Example #1
0
        private void OnRender(object sender, OpenGL.GlControlEventArgs e)
        {
            GlControl gl_control = (GlControl)sender;


            if ((LastMotion == null) || (LastMotion.Finished == true))
            {
                // モーションをランダムに再生する
                // 名前なしのモーショングループから0~9番のモーションを乱数で選ぶ
                var motion_group = Asset.MotionGroups[""];
                int number       = new Random().Next() % motion_group.Length;
                var motion       = (CubismMotion)motion_group[number];
                LastMotion = Asset.StartMotion(CubismAsset.MotionType.Base, motion, false);
            }

            // モデルを更新する
            var elapsed = Timer.Elapsed;

            Timer.Restart();
            Asset.Update(elapsed.TotalSeconds);

            // モデルを描画する
            Gl.ClearColor(0.0f, 0.5f, 0.5f, 1.0f);
            Gl.Clear(ClearBufferMask.ColorBufferBit);
            Gl.Viewport(0, 0, gl_control.Width, gl_control.Height);
            Matrix mvp_matrix = DenseMatrix.CreateIdentity(4);

            mvp_matrix[0, 0] = 2.0f;
            mvp_matrix[1, 1] = 2.0f * gl_control.Width / gl_control.Height;
            RenderingManager.Draw(mvp_matrix);
        }
Example #2
0
        private void glControl_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            GlControl glControl = (GlControl)sender;

            if (Gl.CurrentExtensions != null && Gl.CurrentExtensions.DebugOutput_ARB)
            {
                Gl.DebugMessageCallback(_debugProc, IntPtr.Zero);
                Gl.DebugMessageControl(Gl.DebugSource.DontCare, Gl.DebugType.DontCare, Gl.DebugSeverity.DontCare, 0, null, true);
            }

            _displayManager.createDisplay(Gl.CurrentVersion);

            if (Gl.CurrentVersion != null && Gl.CurrentVersion.Api == KhronosVersion.ApiGl && glControl.MultisampleBits > 0)
            {
                Gl.Enable(EnableCap.Multisample);
            }

            bool result = Soil.NET.WrapSOIL.Initialize();

            if (result == false)
            {
                MessageBox.Show("SOIL: Not initialized: " + Soil.NET.WrapSOIL.GetSoilLastError());
                return;
            }

            _model        = _loader.loadToVAO(_vertices, _textureCoords, _indices);
            _texture      = new ModelTexture(_loader.loadTexture("image"));
            _textureModel = new TextureModel(_model, _texture);
            _shader       = new StaticShader();
        }
Example #3
0
        private void GlControl1_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            // Here you can allocate resources or initialize state
            Gl.MatrixMode(MatrixMode.Projection);
            Gl.LoadIdentity();
            Gl.Ortho(0.0, 1.0f, 0.0, 1.0, 0.0, 1.0);

            Gl.MatrixMode(MatrixMode.Modelview);
            Gl.LoadIdentity();

            Gl.Enable(EnableCap.Texture2d);

            // Shared resource
            _SharedTexture = Gl.GenTexture();
            Gl.BindTexture(TextureTarget.Texture2d, _SharedTexture);

            Bitmap     sharedTexture = new Bitmap(Properties.Resources.Logo);
            BitmapData iBitmapData   = null;

            try {
                iBitmapData = sharedTexture.LockBits(new Rectangle(0, 0, sharedTexture.Width, sharedTexture.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, sharedTexture.PixelFormat);

                Gl.TexImage2D(TextureTarget.Texture2d, 0, Gl.RGBA, sharedTexture.Width, sharedTexture.Height, 0, OpenGL.PixelFormat.Bgra, PixelType.UnsignedByte, iBitmapData.Scan0);
            } finally {
                if (iBitmapData != null)
                {
                    sharedTexture.UnlockBits(iBitmapData);
                }
            }

