public static NamedWellRenderer Create(WellModel model, Color wellColor, string name = "", int maxCharCount = 64, int labelHeight = 32, IFontTexture fontTexture = null) { WellRenderer well = WellRenderer.Create(model); well.WellColor = wellColor; LabelRenderer label = new LabelRenderer(maxCharCount, labelHeight, fontTexture); label.Text = name; var renderer = new NamedWellRenderer(well, label); return(renderer); }
public static WellRenderer Create(WellModel model) { var shaderCodes = new ShaderCode[2]; shaderCodes[0] = new ShaderCode(File.ReadAllText(@"shaders\Well.vert"), ShaderType.VertexShader); shaderCodes[1] = new ShaderCode(File.ReadAllText(@"shaders\Well.frag"), ShaderType.FragmentShader); var map = new AttributeMap(); map.Add("in_Position", WellModel.strPosition); map.Add("in_Brightness", WellModel.strBrightness); var renderer = new WellRenderer(model, shaderCodes, map); return(renderer); }
/// <summary> /// renders well pipeline(several cylinders) /// </summary> /// <param name="model"></param> /// <param name="shaderCodes"></param> /// <param name="attributeMap"></param> /// <param name="switches"></param> private WellRenderer(WellModel model, ShaderCode[] shaderCodes, AttributeMap attributeMap, params GLSwitch[] switches) : base(model, shaderCodes, attributeMap, switches) { }
/// <summary> /// renders well pipeline(several cylinders) /// </summary> /// <param name="model"></param> /// <param name="shaderProgramProvider"></param> /// <param name="attributeMap"></param> /// <param name="switches"></param> private WellRenderer(WellModel model, IShaderProgramProvider shaderProgramProvider, AttributeMap attributeMap, params GLState[] switches) : base(model, shaderProgramProvider, attributeMap, switches) { }
protected override CSharpGL.Tuple <WellRenderer, LabelRenderer> Convert(vec3 originalWorldPosition, TracyEnergy.Simba.Data.Keywords.impl.WellSpecs wellspec, TracyEnergy.Simba.Data.Keywords.impl.WellCompatCollection wellCompatList) { int locI = wellspec.Li; int locJ = wellspec.Lj; //if compat has position ,use compat List <WellCompat> segments = null; if (wellCompatList != null) { segments = wellCompatList.GetWellSegments(wellspec.WellName); } if (segments != null && segments.Count > 0) { locI = segments[0].PosI; locJ = segments[0].PosJ; } if (!this.grid.DataSource.IsSliceBlock(locI, locJ)) { return(null); } vec3 h1 = this.grid.DataSource.PointFLT(locI, locJ, 1); vec3 h2 = this.grid.DataSource.PointBRT(locI, locJ, 1); vec3 d0 = h2 - h1; float L = (float)d0.length(); d0 = d0.normalize(); vec3 vec = d0 * (L * 0.5f); vec3 comp1 = CenterOfLine(h1, h2);; //地层完井段的起始点 //vec3 minCord = this.grid.FlipTransform * this.grid.SourceActiveBounds.Min; vec3 minCord = this.grid.DataSource.SourceActiveBounds.Min; vec3 maxCord = this.grid.DataSource.SourceActiveBounds.Max; Rectangle3D rectSrc = new Rectangle3D(minCord, maxCord); vec3 modelTop = new vec3(comp1.x, comp1.y, rectSrc.Max.z); float mdx = rectSrc.SizeX; float mdy = rectSrc.SizeY; float mdz = rectSrc.SizeZ; float xyextend = System.Math.Max(mdx, mdy); //XY平面的最大边长 float extHeight; //延长线段 if (mdz < 0.1f * xyextend) //z很小 { extHeight = 0.1f * xyextend; } else if (mdz < 0.2f * xyextend) { extHeight = mdz * 0.5f; } else if (mdz < 0.3f * xyextend) { extHeight = mdz * 0.25f; } else if (mdz < 0.4f * xyextend) { extHeight = mdz * 0.2f; } else { extHeight = 0.2f * mdz; } //地表坐标 vec3 direction = new vec3(0, 0, 1.0f); vec3 head = modelTop + direction * extHeight; //确定井的半径 float wellRadius; #region decide the well radius if (mdx < mdy) { if (mdy * 0.5f >= mdx) //长方形的模型 { int n = this.grid.DataSource.NX; if (n >= 10) { wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } else { int n = this.grid.DataSource.NX; if (n >= 10) { n = 10; wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } } else if (mdx == mdy) { int n = Math.Min(this.grid.DataSource.NX, this.grid.DataSource.NY); if (n >= 10) { n = 10; wellRadius = (mdx / n) * 0.85f; } else { wellRadius = (mdx / n) * 0.5f; } } else { if (mdx * 0.5f >= mdy) { int n = this.grid.DataSource.NY; if (n > 10) { n = 10; wellRadius = (mdy / n) * 0.5f; } else { wellRadius = (mdy / n) * 0.35f; } } else { int n = this.grid.DataSource.NY; if (n > 10) { n = 10; wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } } #endregion Fluid fluid = FluidConverter.Convert(wellspec.Fluid); Color pipeColor = MapFluidToColor(fluid); Color textColor = Color.White; List <vec3> wellPath = new List <vec3>(); wellPath.Add(head); wellPath.Add(modelTop); #region start decide the trajery of the well { int lastI = locI; int lastJ = locJ; int lastK = -1; vec3 lastvec3 = comp1; int segCount = segments.Count; for (int i = 0; i < segCount; i++) { WellCompat compseg = segments[i]; int compI = compseg.PosI; int compJ = compseg.PosJ; int compK1 = compseg.K1; int compK2 = compseg.K2; if (compK1 == compK2)//同一网格上 { if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); lastI = compI; lastJ = compJ; lastK = compK1; } } else //compK1 != compK2 { //k1 coord if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); } lastI = compI; lastJ = compJ; lastK = compK1; if ((lastI != compI) || (lastJ != compJ) || (lastK != compK2)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK2); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK2); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); } lastI = compI; lastJ = compJ; lastK = compK2; } }//end for var model = new WellModel(wellPath, wellRadius); //NamedWellRenderer renderer = NamedWellRenderer.Create(model, pipeColor, wellspec.WellName, 12); WellRenderer wellRenderer = WellRenderer.Create(model); wellRenderer.WellColor = pipeColor; LabelRenderer labelRenderer = new LabelRenderer(64, 64); labelRenderer.Text = wellspec.WellName; var result = new CSharpGL.Tuple <WellRenderer, LabelRenderer>(wellRenderer, labelRenderer); return(result); } #endregion }
/// <summary> /// renders well pipeline(several cylinders) /// </summary> /// <param name="model"></param> /// <param name="shaderCodes"></param> /// <param name="propertyNameMap"></param> /// <param name="switches"></param> private WellRenderer(WellModel model, ShaderCode[] shaderCodes, PropertyNameMap propertyNameMap, params GLSwitch[] switches) : base(model, shaderCodes, propertyNameMap, switches) { }
protected override CSharpGL.Tuple<WellRenderer, LabelRenderer> Convert(vec3 originalWorldPosition, TracyEnergy.Simba.Data.Keywords.impl.WellSpecs wellspec, TracyEnergy.Simba.Data.Keywords.impl.WellCompatCollection wellCompatList) { int locI = wellspec.Li; int locJ = wellspec.Lj; //if compat has position ,use compat List<WellCompat> segments = null; if (wellCompatList != null) segments = wellCompatList.GetWellSegments(wellspec.WellName); if (segments != null && segments.Count > 0) { locI = segments[0].PosI; locJ = segments[0].PosJ; } if (!this.grid.DataSource.IsSliceBlock(locI, locJ)) { return null; } vec3 h1 = this.grid.DataSource.PointFLT(locI, locJ, 1); vec3 h2 = this.grid.DataSource.PointBRT(locI, locJ, 1); vec3 d0 = h2 - h1; float L = (float)d0.length(); d0 = d0.normalize(); vec3 vec = d0 * (L * 0.5f); vec3 comp1 = CenterOfLine(h1, h2); ; //地层完井段的起始点 //vec3 minCord = this.grid.FlipTransform * this.grid.SourceActiveBounds.Min; vec3 minCord = this.grid.DataSource.SourceActiveBounds.MinPosition; vec3 maxCord = this.grid.DataSource.SourceActiveBounds.MaxPosition; var rectSrc = new BoundingBox(minCord, maxCord); vec3 modelTop = new vec3(comp1.x, comp1.y, rectSrc.MaxPosition.z); float mdx = (rectSrc.MaxPosition - rectSrc.MinPosition).x; float mdy = (rectSrc.MaxPosition - rectSrc.MinPosition).y; float mdz = (rectSrc.MaxPosition - rectSrc.MinPosition).z; float xyextend = System.Math.Max(mdx, mdy); //XY平面的最大边长 float extHeight; //延长线段 if (mdz < 0.1f * xyextend) //z很小 { extHeight = 0.1f * xyextend; } else if (mdz < 0.2f * xyextend) { extHeight = mdz * 0.5f; } else if (mdz < 0.3f * xyextend) { extHeight = mdz * 0.25f; } else if (mdz < 0.4f * xyextend) { extHeight = mdz * 0.2f; } else { extHeight = 0.2f * mdz; } //地表坐标 vec3 direction = new vec3(0, 0, 1.0f); vec3 head = modelTop + direction * extHeight; //确定井的半径 float wellRadius; #region decide the well radius if (mdx < mdy) { if (mdy * 0.5f >= mdx) //长方形的模型 { int n = this.grid.DataSource.NX; if (n >= 10) { wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } else { int n = this.grid.DataSource.NX; if (n >= 10) { n = 10; wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } } else if (mdx == mdy) { int n = Math.Min(this.grid.DataSource.NX, this.grid.DataSource.NY); if (n >= 10) { n = 10; wellRadius = (mdx / n) * 0.85f; } else { wellRadius = (mdx / n) * 0.5f; } } else { if (mdx * 0.5f >= mdy) { int n = this.grid.DataSource.NY; if (n > 10) { n = 10; wellRadius = (mdy / n) * 0.5f; } else { wellRadius = (mdy / n) * 0.35f; } } else { int n = this.grid.DataSource.NY; if (n > 10) { n = 10; wellRadius = (mdx / n) * 0.5f; } else { wellRadius = (mdx / n) * 0.35f; } } } #endregion decide the well radius Fluid fluid = FluidConverter.Convert(wellspec.Fluid); Color pipeColor = MapFluidToColor(fluid); Color textColor = Color.White; List<vec3> wellPath = new List<vec3>(); wellPath.Add(head); wellPath.Add(modelTop); #region start decide the trajery of the well { int lastI = locI; int lastJ = locJ; int lastK = -1; vec3 lastvec3 = comp1; int segCount = segments.Count; for (int i = 0; i < segCount; i++) { WellCompat compseg = segments[i]; int compI = compseg.PosI; int compJ = compseg.PosJ; int compK1 = compseg.K1; int compK2 = compseg.K2; if (compK1 == compK2)//同一网格上 { if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); lastI = compI; lastJ = compJ; lastK = compK1; } } else //compK1 != compK2 { //k1 coord if ((lastI != compI) || (lastJ != compJ) || (lastK != compK1)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK1); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK1); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); } lastI = compI; lastJ = compJ; lastK = compK1; if ((lastI != compI) || (lastJ != compJ) || (lastK != compK2)) { vec3 s1 = this.grid.DataSource.PointFLT(compI, compJ, compK2); vec3 s2 = this.grid.DataSource.PointBRT(compI, compJ, compK2); vec3 point = CenterOfLine(s1, s2); wellPath.Add(point); } lastI = compI; lastJ = compJ; lastK = compK2; } }//end for var model = new WellModel(wellPath, wellRadius); //NamedWellRenderer renderer = NamedWellRenderer.Create(model, pipeColor, wellspec.WellName, 12); WellRenderer wellRenderer = WellRenderer.Create(model); wellRenderer.WellColor = pipeColor; LabelRenderer labelRenderer = LabelRenderer.Create(64, 64); labelRenderer.Text = wellspec.WellName; var result = new CSharpGL.Tuple<WellRenderer, LabelRenderer>(wellRenderer, labelRenderer); return result; } #endregion start decide the trajery of the well }
public static WellRenderer Create(WellModel model) { var shaderCodes = new ShaderCode[2]; shaderCodes[0] = new ShaderCode(File.ReadAllText(@"shaders\Well.vert"), ShaderType.VertexShader); shaderCodes[1] = new ShaderCode(File.ReadAllText(@"shaders\Well.frag"), ShaderType.FragmentShader); var map = new AttributeMap(); map.Add("in_Position", WellModel.strPosition); map.Add("in_Brightness", WellModel.strBrightness); var renderer = new WellRenderer(model, shaderCodes, map); return renderer; }
/// <summary> /// renders well pipeline(several cylinders) /// </summary> /// <param name="model"></param> /// <param name="shaderCodes"></param> /// <param name="attributeMap"></param> /// <param name="switches"></param> private WellRenderer(WellModel model, ShaderCode[] shaderCodes, AttributeMap attributeMap, params GLState[] switches) : base(model, shaderCodes, attributeMap, switches) { }