/// <summary>
 /// Extension method for <see cref="IPerspectiveCamera"/> to get projection matrix.
 /// </summary>
 /// <param name="camera"></param>
 /// <returns></returns>
 public static mat4 GetProjectionMat4(this IPerspectiveCamera camera)
 {
     GlmNet.mat4 perspective = GlmNet.glm.perspective(
         (float)(camera.FieldOfView / 360.0 * Math.PI * 2),
         (float)camera.AspectRatio, (float)camera.Near, (float)camera.Far);
     return(perspective);
 }
 /// <summary>
 /// Extension method for <see cref="IOrthoCamera"/> to get projection matrix.
 /// </summary>
 /// <param name="camera"></param>
 /// <returns></returns>
 public static mat4 GetProjectionMat4(this IOrthoCamera camera)
 {
     GlmNet.mat4 ortho = GlmNet.glm.ortho((float)camera.Left, (float)camera.Right,
                                          (float)camera.Bottom, (float)camera.Top,
                                          (float)camera.Near, (float)camera.Far);
     return(ortho);
 }
 /// <summary>
 /// Extension method for <see cref="IViewCamera"/> to get view matrix.
 /// </summary>
 /// <param name="camera"></param>
 /// <returns></returns>
 public static GlmNet.mat4 GetViewMat4(this IViewCamera camera)
 {
     GlmNet.vec3 position = ToVec3(camera.Position);
     GlmNet.vec3 target   = ToVec3(camera.Target);
     GlmNet.vec3 up       = ToVec3(camera.UpVector);
     GlmNet.mat4 lookAt   = GlmNet.glm.lookAt(position, target, up);
     return(lookAt);
 }
Beispiel #4
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        protected void BeforeRendering(OpenGL gl, RenderMode renderMode)
        {
            IScientificCamera camera = this.camera;

            if (camera != null)
            {
                if (camera.CameraType == CameraTypes.Perspecitive)
                {
                    IPerspectiveViewCamera perspective = camera;
                    this.projectionMatrix = perspective.GetProjectionMat4();
                    this.viewMatrix       = perspective.GetViewMat4();
                }
                else if (camera.CameraType == CameraTypes.Ortho)
                {
                    IOrthoViewCamera ortho = camera;
                    this.projectionMatrix = ortho.GetProjectionMat4();
                    this.viewMatrix       = ortho.GetViewMat4();
                }
                else
                {
                    throw new NotImplementedException();
                }
            }

            modelMatrix = glm.scale(mat4.identity(), new vec3(1, 1, this.ZAxisScale));

            gl.Enable(OpenGL.GL_VERTEX_PROGRAM_POINT_SIZE);
            gl.Enable(OpenGL.GL_POINT_SPRITE_ARB);
            gl.TexEnv(OpenGL.GL_POINT_SPRITE_ARB, OpenGL.GL_COORD_REPLACE_ARB, OpenGL.GL_TRUE);
            gl.Enable(OpenGL.GL_POINT_SMOOTH);
            gl.Hint(OpenGL.GL_POINT_SMOOTH_HINT, OpenGL.GL_NICEST);
            gl.Enable(OpenGL.GL_BLEND);
            gl.BlendEquation(OpenGL.GL_FUNC_ADD_EXT);
            gl.BlendFuncSeparate(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA, OpenGL.GL_ONE, OpenGL.GL_ONE);

            ShaderProgram shaderProgram = this.shaderProgram;

            int[] viewport = new int[4];
            gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);

            shaderProgram.Bind(gl);
            shaderProgram.SetUniformMatrix4(gl, "projectionMatrix", projectionMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "viewMatrix", viewMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "modelMatrix", modelMatrix.to_array());
            shaderProgram.SetUniform1(gl, "canvasWidth", viewport[2] + 0.0f);
            shaderProgram.SetUniform1(gl, "canvasHeight", viewport[3] + 0.0f);
            shaderProgram.SetUniform1(gl, "opacity", this.Opacity);

            this.texture.Bind(gl);
            shaderProgram.SetUniform1(gl, "tex", this.texture.TextureName);
            shaderProgram.SetUniform1(gl, "brightness", this.Brightness);
        }
        protected void BeforeRendering(OpenGL gl, RenderMode renderMode)
        {
            IScientificCamera camera = this.camera;

            if (camera != null)
            {
                if (camera.CameraType == CameraTypes.Perspecitive)
                {
                    IPerspectiveViewCamera perspective = camera;
                    this.projectionMatrix = perspective.GetProjectionMat4();
                    this.viewMatrix       = perspective.GetViewMat4();
                }
                else if (camera.CameraType == CameraTypes.Ortho)
                {
                    IOrthoViewCamera ortho = camera;
                    this.projectionMatrix = ortho.GetProjectionMat4();
                    this.viewMatrix       = ortho.GetViewMat4();
                }
                else
                {
                    throw new NotImplementedException();
                }
            }

            gl.Enable(OpenGL.GL_TEXTURE_2D);
            this.texture.Bind(gl);

            modelMatrix = mat4.identity();
            ShaderProgram shaderProgram = this.shaderProgram;