            Gl.GenerateMipmap(Gl.TEXTURE_2D);
        }
Example #4
0
        private void RenderControl_ContextDestroying_GLSL(object sender, OpenGL.GlControlEventArgs e)
        {
            if (modelShader.Program != 0)
            {
                Gl.DeleteProgram(modelShader.Program);
            }
            modelShader.Program = 0;

            if (modelNanosuit != null)
            {
                for (int i = 0; i < modelNanosuit.meshes.Count; i++)
                {
                    Gl.DeleteVertexArrays(modelNanosuit.meshes[i].VAO);
                    Gl.DeleteBuffers(modelNanosuit.meshes[i].VBO);
                    Gl.DeleteBuffers(modelNanosuit.meshes[i].EBO);
                }
            }

            if (modelNanosuit != null)
            {
                for (int i = 0; i < modelNanosuit.textures_loaded.Count; i++)
                {
                    Gl.DeleteTextures(modelNanosuit.textures_loaded[i].id);
                }
            }
        }
Example #5
0
        /// <summary>
        /// Raise the event <see cref="ContextCreated"/>.
        /// </summary>
        protected virtual void OnContextCreated()
        {
            if (_ContextCreated != null)
            {
                GlControlEventArgs glControlEventArgs = new GlControlEventArgs(_DeviceContext, _RenderContext);

                foreach (EventHandler <GlControlEventArgs> handler in _ContextCreated.GetInvocationList())
                {
                    try {
                        handler(this, glControlEventArgs);
                    } catch (Exception exception) {
                        if (_ContextCreatedExceptions == null)
                        {
                            _ContextCreatedExceptions = new List <Exception>();
                        }
                        _ContextCreatedExceptions.Add(exception);
                    }
                }

                if (_ContextCreatedExceptions != null)
                {
                    throw new InvalidOperationException(String.Format("exception ({0}) on ContextCreated", _ContextCreatedExceptions.Count), _ContextCreatedExceptions[0]);
                }
            }
        }
Example #6
0
        private void OnCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            // モデルをリソースから読み込む
            // 第2引数にファイル名からリソースを読み込む関数を与える
            Asset = new CubismAsset(@"hiyori_free_t06.model3.json", (string file_path) =>
            {
                // リソースは拡張子を持たず、他のピリオドもアンダーバーに変換されるのでそれに応じて文字列を加工する
                // 普通、画像ファイルはBitmapとして読み込まれるが、resxファイルを編集してあるのでbyte[]として読み込まれる
                string file_name     = Path.GetFileNameWithoutExtension(file_path);
                string resource_name = file_name.Replace('.', '_');
                byte[] byte_array    = (byte[])Hiyori.ResourceManager.GetObject(resource_name);
                return(new MemoryStream(byte_array));
            });

            // 自動まばたきを設定する
            // 自動まばたきで設定するパラメータはmodel3.json中にパラメータグループ"EyeBlink"で指定されている
            var eye_blink_controller = new CubismEyeBlink(Asset.ParameterGroups["EyeBlink"]);

            Asset.StartMotion(CubismAsset.MotionType.Effect, eye_blink_controller);

            // OpenGL.Netを使ったレンダラーを作成する
            Renderer         = new CubismOpenGlNetRenderer();
            RenderingManager = new CubismRenderingManager(Renderer, Asset);

            Timer = Stopwatch.StartNew();
        }
Example #7
0
 private void RenderControl_ContextDestroying_ES(object sender, OpenGL.GlControlEventArgs e)
 {
     if (Program_Shader != 0)
     {
         Gl.DeleteProgram(Program_Shader);
     }
     Program_Shader = 0;
 }
Example #8
0
 private void RenderControl_ContextDestroying(object sender, OpenGL.GlControlEventArgs e)
 {
     if (_Es2_Program != 0)
     {
         Gl.DeleteProgram(_Es2_Program);
     }
     _Es2_Program = 0;
 }
Example #9
0
        private void GlControl_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            Gl.MatrixMode(MatrixMode.Projection);
            Gl.LoadIdentity();
            Gl.Ortho(0.0, 1.0f, 0.0, 1.0, 0.0, 1.0);

