public TerrainRayCasting()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 11:  Terrain Ray Casting");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _sceneState.Camera.PerspectiveFarPlaneDistance = 4096;
            _clearState = new ClearState();

            ///////////////////////////////////////////////////////////////////

            TerrainTile terrainTile = TerrainTile.FromBitmap(new Bitmap(@"ps-e.lg.png"));
            _tile = new RayCastedTerrainTile(terrainTile);
            _tile.HeightExaggeration = 30;

            ///////////////////////////////////////////////////////////////////

            double tileRadius = Math.Max(terrainTile.Resolution.X, terrainTile.Resolution.Y) * 0.5;
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, Ellipsoid.UnitSphere);
            _camera.CenterPoint = new Vector3D(terrainTile.Resolution.X * 0.5, terrainTile.Resolution.Y * 0.5, 0.0);
            _camera.MinimumRotateRate = 1.0;
            _camera.MaximumRotateRate = 1.0;
            _camera.RotateRateRangeAdjustment = 0.0;
            _camera.RotateFactor = 0.0;
            _sceneState.Camera.ZoomToTarget(tileRadius);
            
            ///////////////////////////////////////////////////////////////////

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Black;
            UpdateHUD();
        }
        public GlobeRayCasting()
        {
            Ellipsoid globeShape = Ellipsoid.ScaledWgs84;

            _window = Device.CreateWindow(800, 600, "Chapter 4:  Globe Ray Casting");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, globeShape);
            _clearState = new ClearState();

            _window.Keyboard.KeyDown += delegate(object sender, KeyboardKeyEventArgs e)
            {
                if (e.Key == KeyboardKey.P)
                {
                    CenterCameraOnPoint();
                }
                else if (e.Key == KeyboardKey.C)
                {
                    CenterCameraOnGlobeCenter();
                }
            };

            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            _texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);

            _globe = new RayCastedGlobe(_window.Context);
            _globe.Shape = globeShape;
            _globe.Texture = _texture;
            _globe.ShowWireframeBoundingBox = true;

            _sceneState.Camera.ZoomToTarget(globeShape.MaximumRadius);
        }
        public EllipsoidSurfaceNormals()
        {
            _globeShape = new Ellipsoid(1, 1, _semiMinorAxis);

            _window = Device.CreateWindow(800, 600, "Chapter 2:  Ellipsoid Surface Normals");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, _globeShape);

            _instructions = new HeadsUpDisplay();
            _instructions.Texture = Device.CreateTexture2D(
                Device.CreateBitmapFromText("Up - Increase semi-minor axis\nDown - Decrease semi-minor axis", 
                    new Font("Arial", 24)),
                TextureFormat.RedGreenBlueAlpha8, false);
            _instructions.Color = Color.Black;

            _clearState = new ClearState();

            CreateScene();
            
            ///////////////////////////////////////////////////////////////////

            _sceneState.Camera.Eye = Vector3D.UnitY;
            _sceneState.Camera.ZoomToTarget(2 * _globeShape.MaximumRadius);
        }
        public DepthBufferPrecision()
        {
            _globeShape = Ellipsoid.Wgs84;
            _nearDistance = 1;
            _cubeRootFarDistance = 300;

            _window = Device.CreateWindow(800, 600, "Chapter 6:  Depth Buffer Precision");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyUp += OnKeyUp;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _sceneState.DiffuseIntensity = 0.45f;
            _sceneState.SpecularIntensity = 0.05f;
            _sceneState.AmbientIntensity = 0.5f;

            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, _globeShape);

            _sceneState.Camera.ZoomToTarget(_globeShape.MaximumRadius);

            ///////////////////////////////////////////////////////////////////

            _globe = new TessellatedGlobe();
            _globe.Shape = _globeShape;
            _globe.NumberOfSlicePartitions = 64;
            _globe.NumberOfStackPartitions = 32;
            _globe.Texture = Device.CreateTexture2D(new Bitmap("world_topo_bathy_200411_3x5400x2700.jpg"), TextureFormat.RedGreenBlue8, false);
            _globe.Textured = true;

            _plane = new Plane(_window.Context);
            _plane.XAxis = 0.6 * _globeShape.MaximumRadius * Vector3D.UnitX;
            _plane.YAxis = 0.6 * _globeShape.MinimumRadius * Vector3D.UnitZ;
            _plane.OutlineWidth = 3;
            _cubeRootPlaneHeight = 100.0;
            UpdatePlaneOrigin();

            _viewportQuad = new ViewportQuad(_window.Context, null);

            _framebuffer = _window.Context.CreateFramebuffer();
            _depthFormatIndex = 1;
            _depthTestLess = true;
            _logarithmicDepthConstant = 1;
            UpdatePlanesAndDepthTests();

            _clearState = new ClearState();