            //  Bind the shader, set the matrices.
            shaderProgram.Bind(gl);
            shaderProgram.SetUniformMatrix4(gl, "projectionMatrix", projectionMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "viewMatrix", viewMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "modelMatrix", modelMatrix.to_array());

            shaderProgram.SetUniform1(gl, "tex", this.texture.TextureName);
            shaderProgram.SetUniform1(gl, "brightness", this.Brightness);


            gl.Enable(OpenGL.GL_POLYGON_SMOOTH);
            gl.Hint(OpenGL.GL_POLYGON_SMOOTH_HINT, OpenGL.GL_NICEST);
        }
Beispiel #6
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        /// <summary>
        /// Define a picking region.
        /// </summary>
        /// <param name="center">The center.</param>
        /// <param name="delta">The delta.</param>
        /// <param name="viewport">The viewport.</param>
        /// <returns></returns>
        /// <exception cref="System.ArgumentOutOfRangeException"></exception>
        public static mat4 pickMatrix(vec2 center, vec2 delta, vec4 viewport)
        {
            if (delta.x <= 0 || delta.y <= 0)
            {
                throw new ArgumentOutOfRangeException();
            }
            var Result = new mat4(1.0f);

            if (!(delta.x > (0f) && delta.y > (0f)))
            {
                return(Result); // Error
            }
            vec3 Temp = new vec3(
                ((viewport.z) - (2f) * (center.x - (viewport.x))) / delta.x,
                ((viewport.w) - (2f) * (center.y - (viewport.y))) / delta.y,
                (0f));

            // Translate and scale the picked region to the entire window
            Result = translate(Result, Temp);
            return(scale(Result, new vec3((viewport.z) / delta.x, (viewport.w) / delta.y, (1))));
        }
Beispiel #7
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        /// <summary>
        /// Builds a perspective projection matrix based on a field of view.
        /// </summary>
        /// <param name="fov">The fov (in radians).</param>
        /// <param name="width">The width.</param>
        /// <param name="height">The height.</param>
        /// <param name="zNear">The z near.</param>
        /// <param name="zFar">The z far.</param>
        /// <returns></returns>
        /// <exception cref="System.ArgumentOutOfRangeException"></exception>
        public static mat4 perspectiveFov(float fov, float width, float height, float zNear, float zFar)
        {
            if (width <= 0 || height <= 0 || fov <= 0)
            {
                throw new ArgumentOutOfRangeException();
            }

            var rad = fov;

            var h = glm.cos((0.5f) * rad) / glm.sin((0.5f) * rad);
            var w = h * height / width;

            var result = new mat4(0);

            result[0, 0] = w;
            result[1, 1] = h;
            result[2, 2] = -(zFar + zNear) / (zFar - zNear);
            result[2, 3] = -(1f);
            result[3, 2] = -((2f) * zFar * zNear) / (zFar - zNear);
            return(result);
        }
Beispiel #8
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        /// <summary>
        /// Build a look at view matrix.
        /// </summary>
        /// <param name="eye">The eye.</param>
        /// <param name="center">The center.</param>
        /// <param name="up">Up.</param>
        /// <returns></returns>
        public static mat4 lookAt(vec3 eye, vec3 center, vec3 up)
        {
            vec3 f = new vec3(normalize(center - eye));
            vec3 s = new vec3(normalize(cross(f, up)));
            vec3 u = new vec3(cross(s, f));

            mat4 Result = new mat4(1);

