferPtr == null)
                    {
                        using (var buffer = new PropertyBuffer <vec3>(
                                   varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                        {
                            buffer.Create(particleCount);
                            unsafe
                            {
                                var array = (vec3 *)buffer.Header.ToPointer();
                                for (int i = 0; i < particleCount; i++)
                                {
                                    double beta  = random.NextDouble() * Math.PI;
                                    double theta = random.NextDouble() * Math.PI * 2;
                                    float  x     = (float)(a * Math.Sin(beta) * Math.Cos(theta));
                                    float  y     = (float)(b * Math.Sin(beta) * Math.Sin(theta));
                                    float  z     = (float)(c * Math.Cos(beta));
                                    array[i] = new vec3(x, y, z);
                                }
                            }

                            positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                        }
                    }

                    return(positionBufferPtr);
                }
                else
                {
                    throw new ArgumentException();
                }
            }
Beispiel #6
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == position)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create(this.markerCount * 2);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < this.markerCount; i++)
                            {
                                array[i * 2 + 0] = new vec3(-0.5f + (float)i / (float)(this.markerCount - 1), 0.5f, 0);
                                array[i * 2 + 1] = new vec3(-0.5f + (float)i / (float)(this.markerCount - 1), -0.5f, 0);
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
        /// <summary>
        ///
        /// </summary>
        /// <param name="bufferName"></param>
        /// <param name="varNameInShader"></param>
        /// <returns></returns>
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == position)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create((this.quadCount + 1) * 2);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < (this.quadCount + 1); i++)
                            {
                                array[i * 2 + 0] = new vec3(-0.5f + (float)i / (float)(this.quadCount), 0.5f, 0);
                                array[i * 2 + 1] = new vec3(-0.5f + (float)i / (float)(this.quadCount), -0.5f, 0);
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(positionBufferPtr);
            }
            else if (bufferName == color)
            {
                if (colorBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec3>(
                               varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                    {
                        buffer.Create((this.quadCount + 1) * 2);
                        unsafe
                        {
                            var array = (vec3 *)buffer.Header.ToPointer();
                            for (int i = 0; i < (this.quadCount + 1); i++)
                            {
                                int x = this.bitmap.Width * i / this.quadCount;
                                if (x == this.bitmap.Width)
                                {
                                    x = this.bitmap.Width - 1;
                                }
                                vec3 value = this.bitmap.GetPixel(x, 0).ToVec3();
                                array[i * 2 + 0] = value;
                                array[i * 2 + 1] = value;
                            }
                        }

                        colorBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }
                return(colorBufferPtr);
            }
            else
            {
                throw new NotImplementedException();
            }
        }
Beispiel #8
0
 public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
 {
     if (bufferName == strposition)
     {
         if (positionBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Create(4);
                 unsafe
                 {
                     var array = (vec3 *)buffer.Header.ToPointer();
                     array[0] = new vec3(-1.0f, -1.0f, 0.5f);
                     array[1] = new vec3(1.0f, -1.0f, 0.5f);
                     array[2] = new vec3(1.0f, 1.0f, 0.5f);
                     array[3] = new vec3(-1.0f, 1.0f, 0.5f);
                 }
                 positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(positionBufferPtr);
     }
     else if (bufferName == struv)
     {
         if (uvBufferPtr == null)
         {
             using (var buffer = new PropertyBuffer <vec2>(varNameInShader, 2, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
             {
                 buffer.Create(4);
                 unsafe
                 {
                     var array = (vec2 *)buffer.Header.ToPointer();
                     array[0] = new vec2(1, 1);
                     array[1] = new vec2(0, 1);
                     array[2] = new vec2(0, 0);
                     array[3] = new vec2(1, 0);
                 }
                 uvBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
             }
         }
         return(uvBufferPtr);
     }
     else
     {
         throw new NotImplementedException();
     }
 }
        private PropertyBufferPtr GetColorBufferPtr(string varNameInShader)
        {
            PropertyBufferPtr ptr = null;

            using (var buffer = new PropertyBuffer <HexahedronTexCoord>(varNameInShader, 1, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
            {
                float[] textures = GetTextureCoords(this.GridBlockProperties[this.defaultBlockPropertyIndex]);

                int gridCellCount = this.DataSource.DimenSize;
                buffer.Create(gridCellCount);
                unsafe
                {
                    var array = (HexahedronTexCoord *)buffer.Header.ToPointer();
                    for (int gridIndex = 0; gridIndex < gridCellCount; gridIndex++)
                    {
                        array[gridIndex].SetCoord(textures[gridIndex]);
                    }
                }
                ptr = buffer.GetBufferPtr() as PropertyBufferPtr;
            }