            ///////////////////////////////////////////////////////////////////

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Blue;
            UpdateHUD();
        }
        public Multithreading()
        {
            Ellipsoid globeShape = Ellipsoid.ScaledWgs84;

            _workerWindow = Device.CreateWindow(1, 1);
            _window = Device.CreateWindow(800, 600, "Chapter 10:  Multithreading");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, globeShape);
            _clearState = new ClearState();

            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            _texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);

            _globe = new RayCastedGlobe(_window.Context);
            _globe.Shape = globeShape;
            _globe.Texture = _texture;
            _globe.UseAverageDepth = true;

            ///////////////////////////////////////////////////////////////////

            _doneQueue.MessageReceived += ProcessNewShapefile;

            _requestQueue.MessageReceived += new ShapefileWorker(_workerWindow.Context, globeShape, _doneQueue).Process;

            // 2ND_EDITION:  Draw order
            _requestQueue.Post(new ShapefileRequest("110m_admin_0_countries.shp", 
                new ShapefileAppearance()));
            _requestQueue.Post(new ShapefileRequest("110m_admin_1_states_provinces_lines_shp.shp", 
                new ShapefileAppearance()));
            _requestQueue.Post(new ShapefileRequest("airprtx020.shp", 
                new ShapefileAppearance() { Bitmap = new Bitmap("paper-plane--arrow.png") }));
            _requestQueue.Post(new ShapefileRequest("amtrakx020.shp", 
                new ShapefileAppearance() { Bitmap = new Bitmap("car-red.png") }));
            _requestQueue.Post(new ShapefileRequest("110m_populated_places_simple.shp", 
                new ShapefileAppearance() { Bitmap = new Bitmap("032.png") }));

#if SINGLE_THREADED
            _requestQueue.ProcessQueue();
#else
            _requestQueue.StartInAnotherThread();
#endif

            ///////////////////////////////////////////////////////////////////

            _sceneState.Camera.ZoomToTarget(globeShape.MaximumRadius);
        }
Beispiel #6
0
        public Jitter()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 5:  Jitter");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyUp += OnKeyUp;
            _sceneState = new SceneState();
            _clearState = new ClearState();

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Black;

            CreateCamera();
            CreateAlgorithm();
        }
        public ClipmapTerrainOnGlobe()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 13:  Clipmap Terrain on a Globe");

            _ellipsoid = Ellipsoid.Wgs84;

            WorldWindTerrainSource terrainSource = new WorldWindTerrainSource();
            EsriRestImagery imagery = new EsriRestImagery();
            _clipmap = new GlobeClipmapTerrain(_window.Context, terrainSource, imagery, _ellipsoid, 511);
            _clipmap.HeightExaggeration = 1.0f;

            _sceneState = new SceneState();
            _sceneState.DiffuseIntensity = 0.90f;
            _sceneState.SpecularIntensity = 0.05f;
            _sceneState.AmbientIntensity = 0.05f;
            _sceneState.Camera.FieldOfViewY = Math.PI / 3.0;

            _clearState = new ClearState();
            _clearState.Color = Color.White;

            _sceneState.Camera.PerspectiveNearPlaneDistance = 0.000001 * _ellipsoid.MaximumRadius;
            _sceneState.Camera.PerspectiveFarPlaneDistance = 10.0 * _ellipsoid.MaximumRadius;
            _sceneState.SunPosition = new Vector3D(200000, 300000, 200000) * _ellipsoid.MaximumRadius;

             _lookCamera = new CameraLookAtPoint(_sceneState.Camera, _window, _ellipsoid);
             _lookCamera.Range = 1.5 * _ellipsoid.MaximumRadius;

             _globe = new RayCastedGlobe(_window.Context);
             _globe.Shape = _ellipsoid;
             Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
             _globe.Texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);

             _clearDepth = new ClearState();
             _clearDepth.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;

            _window.Keyboard.KeyDown += OnKeyDown;

            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.PreRenderFrame += OnPreRenderFrame;

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Blue;
            UpdateHUD();
        }
Beispiel #8
0
        public Curves()
        {
            _semiMinorAxis = Ellipsoid.ScaledWgs84.Radii.Z;
            SetShape();

            _window = Device.CreateWindow(800, 600, "Chapter 2:  Curves");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, _globeShape);

            _clearState = new ClearState();

            _texture = Device.CreateTexture2D(new Texture2DDescription(1, 1, TextureFormat.RedGreenBlue8));
            WritePixelBuffer pixelBuffer = Device.CreateWritePixelBuffer(PixelBufferHint.Stream, 3);
            pixelBuffer.CopyFromSystemMemory(new byte[] { 0, 255, 127 });
            _texture.CopyFromBuffer(pixelBuffer, ImageFormat.RedGreenBlue, ImageDatatype.UnsignedByte, 1);

            _instructions = new HeadsUpDisplay();
            _instructions.Color = Color.Black;
            