            Gl.MatrixMode(MatrixMode.Modelview);
            Gl.LoadIdentity();
        }
Example #10
0
 private void OnDestroying(object sender, OpenGL.GlControlEventArgs e)
 {
     RenderingManager.Dispose();
     RenderingManager = null;
     Asset.Dispose();
     Asset = null;
     Renderer.Dispose();
     Renderer = null;
 }
Example #11
0
        /// <summary>
        /// Ensure <see cref="_RenderContext"/> is in sync with other <see cref="GlControl"/> owning the context.
        /// </summary>
        /// <param name="sender">
        /// The <see cref="GlControl"/> raising the event.
        /// </param>
        /// <param name="e">
        /// A <see cref="GlControlEventArgs"/> specifying the event arguments.
        /// </param>
        private void SharingControl_ContextCreated(object sender, GlControlEventArgs e)
        {
            Debug.Assert(ReferenceEquals(_SharingControl, sender));
            Debug.Assert(_RenderContext == IntPtr.Zero);

            // Copy context reference
            _RenderContext = _SharingControl._RenderContext;
            // Emulates event
            OnContextCreated();
        }
Example #12
0
        /// <summary>
        /// Ensure <see cref="_RenderContext"/> is in sync with other <see cref="GlControl"/> owning the context.
        /// </summary>
        /// <param name="sender">
        /// The <see cref="GlControl"/> raising the event.
        /// </param>
        /// <param name="e">
        /// A <see cref="GlControlEventArgs"/> specifying the event arguments.
        /// </param>
        private void SharingControl_ContextDestroying(object sender, GlControlEventArgs e)
        {
            Debug.Assert(ReferenceEquals(_SharingControl, sender));
            Debug.Assert(_RenderContext != IntPtr.Zero);

            // Emulates event
            OnContextDestroying();
            // Loose reference
            _RenderContext = IntPtr.Zero;
        }
Example #13
0
        // method called when Render is requested via Invalidate
        private void glControl1_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            Control senderControl = (Control)sender;

            Gl.Viewport(0, 0, senderControl.ClientSize.Width, senderControl.ClientSize.Height);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GraphicsHandler.SetDrawingColor1();
            GcodeHandler.RedrawFullPicture();
            GraphicsHandler.SetDrawingColor2();
            GcodeHandler.RedrawCompletedPicture();
        }
Example #14
0
        private void glControl1_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            Control senderControl = (Control)sender;

            isContextCreated = true;

            Scene.Instance.SceneRenderer = new Renderer(senderControl.ClientSize.Width, senderControl.ClientSize.Height);
            Scene.Instance.CreateMainCamera();

            //Gl.Enable(EnableCap.CullFace);
            Gl.Enable(EnableCap.DepthTest);
        }
Example #15
0
        private void GlControl2_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            // Here you can allocate resources or initialize state
            Gl.MatrixMode(MatrixMode.Projection);
            Gl.LoadIdentity();
            Gl.Ortho(1.0, 0.0f, 1.0, 0.0, 0.0, 1.0);

            Gl.MatrixMode(MatrixMode.Modelview);
            Gl.LoadIdentity();

            Gl.Enable(EnableCap.Texture2d);
        }
Example #16
0
        private void glControl_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            Control senderControl = (Control)sender;

            Gl.Viewport(0, 0, senderControl.ClientSize.Width, senderControl.ClientSize.Height);

            _renderer.Prepare();
            _shader.Start();
            _renderer.Render(_textureModel);
            _shader.Stop();

