}                                                                        // only use this for rotation - position set by object data

        /// <summary>
        ///  Constructor
        /// </summary>
        /// <param name="autoscale">To autoscale distance. Sets the 1.0 scale point.</param>
        /// <param name="autoscalemin">Minimum to scale to</param>
        /// <param name="autoscalemax">Maximum to scale to</param>
        /// <param name="useeyedistance">Use eye distance to lookat to autoscale, else use distance between object and eye</param>
        public GLPLVertexShaderModelTranslationTexture(float autoscale = 0, float autoscalemin = 0.1f, float autoscalemax = 3f, bool useeyedistance = true)
        {
            Transform = new GLRenderDataTranslationRotation();
            CompileLink(ShaderType.VertexShader, Code(), auxname: GetType().Name, constvalues: new object[] {
                "autoscale", autoscale,
                "autoscalemin", autoscalemin, "autoscalemax", autoscalemax, "useeyedistance", useeyedistance
            });
        }
        }                                                                        // only use this for rotation - position set by object data

        /// <summary> Constructor </summary>
        public GLPLVertexShaderModelCommonObjectColor()
        {
            Transform = new GLRenderDataTranslationRotation();
            CompileLink(ShaderType.VertexShader, Code(), auxname: GetType().Name);
        }
        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  = 21000f;
            gl3dcontroller.MouseTranslateAmountAtZoom1PerPixel = 0.5f;
            gl3dcontroller.ZoomDistance = 50F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 1F);

            bool useopenglcoords = true;        // true for +Z towards viewer. OFC is using mostly +Z away from viewer

            if (useopenglcoords)
            {
                gl3dcontroller.MatrixCalc.ModelAxisPositiveZAwayFromViewer = false;
                gl3dcontroller.SetPositionCamera(new Vector3(0, 0, 0), new Vector3(0, 0, 100), 0f);
                gl3dcontroller.RecalcMatrices();
            }

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

            // create stock shaders

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

            // create stock textures

            items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "dotted");
            items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2");
            items.Add(new GLTexture2D(Properties.Resources.Logo8bpp, SizedInternalFormat.Rgba8), "logo8bpp");
            items.Add(new GLTexture2D(Properties.Resources.smile5300_256x256x8, SizedInternalFormat.Rgba8), "smile");

            #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 }));
            }

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

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  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, lines,
                                                                  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 })
                             );
            }

            #endregion

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

                var cube1pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 2.5f, 10));
                var cube1dtr = new GLRenderDataTranslationRotation(new Vector3(0, 0, 0));

                // these are on positive Z and x

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube1pos,
                                                                  new Color4[] { Color4.Green, Color4.Green, Color4.Blue, Color4.Blue, Color4.Cyan, Color4.Cyan },
                                                                  cube1dtr

                                                                  ));

                var cube2pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 2.5f, 50));
                rObjects.Add(items.Shader("COSOT"), "scopen1",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube2pos,
                                                                  new Color4[] { Color4.Green, Color4.Green, Color4.Blue, Color4.Blue, Color4.Cyan, Color4.Cyan },
                                                                  cube1dtr

                                                                  ));

                // this one above cube2 for use in testing ortho mode

                var cube3pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 10.25f, 50));
                rObjects.Add(items.Shader("COSOT"), "scopen2",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube3pos,
                                                                  new Color4[] { Color4.Yellow },
                                                                  cube1dtr

                                                                  ));

                // negative z and x

                rObjects.Add(items.Shader("COSOT"), "scopen3",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                                  new GLRenderDataTranslationRotation(new Vector3(-10, -2.5f, -10))
                                                                  ));

                rObjects.Add(items.Shader("COSOT"), "scopen4",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                                  new GLRenderDataTranslationRotation(new Vector3(-10, -2.5f, -20))
                                                                  ));
            }

            #endregion

            #region textures
            if (true)
            {
                // texture facing upwards, culled if viewer below it

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(5.0f, 5.0f, new Vector3(-0f.Radians(), 0, 0), ccw: gl3dcontroller.MatrixCalc.ModelAxisPositiveZAwayFromViewer), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0))
                                                                   ));
            }

            #endregion


            #region Matrix Calc Uniform

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

            #endregion
        }
Example #4
0
        }                                                                              //

        /// <summary> Constructor. Matrix determines if using matrix or vector4 for position. Blendimages gives the number of images to blend, 0 for not </summary>
        public GLMultipleTexturedBlended(bool matrix, int blendimages)
        {
            CompileLink(vertex: matrix?vertmat: vertpos, frag: frag, geo: geo);
            BlendImages     = blendimages;
            CommonTransform = new GLRenderDataTranslationRotation();
        }