            _sampledPoints = new BillboardCollection(_window.Context);
            _sampledPoints.Texture = Device.CreateTexture2D(Device.CreateBitmapFromPoint(8), TextureFormat.RedGreenBlueAlpha8, false);
            _sampledPoints.DepthTestEnabled = false;
            
            _ellipsoid = new RayCastedGlobe(_window.Context);
            _ellipsoid.Texture = _texture;

            _polyline = new Polyline();
            _polyline.Width = 3;
            _polyline.DepthTestEnabled = false;

            _plane = new Plane(_window.Context);
            _plane.Origin = Vector3D.Zero;
            _plane.OutlineWidth = 3;

            CreateScene();
            
            ///////////////////////////////////////////////////////////////////

            _sceneState.Camera.Eye = Vector3D.UnitY;
            _sceneState.Camera.ZoomToTarget(2 * _globeShape.MaximumRadius);
        }
        public LatitudeLongitudeGrid()
        {
            Ellipsoid globeShape = Ellipsoid.Wgs84;
            _window = Device.CreateWindow(800, 600, "Chapter 4:  Latitude Longitude Grid");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, globeShape);
            _clearState = new ClearState();

            _sceneState.Camera.PerspectiveNearPlaneDistance = 0.01 * globeShape.MaximumRadius;
            _sceneState.Camera.PerspectiveFarPlaneDistance = 10.0 * globeShape.MaximumRadius;
            _sceneState.Camera.ZoomToTarget(globeShape.MaximumRadius);

            ///////////////////////////////////////////////////////////////////

            IList<GridResolution> gridResolutions = new List<GridResolution>();
            gridResolutions.Add(new GridResolution(
                new Interval(0, 1000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.005, 0.005)));
            gridResolutions.Add(new GridResolution(
                new Interval(1000000, 2000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.01, 0.01)));
            gridResolutions.Add(new GridResolution(
                new Interval(2000000, 20000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.05, 0.05)));
            gridResolutions.Add(new GridResolution(
                new Interval(20000000, double.MaxValue, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.1, 0.1)));

            _globe = new LatitudeLongitudeGridGlobe(_window.Context);
            _globe.Texture = Device.CreateTexture2D(new Bitmap("NE2_50M_SR_W_4096.jpg"), TextureFormat.RedGreenBlue8, false);
            _globe.Shape = globeShape;
            _globe.GridResolutions = new GridResolutionCollection(gridResolutions);

            ///////////////////////////////////////////////////////////////////

            Vector3D vancouver = globeShape.ToVector3D(new Geodetic3D(Trig.ToRadians(-123.06), Trig.ToRadians(49.13), 0));

            TextureAtlas atlas = new TextureAtlas(new Bitmap[]
            {
                new Bitmap("building.png"),
                Device.CreateBitmapFromText("Vancouver", new Font("Arial", 24))
            });

            _vancouverLabel = new BillboardCollection(_window.Context);
            _vancouverLabel.Texture = Device.CreateTexture2D(atlas.Bitmap, TextureFormat.RedGreenBlueAlpha8, false);
            _vancouverLabel.DepthTestEnabled = false;
            _vancouverLabel.Add(new Billboard()
            {
                Position = vancouver,
                TextureCoordinates = atlas.TextureCoordinates[0]
            });
            _vancouverLabel.Add(new Billboard()
            {
                Position = vancouver,
                TextureCoordinates = atlas.TextureCoordinates[1],
                HorizontalOrigin = HorizontalOrigin.Left
            });

            atlas.Dispose();
        }
Beispiel #10
0
        public NightLights()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 4:  Night Lights");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, Ellipsoid.ScaledWgs84);
            _clearState = new ClearState();

            string vs =
                @"#version 330

                  layout(location = og_positionVertexLocation) in vec4 position;
                  out vec3 worldPosition;
                  out vec3 positionToLight;
                  out vec3 positionToEye;

                  uniform mat4 og_modelViewPerspectiveMatrix;
                  uniform vec3 og_cameraEye;
                  uniform vec3 og_sunPosition;

                  void main()                     
                  {
                        gl_Position = og_modelViewPerspectiveMatrix * position; 

                        worldPosition = position.xyz;
                        positionToLight = og_sunPosition - worldPosition;
                        positionToEye = og_cameraEye - worldPosition;
                  }";

            string fs =
                @"#version 330
                 
                  in vec3 worldPosition;
                  in vec3 positionToLight;
                  in vec3 positionToEye;
                  out vec3 fragmentColor;

                  uniform vec4 og_diffuseSpecularAmbientShininess;
                  uniform sampler2D og_texture0;                    // Day
                  uniform sampler2D og_texture1;                    // Night

                  uniform float u_blendDuration;
                  uniform float u_blendDurationScale;

                  float LightIntensity(vec3 normal, vec3 toLight, vec3 toEye, float diffuseDot, vec4 diffuseSpecularAmbientShininess)
                  {
                      vec3 toReflectedLight = reflect(-toLight, normal);