            _displayManager.updateDisplay();
        }
Example #17
0
        /// <summary>
        /// Raise the event <see cref="ContextCreated"/>.
        /// </summary>
        protected virtual void OnContextCreated()
        {
            if (_ContextCreated != null)
            {
                GlControlEventArgs glControlEventArgs = new GlControlEventArgs(_DeviceContext, _RenderContext);

                foreach (EventHandler <GlControlEventArgs> handler in _ContextCreated.GetInvocationList())
                {
                    try {
                        handler(this, glControlEventArgs);
                    } catch (Exception exception) {
                        Debug.Fail(String.Format("OnContextCreated: exception ({0})\n{1}", exception.Message, exception.ToString()));
                    }
                }
            }
        }
Example #18
0
        /// <summary>
        /// Raise the event <see cref="ContextCreated"/>.
        /// </summary>
        protected virtual void OnContextCreated()
        {
            if (_ContextCreated != null)
            {
                GlControlEventArgs glControlEventArgs = new GlControlEventArgs(_DeviceContext, _RenderContext);

                foreach (EventHandler <GlControlEventArgs> handler in _ContextCreated.GetInvocationList())
                {
                    try {
                        handler(this, glControlEventArgs);
                    } catch (Exception) {
                        // Fail-safe
                    }
                }
            }
        }
Example #19
0
        private void GlControl_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            Control senderControl = (Control)sender;

            // FIXME I wonder why the viewport is affected when the GlControl is hosted in WPF windows.
            int vpx = -senderControl.ClientSize.Width;
            int vpy = -senderControl.ClientSize.Height;
            int vpw = senderControl.ClientSize.Width * 2;
            int vph = senderControl.ClientSize.Height * 2;

            Gl.Viewport(vpx, vpy, vpw, vph);
            Gl.Clear(ClearBufferMask.ColorBufferBit);

            if (Gl.CurrentVersion >= Gl.Version_110)
            {
                // Old school OpenGL 1.1
                // Setup & enable client states to specify vertex arrays, and use Gl.DrawArrays instead of Gl.Begin/End paradigm
                using (MemoryLock vertexArrayLock = new MemoryLock(_ArrayPosition))
                    using (MemoryLock vertexColorLock = new MemoryLock(_ArrayColor))
                    {
                        // Note: the use of MemoryLock objects is necessary to pin vertex arrays since they can be reallocated by GC
                        // at any time between the Gl.VertexPointer execution and the Gl.DrawArrays execution

                        Gl.VertexPointer(2, VertexPointerType.Float, 0, vertexArrayLock.Address);
                        Gl.EnableClientState(EnableCap.VertexArray);

                        Gl.ColorPointer(3, ColorPointerType.Float, 0, vertexColorLock.Address);
                        Gl.EnableClientState(EnableCap.ColorArray);

                        Gl.DrawArrays(PrimitiveType.Triangles, 0, 3);
                    }
            }
            else
            {
                // Old school OpenGL
                Gl.Begin(PrimitiveType.Triangles);
                Gl.Color3(1.0f, 0.0f, 0.0f); Gl.Vertex2(0.0f, 0.0f);
                Gl.Color3(0.0f, 1.0f, 0.0f); Gl.Vertex2(0.5f, 1.0f);
                Gl.Color3(0.0f, 0.0f, 1.0f); Gl.Vertex2(1.0f, 0.0f);
                Gl.End();
            }
        }
        private void GlControl_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            var senderControl = sender as GlControl;

            senderControl.Animation     = true;
            senderControl.AnimationTime = 1;

            int vpx = 0;
            int vpy = 0;
            int vpw = senderControl.ClientSize.Width;
            int vph = senderControl.ClientSize.Height;