            Result[0, 0] = s.x;
            Result[1, 0] = s.y;
            Result[2, 0] = s.z;
            Result[0, 1] = u.x;
            Result[1, 1] = u.y;
            Result[2, 1] = u.z;
            Result[0, 2] = -f.x;
            Result[1, 2] = -f.y;
            Result[2, 2] = -f.z;
            Result[3, 0] = -dot(s, eye);
            Result[3, 1] = -dot(u, eye);
            Result[3, 2] = dot(f, eye);
            return(Result);
        }
Beispiel #9
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        protected void BeforeRendering(OpenGL gl, RenderMode renderMode)
        {
            IScientificCamera camera = this.camera;
            if (camera != null)
            {
                if (camera.CameraType == CameraTypes.Perspecitive)
                {
                    IPerspectiveViewCamera perspective = camera;
                    this.projectionMatrix = perspective.GetProjectionMat4();
                    this.viewMatrix = perspective.GetViewMat4();
                }
                else if (camera.CameraType == CameraTypes.Ortho)
                {
                    IOrthoViewCamera ortho = camera;
                    this.projectionMatrix = ortho.GetProjectionMat4();
                    this.viewMatrix = ortho.GetViewMat4();
                }
                else
                { throw new NotImplementedException(); }
            }

            gl.Enable(OpenGL.GL_TEXTURE_2D);
            this.texture.Bind(gl);

            modelMatrix = glm.scale(mat4.identity(), new vec3(1, 1, this.ZAxisScale));
            ShaderProgram shaderProgram = this.shaderProgram;
            //  Bind the shader, set the matrices.
            shaderProgram.Bind(gl);
            shaderProgram.SetUniformMatrix4(gl, "projectionMatrix", projectionMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "viewMatrix", viewMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "modelMatrix", modelMatrix.to_array());

            shaderProgram.SetUniform1(gl, "tex", this.texture.TextureName);
            shaderProgram.SetUniform1(gl, "brightness", this.Brightness);
            shaderProgram.SetUniform1(gl, "opacity", this.Opacity);

            gl.Enable(OpenGL.GL_POLYGON_SMOOTH);
            gl.Hint(OpenGL.GL_POLYGON_SMOOTH_HINT, OpenGL.GL_NICEST);
        }
Beispiel #10
0
 public void Set(string v, GlmNet.mat4 m4)
 {
     GL.UniformMatrix4(GL.GetUniformLocation(ID, v), 1, false, m4.to_array());
 }
Beispiel #11
0
        protected void BeforeRendering(OpenGL gl, RenderMode renderMode)
        {
            IScientificCamera camera = this.camera;
            if (camera != null)
            {
                if (camera.CameraType == CameraTypes.Perspecitive)
                {
                    IPerspectiveViewCamera perspective = camera;
                    this.projectionMatrix = perspective.GetProjectionMat4();
                    this.viewMatrix = perspective.GetViewMat4();
                }
                else if (camera.CameraType == CameraTypes.Ortho)
                {
                    IOrthoViewCamera ortho = camera;
                    this.projectionMatrix = ortho.GetProjectionMat4();
                    this.viewMatrix = ortho.GetViewMat4();
                }
                else
                { throw new NotImplementedException(); }
            }

            modelMatrix = glm.scale(mat4.identity(), new vec3(1, 1, this.ZAxisScale));

            gl.Enable(OpenGL.GL_VERTEX_PROGRAM_POINT_SIZE);
            gl.Enable(OpenGL.GL_POINT_SPRITE_ARB);
            gl.TexEnv(OpenGL.GL_POINT_SPRITE_ARB, OpenGL.GL_COORD_REPLACE_ARB, OpenGL.GL_TRUE);
            gl.Enable(OpenGL.GL_POINT_SMOOTH);
            gl.Hint(OpenGL.GL_POINT_SMOOTH_HINT, OpenGL.GL_NICEST);
            gl.Enable(OpenGL.GL_BLEND);
            gl.BlendEquation(OpenGL.GL_FUNC_ADD_EXT);
            gl.BlendFuncSeparate(OpenGL.GL_SRC_ALPHA, OpenGL.GL_ONE_MINUS_SRC_ALPHA, OpenGL.GL_ONE, OpenGL.GL_ONE);

            ShaderProgram shaderProgram = this.shaderProgram;
            int[] viewport = new int[4];
            gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);

            shaderProgram.Bind(gl);
            shaderProgram.SetUniformMatrix4(gl, "projectionMatrix", projectionMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "viewMatrix", viewMatrix.to_array());
            shaderProgram.SetUniformMatrix4(gl, "modelMatrix", modelMatrix.to_array());
            shaderProgram.SetUniform1(gl, "canvasWidth", viewport[2] + 0.0f);
            shaderProgram.SetUniform1(gl, "canvasHeight", viewport[3] + 0.0f);
            shaderProgram.SetUniform1(gl, "opacity", this.Opacity);

            this.texture.Bind(gl);
            shaderProgram.SetUniform1(gl, "tex", this.texture.TextureName);
            shaderProgram.SetUniform1(gl, "brightness", this.Brightness);
        }