                      float diffuse = max(diffuseDot, 0.0);
                      float specular = max(dot(toReflectedLight, toEye), 0.0);
                      specular = pow(specular, diffuseSpecularAmbientShininess.w);

                      return (diffuseSpecularAmbientShininess.x * diffuse) +
                             (diffuseSpecularAmbientShininess.y * specular) +
                              diffuseSpecularAmbientShininess.z;
                  }

                  vec2 ComputeTextureCoordinates(vec3 normal)
                  {
                      return vec2(atan(normal.y, normal.x) * og_oneOverTwoPi + 0.5, asin(normal.z) * og_oneOverPi + 0.5);
                  }

                  vec3 NightColor(vec3 normal)
                  {
                      return texture(og_texture1, ComputeTextureCoordinates(normal)).rgb;
                  }

                  vec3 DayColor(vec3 normal, vec3 toLight, vec3 toEye, float diffuseDot, vec4 diffuseSpecularAmbientShininess)
                  {
                      float intensity = LightIntensity(normal, toLight, toEye, diffuseDot, diffuseSpecularAmbientShininess);
                      return intensity * texture(og_texture0, ComputeTextureCoordinates(normal)).rgb;
                  }

                  void main()
                  {
                      vec3 normal = normalize(worldPosition);
                      vec3 toLight = normalize(positionToLight);
                      float diffuse = dot(toLight, normal);

                      if (diffuse > u_blendDuration)
                      {
                          fragmentColor = DayColor(normal, toLight, normalize(positionToEye), diffuse, og_diffuseSpecularAmbientShininess);
                      }
                      else if (diffuse < -u_blendDuration)
                      {
                          fragmentColor = NightColor(normal);
                      }
                      else
                      {
                          vec3 night = NightColor(normal);
                          vec3 day = DayColor(normal, toLight, normalize(positionToEye), diffuse, og_diffuseSpecularAmbientShininess);
                          fragmentColor = mix(night, day, (diffuse + u_blendDuration) * u_blendDurationScale);
                      }
                  }";
            ShaderProgram sp = Device.CreateShaderProgram(vs, fs);

            float blendDurationScale = 0.1f;
            ((Uniform<float>)sp.Uniforms["u_blendDuration"]).Value = blendDurationScale;
            ((Uniform<float>)sp.Uniforms["u_blendDurationScale"]).Value = 1 / (2 * blendDurationScale);

            Mesh mesh = SubdivisionEllipsoidTessellator.Compute(Ellipsoid.ScaledWgs84, 5, SubdivisionEllipsoidVertexAttributes.Position);
            VertexArray va = _window.Context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);
            _primitiveType = mesh.PrimitiveType;

            RenderState renderState = new RenderState();
            renderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;

            _drawState = new DrawState(renderState, sp, va);

            Bitmap dayBitmap = new Bitmap("world.topo.200412.3x5400x2700.jpg");
            _dayTexture = Device.CreateTexture2D(dayBitmap, TextureFormat.RedGreenBlue8, false);
            Bitmap nightBitmap = new Bitmap("land_ocean_ice_lights_2048.jpg");
            _nightTexture = Device.CreateTexture2D(nightBitmap, TextureFormat.RedGreenBlue8, false);

            _sceneState.DiffuseIntensity = 0.5f;
            _sceneState.SpecularIntensity = 0.15f;
            _sceneState.AmbientIntensity = 0.35f;
            _sceneState.Camera.ZoomToTarget(1);
        }
        public TriangleMeshTerrainTile(Context context, TerrainTile tile)
        {
            ShaderProgram silhouetteSP = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteFS.glsl"));

            Uniform<float> fillDistance = (Uniform<float>)silhouetteSP.Uniforms["u_fillDistance"];
            fillDistance.Value = 1.5f;
            _silhouetteHeightExaggeration = (Uniform<float>)silhouetteSP.Uniforms["u_heightExaggeration"];

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainFS.glsl"));

            _tileMinimumHeight = tile.MinimumHeight;
            _tileMaximumHeight = tile.MaximumHeight;

            _heightExaggeration = (Uniform<float>)sp.Uniforms["u_heightExaggeration"];
            _minimumHeight = (Uniform<float>)sp.Uniforms["u_minimumHeight"];
            _maximumHeight = (Uniform<float>)sp.Uniforms["u_maximumHeight"];
            HeightExaggeration = 1;

            ///////////////////////////////////////////////////////////////////

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = tile.Resolution.X * tile.Resolution.Y;
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfPositions);
            IList<Vector3D> positions = positionsAttribute.Values;
            mesh.Attributes.Add(positionsAttribute);

            int numberOfPartitionsX = tile.Resolution.X - 1;
            int numberOfPartitionsY = tile.Resolution.Y - 1;
            int numberOfIndices = (numberOfPartitionsX * numberOfPartitionsY) * 6;
            IndicesUnsignedInt indices = new IndicesUnsignedInt(numberOfIndices);
            mesh.Indices = indices;