            Gl.Viewport(vpx, vpy, vpw, vph);
            Gl.ClearColor(0.39f, 0.58f, 0.92f, 1);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            cycle();
            if (chip.draw)
            {
                Draw(chip.display);
            }

            if (Gl.CurrentVersion >= Gl.Version_110)
            {
                // Old school OpenGL 1.1
                // Setup & enable client states to specify vertex arrays, and use Gl.DrawArrays instead of Gl.Begin/End paradigm
                using (MemoryLock vertexArrayLock = new MemoryLock(_ArrayPosition))
                    using (MemoryLock vertexColorLock = new MemoryLock(_ArrayColor))
                    {
                        // Note: the use of MemoryLock objects is necessary to pin vertex arrays since they can be reallocated by GC
                        // at any time between the Gl.VertexPointer execution and the Gl.DrawArrays execution

                        Gl.VertexPointer(2, VertexPointerType.Float, 0, vertexArrayLock.Address);
                        Gl.EnableClientState(EnableCap.VertexArray);

                        Gl.ColorPointer(3, ColorPointerType.Float, 0, vertexColorLock.Address);
                        Gl.EnableClientState(EnableCap.ColorArray);

                        Gl.DrawArrays(PrimitiveType.Triangles, 0, _ArrayPosition.Length / 2);
                    }
            }
        }
Example #21
0
 private void glControl1_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
 {
     GraphicsHandler.GraphicContextCreated();
 }
Example #22
0
        private void VisionControl_ContextCreated(object sender, OpenGL.GlControlEventArgs e)
        {
            // Create GL context abstraction
            _GraphicsContext = new GraphicsContext(e.DeviceContext, e.RenderContext);

            // Create texture
            _FramebufferTexture = new Texture2d(1024, 1024, PixelLayout.RGB24);
            _FramebufferTexture.SamplerParams.MagFilter = TextureMagFilter.Linear;
            _FramebufferTexture.SamplerParams.MinFilter = TextureMinFilter.Linear;
            _FramebufferTexture.Create(_GraphicsContext);

            // Create framebuffer
            _Framebuffer = new Framebuffer();
            _Framebuffer.AttachColor(0, _FramebufferTexture);
            _Framebuffer.Create(_GraphicsContext);

            // Create shader (standard)
            _ProgramStd = _GraphicsContext.CreateProgram("OpenGL.Standard");
            _ProgramStd.Create(_GraphicsContext);

            // Create program (standard + texture)
            _ProgramStdTex = _GraphicsContext.CreateProgram("OpenGL.Standard+Texture");
            _ProgramStdTex.Create(_GraphicsContext);

            // Create vertex arrays (square)
            ArrayBuffer <Vertex2f> quadBuffer = new ArrayBuffer <Vertex2f>(BufferUsage.StaticDraw);

            quadBuffer.Create(new Vertex2f[] {
                new Vertex2f(-0.5f, +0.5f),
                new Vertex2f(-0.5f, -0.5f),
                new Vertex2f(+0.5f, +0.5f),
                new Vertex2f(+0.5f, -0.5f),
            });

            _ArraysQuad = new VertexArrays();
            _ArraysQuad.SetArray(quadBuffer, VertexArraySemantic.Position);
            _ArraysQuad.SetElementArray(PrimitiveType.TriangleStrip);
            _ArraysQuad.Create(_GraphicsContext);

            // Create vertex arrays (square)
            ArrayBuffer <Vertex2f> postquadBuffer = new ArrayBuffer <Vertex2f>(BufferUsage.StaticDraw);

            postquadBuffer.Create(new Vertex2f[] {
                new Vertex2f(0.0f, 1.0f),
                new Vertex2f(0.0f, 0.0f),
                new Vertex2f(1.0f, 1.0f),
                new Vertex2f(1.0f, 0.0f),
            });

            _ArraysPostQuad = new VertexArrays();
            _ArraysPostQuad.SetArray(postquadBuffer, VertexArraySemantic.Position);
            _ArraysPostQuad.SetArray(postquadBuffer, VertexArraySemantic.TexCoord);
            _ArraysPostQuad.SetElementArray(PrimitiveType.TriangleStrip);
            _ArraysPostQuad.Create(_GraphicsContext);