            return(ptr);
        }
Beispiel #10
0
        public unsafe PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr != null)
                {
                    return(positionBufferPtr);
                }

                using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                {
                    int vertexCount = (faceCount * 2 + 2) * (pipeline.Count - 1);
                    buffer.Create(vertexCount);
                    var array = (vec3 *)buffer.Header.ToPointer();
                    int index = 0;
                    var max   = new vec3(float.MinValue, float.MinValue, float.MinValue);
                    var min   = new vec3(float.MaxValue, float.MaxValue, float.MaxValue);
                    for (int i = 1; i < pipeline.Count; i++)
                    {
                        vec3 p1     = pipeline[i - 1];
                        vec3 p2     = pipeline[i];
                        vec3 vector = p2 - p1;// 从p1到p2的向量
                        // 找到互相垂直的三个向量:vector, orthogontalVector1和orthogontalVector2
                        vec3 orthogontalVector1 = new vec3(vector.y - vector.z, vector.z - vector.x, vector.x - vector.y);
                        vec3 orthogontalVector2 = vector.cross(orthogontalVector1);
                        orthogontalVector1 = orthogontalVector1.normalize() * (float)Math.Sqrt(this.radius);
                        orthogontalVector2 = orthogontalVector2.normalize() * (float)Math.Sqrt(this.radius);
                        for (int faceIndex = 0; faceIndex < faceCount + 1; faceIndex++)
                        {
                            double angle = (Math.PI * 2 * faceIndex) / faceCount;
                            vec3   delta = orthogontalVector1 * (float)Math.Cos(angle) + orthogontalVector2 * (float)Math.Sin(angle);
                            vec3   tmp1 = p1 + delta, tmp2 = p2 + delta;
                            tmp1.UpdateMax(ref max); tmp1.UpdateMin(ref min);
                            tmp2.UpdateMax(ref max); tmp2.UpdateMin(ref min);
                            array[index++] = tmp1;
                            array[index++] = tmp2;
                        }
                    }
                    this.lengths = max - min;

                    positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                }

                return(positionBufferPtr);
            }
            else if (bufferName == strBrightness)
            {
                if (brightnessBufferPtr != null)
                {
                    return(brightnessBufferPtr);
                }

                using (var buffer = new PropertyBuffer <vec3>(varNameInShader, 3, OpenGL.GL_FLOAT, BufferUsage.StaticDraw))
                {
                    int vertexCount = (faceCount * 2 + 2) * (pipeline.Count - 1);
                    buffer.Create(vertexCount);
                    var array  = (vec3 *)buffer.Header.ToPointer();
                    var random = new Random();
                    for (int i = 0; i < buffer.Length; i++)
                    {
                        var x = (float)(random.NextDouble() * 0.5 + 0.5);
                        array[i] = new vec3(x, x, x);
                    }

                    brightnessBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                }

                return(brightnessBufferPtr);
            }
            else
            {
                throw new ArgumentException();
            }
        }
Beispiel #11
0
        public PropertyBufferPtr GetProperty(string bufferName, string varNameInShader)
        {
            if (bufferName == strPosition)
            {
                if (positionBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec4>(
                               varNameInShader, 4, OpenGL.GL_FLOAT, BufferUsage.DynamicCopy))
                    {
                        buffer.Create(particleCount);
                        unsafe
                        {
                            var array = (vec4 *)buffer.Header.ToPointer();
                            for (int i = 0; i < particleCount; i++)
                            {
                                array[i] = new vec4(
                                    (float)(random.NextDouble() - 0.5) * 20,
                                    (float)(random.NextDouble() - 0.5) * 20,
                                    (float)(random.NextDouble() - 0.5) * 20,
                                    (float)(random.NextDouble())
                                    );
                            }
                        }

                        positionBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }

                return(positionBufferPtr);
            }
            else if (bufferName == strVelocity)
            {
                if (velocityBufferPtr == null)
                {
                    using (var buffer = new PropertyBuffer <vec4>(
                               varNameInShader, 4, OpenGL.GL_FLOAT, BufferUsage.DynamicCopy))
                    {
                        buffer.Create(particleCount);
                        unsafe
                        {
                            var array = (vec4 *)buffer.Header.ToPointer();
                            for (int i = 0; i < particleCount; i++)
                            {
                                array[i] = new vec4(
                                    (float)(random.NextDouble() - 0.5) * 0.2f,
                                    (float)(random.NextDouble() - 0.5) * 0.2f,
                                    (float)(random.NextDouble() - 0.5) * 0.2f,
                                    0
                                    );
                            }
                        }

                        velocityBufferPtr = buffer.GetBufferPtr() as PropertyBufferPtr;
                    }
                }

                return(velocityBufferPtr);
            }
            else
            {
                throw new ArgumentException();
            }
        }