            //
            // Positions
            //
            Vector2D lowerLeft = tile.Extent.LowerLeft;
            Vector2D toUpperRight = tile.Extent.UpperRight - lowerLeft;

            int heightIndex = 0;
            for (int y = 0; y <= numberOfPartitionsY; ++y)
            {
                double deltaY = y / (double)numberOfPartitionsY;
                double currentY = lowerLeft.Y + (deltaY * toUpperRight.Y);

                for (int x = 0; x <= numberOfPartitionsX; ++x)
                {
                    double deltaX = x / (double)numberOfPartitionsX;
                    double currentX = lowerLeft.X + (deltaX * toUpperRight.X);
                    positions.Add(new Vector3D(currentX, currentY, tile.Heights[heightIndex++]));
                }
            }

            //
            // Indices
            //
            int rowDelta = numberOfPartitionsX + 1;
            int i = 0;
            for (int y = 0; y < numberOfPartitionsY; ++y)
            {
                for (int x = 0; x < numberOfPartitionsX; ++x)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, i + 1, rowDelta + (i + 1)));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, rowDelta + (i + 1), rowDelta + i));
                    i += 1;
                }
                i += 1;
            }

            _drawState = new DrawState();
            _drawState.RenderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;
            _drawState.ShaderProgram = sp;
            _drawState.VertexArray = context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);

            _silhouetteDrawState = new DrawState();
            _silhouetteDrawState.RenderState.FacetCulling.Enabled = false;
            _silhouetteDrawState.RenderState.DepthMask = false;
            _silhouetteDrawState.VertexArray = _drawState.VertexArray;
            _silhouetteDrawState.ShaderProgram = silhouetteSP;

            _primitiveType = mesh.PrimitiveType;

            _clearColor = new ClearState();
            _clearColor.Buffers = ClearBuffers.ColorBuffer;
            
            //
            // Only depth needs to be cleared but include stencil for speed.
            //
            _clearDepthStencil = new ClearState();
            _clearDepthStencil.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;
        }
Beispiel #12
0
 public abstract void Clear(ClearState clearState);
        public SubdivisionSphere1()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 4:  Subdivision Sphere 1");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, Ellipsoid.UnitSphere);
            _clearState = new ClearState();

            string vs =
                @"#version 330

                  layout(location = og_positionVertexLocation) in vec4 position;
                  out vec3 worldPosition;
                  out vec3 positionToLight;
                  out vec3 positionToEye;

                  uniform mat4 og_modelViewPerspectiveMatrix;
                  uniform vec3 og_cameraEye;
                  uniform vec3 og_cameraLightPosition;

                  void main()                     
                  {
                        gl_Position = og_modelViewPerspectiveMatrix * position; 

                        worldPosition = position.xyz;
                        positionToLight = og_cameraLightPosition - worldPosition;
                        positionToEye = og_cameraEye - worldPosition;
                  }";

            string fs =
                @"#version 330
                 
                  in vec3 worldPosition;
                  in vec3 positionToLight;
                  in vec3 positionToEye;
                  out vec3 fragmentColor;

                  uniform vec4 og_diffuseSpecularAmbientShininess;
                  uniform sampler2D og_texture0;

                  float LightIntensity(vec3 normal, vec3 toLight, vec3 toEye, vec4 diffuseSpecularAmbientShininess)
                  {
                      vec3 toReflectedLight = reflect(-toLight, normal);

                      float diffuse = max(dot(toLight, normal), 0.0);
                      float specular = max(dot(toReflectedLight, toEye), 0.0);
                      specular = pow(specular, diffuseSpecularAmbientShininess.w);

                      return (diffuseSpecularAmbientShininess.x * diffuse) +
                             (diffuseSpecularAmbientShininess.y * specular) +
                              diffuseSpecularAmbientShininess.z;
                  }

                  vec2 ComputeTextureCoordinates(vec3 normal)
                  {
                      return vec2(atan(normal.y, normal.x) * og_oneOverTwoPi + 0.5, asin(normal.z) * og_oneOverPi + 0.5);
                  }

                  void main()
                  {
                      vec3 normal = normalize(worldPosition);
                      float intensity = LightIntensity(normal,  normalize(positionToLight), normalize(positionToEye), og_diffuseSpecularAmbientShininess);
                      fragmentColor = intensity * texture(og_texture0, ComputeTextureCoordinates(normal)).rgb;
                  }";
            ShaderProgram sp = Device.CreateShaderProgram(vs, fs);

            ///////////////////////////////////////////////////////////////////

            Mesh mesh = SubdivisionSphereTessellatorSimple.Compute(5);
            VertexArray va = _window.Context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);
            _primitiveType = mesh.PrimitiveType;

            ///////////////////////////////////////////////////////////////////

            RenderState renderState = new RenderState();
            //_renderState.RasterizationMode = RasterizationMode.Line;
            renderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;

            _drawState = new DrawState(renderState, sp, va);

            ///////////////////////////////////////////////////////////////////

            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            //Bitmap bitmap = new Bitmap("world_topo_bathy_200411_3x5400x2700.jpg");
            //Bitmap bitmap = new Bitmap("world.topo.200412.3x5400x2700.jpg");
            _texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);

            _sceneState.Camera.ZoomToTarget(1);
        }
Beispiel #14
0
 public abstract void Clear(ClearState clearState);
Beispiel #15
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        public Triangle()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 3:  Triangle");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _clearState = new ClearState();

            string vs =
                @"#version 330

                  layout(location = og_positionVertexLocation) in vec4 position;
                  uniform mat4 og_modelViewPerspectiveMatrix;

                  void main()                     
                  {
                        gl_Position = og_modelViewPerspectiveMatrix * position; 
                  }";

            string fs =
                @"#version 330
                 
                  out vec3 fragmentColor;
                  uniform vec3 u_color;

                  void main()
                  {
                      fragmentColor = u_color;
                  }";
            ShaderProgram sp = Device.CreateShaderProgram(vs, fs);
            ((Uniform<Vector3F>)sp.Uniforms["u_color"]).Value = new Vector3F(1, 0, 0);

            ///////////////////////////////////////////////////////////////////
            
            Mesh mesh = new Mesh();

            VertexAttributeFloatVector3 positionsAttribute = new VertexAttributeFloatVector3("position", 3);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedShort indices = new IndicesUnsignedShort(3);
            mesh.Indices = indices;

            IList<Vector3F> positions = positionsAttribute.Values;
            positions.Add(new Vector3F(0, 0, 0));
            positions.Add(new Vector3F(1, 0, 0));
            positions.Add(new Vector3F(0, 0, 1));

            indices.AddTriangle(new TriangleIndicesUnsignedShort(0, 1, 2));

            VertexArray va = _window.Context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);

            ///////////////////////////////////////////////////////////////////

            RenderState renderState = new RenderState();
            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled = false;

            _drawState = new DrawState(renderState, sp, va);

            ///////////////////////////////////////////////////////////////////
            
            _sceneState.Camera.ZoomToTarget(1);
        }
Beispiel #16
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        public VectorData()
        {
            Ellipsoid globeShape = Ellipsoid.ScaledWgs84;

            _window = Device.CreateWindow(800, 600, "Chapter 7:  Vector Data");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _window.Keyboard.KeyUp += OnKeyUp; 
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, globeShape);

            Context context = _window.Context;

            _framebuffer = context.CreateFramebuffer();

            _clearBlack = new ClearState();
            _clearBlack.Color = Color.Black;

            _clearWhite = new ClearState();
            _clearWhite.Color = Color.White;

            _quad = new DayNightViewportQuad(context);

            _globe = new DayNightGlobe(context);
            _globe.Shape = globeShape;
            _globe.UseAverageDepth = true;
            _globe.DayTexture = Device.CreateTexture2D(new Bitmap("NE2_50M_SR_W_4096.jpg"), TextureFormat.RedGreenBlue8, false);
            _globe.NightTexture = Device.CreateTexture2D(new Bitmap("land_ocean_ice_lights_2048.jpg"), TextureFormat.RedGreenBlue8, false);

            _countries = new ShapefileRenderer("110m_admin_0_countries.shp", context, globeShape,
                new ShapefileAppearance()
                {
                    PolylineWidth = 1.0,
                    PolylineOutlineWidth = 1.0
                });
            _states = new ShapefileRenderer("110m_admin_1_states_provinces_lines_shp.shp", context, globeShape,
                new ShapefileAppearance()
                {
                    PolylineWidth = 1.0,
                    PolylineOutlineWidth = 1.0
                });
            _rivers = new ShapefileRenderer("50m-rivers-lake-centerlines.shp", context, globeShape,
                new ShapefileAppearance()
                {
                    PolylineColor = Color.LightBlue,
                    PolylineOutlineColor = Color.LightBlue,
                    PolylineWidth = 1.0,
                    PolylineOutlineWidth = 0.0
                });
            
            _populatedPlaces = new ShapefileRenderer("110m_populated_places_simple.shp", context, globeShape,
                new ShapefileAppearance() { Bitmap = new Bitmap("032.png") });
            _airports = new ShapefileRenderer("airprtx020.shp", context, globeShape, 
                new ShapefileAppearance() { Bitmap = new Bitmap("car-red.png") });
            _amtrakStations = new ShapefileRenderer("amtrakx020.shp", context, globeShape, 
                new ShapefileAppearance() { Bitmap = new Bitmap("paper-plane--arrow.png") });

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Blue;

            _showVectorData = true;

            _sceneState.DiffuseIntensity = 0.5f;
            _sceneState.SpecularIntensity = 0.1f;
            _sceneState.AmbientIntensity = 0.4f;
            _sceneState.Camera.ZoomToTarget(globeShape.MaximumRadius);

            UpdateHUD();
        }
Beispiel #17
0
        public LinesOnTerrain()
        {
            _window = Device.CreateWindow(800, 600, "Research:  Lines on Terrain");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.Keyboard.KeyDown += OnKeyDown;
            _sceneState = new SceneState();
            _sceneState.Camera.PerspectiveFarPlaneDistance = 4096;
            _sceneState.Camera.PerspectiveNearPlaneDistance = 10;
            
            _instructions = new HeadsUpDisplay();
            _instructions.Texture = Device.CreateTexture2D(
                Device.CreateBitmapFromText(
                    "u - Use silhouette\ns - Show silhouette\n",
                    new Font("Arial", 24)),
                TextureFormat.RedGreenBlueAlpha8, false);
            _instructions.Color = Color.LightBlue;

            ///////////////////////////////////////////////////////////////////

            TerrainTile terrainTile = TerrainTile.FromBitmap(new Bitmap(@"ps-e.lg.png"));
            _tile = new TriangleMeshTerrainTile(_window.Context, terrainTile);
            _tile.HeightExaggeration = 30.0f;

            ///////////////////////////////////////////////////////////////////

            double tileRadius = Math.Max(terrainTile.Resolution.X, terrainTile.Resolution.Y) * 0.5;
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, Ellipsoid.UnitSphere);
            _camera.CenterPoint = new Vector3D(terrainTile.Resolution.X * 0.5, terrainTile.Resolution.Y * 0.5, 0.0);
            _sceneState.Camera.ZoomToTarget(tileRadius);
            _sceneState.Camera.Eye = new Vector3D(_xPos, 256, 0);
            
            //
            // Positions
            //
            IList<Vector3D> positions = new List<Vector3D>();
            double temp = 1.2 * _tile.HeightExaggeration;
            positions.Add(new Vector3D(0.0, 0.0, -temp));
            positions.Add(new Vector3D(0.0, 0.0, temp));
            positions.Add(new Vector3D(100.0, 100.0, -temp));
            positions.Add(new Vector3D(100.0, 100.0, temp));
            positions.Add(new Vector3D(200.0, 100.0, -temp));
            positions.Add(new Vector3D(200.0, 100.0, temp));
            positions.Add(new Vector3D(256.0, 256.0, -temp));
            positions.Add(new Vector3D(256.0, 256.0, temp));
            positions.Add(new Vector3D(512.0, 512.0, -temp));
            positions.Add(new Vector3D(512.0, 512.0, temp));

            //
            // junk 
            _polylineOnTerrain = new PolylineOnTerrain();
            _polylineOnTerrain.Set(_window.Context, positions);


            _clearState = new ClearState();

            // junk
            string fs =
                @"#version 330

                uniform sampler2D og_texture0;
                in vec2 fsTextureCoordinates;
                out vec4 fragmentColor;

                void main()
                {
                    if (texture(og_texture0, fsTextureCoordinates).r == 0.0)
                    {
                        fragmentColor = vec4(0.0, 0.0, 0.0, 1.0);
                    }
                    else
                    {
                        discard;
                    }
                }";

            _viewportQuad = new ViewportQuad(_window.Context, fs);
        }
        public SubdivisionSphere2()
        {
            _window = Device.CreateWindow(800, 600, "Chapter 4:  Subdivision Sphere 2");
            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _sceneState = new SceneState();
            _camera = new CameraLookAtPoint(_sceneState.Camera, _window, Ellipsoid.UnitSphere);
            _clearState = new ClearState();

            string vs =
                @"#version 330

                  layout(location = og_positionVertexLocation) in vec4 position;
                  layout(location = og_normalVertexLocation) in vec3 normal;
                  layout(location = og_textureCoordinateVertexLocation) in vec2 textureCoordinate;

                  out vec3 positionToLight;
                  out vec3 positionToEye;
                  out vec3 surfaceNormal;
                  out vec2 surfaceTextureCoordinate;

                  uniform mat4 og_modelViewPerspectiveMatrix;
                  uniform vec3 og_cameraEye;
                  uniform vec3 og_cameraLightPosition;

                  void main()                     
                  {
                        gl_Position = og_modelViewPerspectiveMatrix * position; 

                        positionToLight = og_cameraLightPosition - position.xyz;
                        positionToEye = og_cameraEye - position.xyz;

                        surfaceNormal = normal;
                        surfaceTextureCoordinate = textureCoordinate;
                  }";
            string fs =
                @"#version 330
                 
                  in vec3 positionToLight;
                  in vec3 positionToEye;
                  in vec3 surfaceNormal;
                  in vec2 surfaceTextureCoordinate;

                  out vec3 fragmentColor;

                  uniform vec4 og_diffuseSpecularAmbientShininess;
                  uniform sampler2D og_texture0;

                  float LightIntensity(vec3 normal, vec3 toLight, vec3 toEye, vec4 diffuseSpecularAmbientShininess)
                  {
                      vec3 toReflectedLight = reflect(-toLight, normal);

                      float diffuse = max(dot(toLight, normal), 0.0);
                      float specular = max(dot(toReflectedLight, toEye), 0.0);
                      specular = pow(specular, diffuseSpecularAmbientShininess.w);

                      return (diffuseSpecularAmbientShininess.x * diffuse) +
                             (diffuseSpecularAmbientShininess.y * specular) +
                              diffuseSpecularAmbientShininess.z;
                  }

                  void main()
                  {
                      vec3 normal = normalize(surfaceNormal);
                      float intensity = LightIntensity(normal,  normalize(positionToLight), normalize(positionToEye), og_diffuseSpecularAmbientShininess);
                      fragmentColor = intensity * texture(og_texture0, surfaceTextureCoordinate).rgb;
                  }";
            ShaderProgram sp = Device.CreateShaderProgram(vs, fs);

            Mesh mesh = SubdivisionSphereTessellator.Compute(5, SubdivisionSphereVertexAttributes.All);
            VertexArray va = _window.Context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);
            _primitiveType = mesh.PrimitiveType;

            RenderState renderState = new RenderState();
            renderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;

            _drawState = new DrawState(renderState, sp, va);

            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            _texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);
        }
Beispiel #19
0
        private void myButton1_Click(object sender, EventArgs e)
        {
            _window = Device.CreateWindow(800, 600, "Chapter 13:  Clipmap Terrain on a Globe");

            _ellipsoid = Ellipsoid.Wgs84;

            WorldWindTerrainSource terrainSource = new WorldWindTerrainSource();
            GMapRestImagery imagery = new GMapRestImagery();
            _clipmap = new GlobeClipmapTerrain(_window.Context, terrainSource, imagery, _ellipsoid, 511);
            _clipmap.HeightExaggeration = 1.0f;

            IList<GridResolution> gridResolutions = new List<GridResolution>();
            gridResolutions.Add(new GridResolution(
                new Interval(0, 1000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.005, 0.005)));
            gridResolutions.Add(new GridResolution(
                new Interval(1000000, 2000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.01, 0.01)));
            gridResolutions.Add(new GridResolution(
                new Interval(2000000, 20000000, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.05, 0.05)));
            gridResolutions.Add(new GridResolution(
                new Interval(20000000, double.MaxValue, IntervalEndpoint.Closed, IntervalEndpoint.Open),
                new Vector2D(0.1, 0.1)));

            _sceneState = new SceneState();
            _sceneState.DiffuseIntensity = 0.90f;
            _sceneState.SpecularIntensity = 0.05f;
            _sceneState.AmbientIntensity = 0.05f;
            _sceneState.Camera.FieldOfViewY = Math.PI / 3.0;

            _clearState = new ClearState();
            _clearState.Color = Color.White;

            _sceneState.Camera.PerspectiveNearPlaneDistance = 0.000001 * _ellipsoid.MaximumRadius;
            _sceneState.Camera.PerspectiveFarPlaneDistance = 10.0 * _ellipsoid.MaximumRadius;
            _sceneState.SunPosition = new Vector3D(200000, 300000, 200000) * _ellipsoid.MaximumRadius;

            _lookCamera = new CameraLookAtPoint(_sceneState.Camera, _window, _ellipsoid);
            _lookCamera.Range = 1.5 * _ellipsoid.MaximumRadius;

            _globe = new RayCastedGlobe(_window.Context);
            _globe.Shape = _ellipsoid;
            Bitmap bitmap = new Bitmap("NE2_50M_SR_W_4096.jpg");
            _globe.Texture = Device.CreateTexture2D(bitmap, TextureFormat.RedGreenBlue8, false);
            //_globe.GridResolutions = new GridResolutionCollection(gridResolutions);

            _clearDepth = new ClearState();
            _clearDepth.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;

            //_window.Keyboard.KeyDown += OnKeyDown;

            _window.Resize += OnResize;
            _window.RenderFrame += OnRenderFrame;
            _window.PreRenderFrame += OnPreRenderFrame;

            _hudFont = new Font("Arial", 16);
            _hud = new HeadsUpDisplay();
            _hud.Color = Color.Blue;

            //_flyCamera = new CameraFly(_sceneState.Camera, _window);
            //_flyCamera.MovementRate = 1200.0;
            //_flyCamera.InputEnabled = true;

            _sceneState.Camera.Target = new Vector3D(115, -35, 100.0);

            _window.Run(30);
        }