            // Create vertex arrays (optical markers)
            _BufferOpticalMarkers = new ArrayBuffer <Vertex2f>(BufferUsage.DynamicDraw);
            _BufferOpticalMarkers.Create(10000 * 2);

            _ArraysOpticalMarkers = new VertexArrays();
            _ArraysOpticalMarkers.SetArray(_BufferOpticalMarkers, VertexArraySemantic.Position);
            _ArraysOpticalMarkers.SetElementArray(PrimitiveType.Lines);
            _ArraysOpticalMarkers.Create(_GraphicsContext);
        }
Example #23
0
        private void VisionControl_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            #region Draw Basic Picture

            // Update image input
            _Framebuffer.BindDraw(_GraphicsContext);
            Gl.Viewport(0, 0, (int)_Framebuffer.Width, (int)_Framebuffer.Height);
            _Framebuffer.Clear(_GraphicsContext, ClearBufferMask.ColorBufferBit);
            {                   // Draw a quad
                Matrix4x4f quadProj  = Matrix4x4f.Ortho2D(-1.0f, +1.0f, -1.0f, +1.0f);
                Matrix4x4f quadModel = new Matrix4x4f();

                _Angle += 1.0f;

                quadModel.RotateZ(10.0f * (float)Math.Cos(Angle.ToRadians(_Angle)));

                _GraphicsContext.Bind(_ProgramStd);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_ModelViewProjection", quadProj * quadModel);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_UniformColor", Vertex4f.One);

                _ArraysQuad.Draw(_GraphicsContext, _ProgramStd);
            }
            _Framebuffer.UnbindDraw(_GraphicsContext);

            #endregion

            #region Track Corners

            // Read back image input pixels
            using (OpenGL.Objects.Image imageInput = _FramebufferTexture.Get(_GraphicsContext, PixelLayout.RGB24, 0)) {
                // Copy the input RGB frame from OpenGL to OpenVX
                Rectangle cv_rgb_image_region = new Rectangle();
                cv_rgb_image_region.StartX = 0;
                cv_rgb_image_region.StartY = 0;
                cv_rgb_image_region.EndX   = imageInput.Width;
                cv_rgb_image_region.EndY   = imageInput.Height;

                ImagePatchAddressing cv_rgb_image_layout = new ImagePatchAddressing();
                cv_rgb_image_layout.StrideX = 3;
                cv_rgb_image_layout.StrideY = (int)imageInput.Stride;

                VX.CopyImagePatch(_ImageInput, ref cv_rgb_image_region, 0, ref cv_rgb_image_layout, imageInput.ImageBuffer, Accessor.WriteOnly, MemoryType.Host);
            }

            // Now that input RGB image is ready, just run a graph.
            // Run Harris at the beginning to initialize the previous keypoints,
            // on other frames run the tracking graph.
            VX.ProcessGraph(_DetectCorners ? _GraphHarris : _GraphTrack);

            _DetectCorners = false;

            #endregion

            #region Store Markers on GPU

            // To mark the keypoints in display, you need to access the output
            // keypoint array and draw each item on the output window using gui.DrawArrow().
            UIntPtr num_corners  = UIntPtr.Zero;
            uint    num_tracking = 0;

            _KeypointsPrevious = VX.GetReferenceFromDelay(_KeypointsDelay, -1);
            _KeypointsCurrent  = VX.GetReferenceFromDelay(_KeypointsDelay, 0);

            VX.Query(_KeypointsPrevious, ArrayAttribute.Numitems, out num_corners);
            if (num_corners.ToUInt64() > 0)
            {
                UIntPtr kp_old_stride = UIntPtr.Zero, kp_new_stride = UIntPtr.Zero;
                MapId   kp_old_map = new MapId(), kp_new_map = new MapId();
                IntPtr  kp_old_buf, kp_new_buf;

                VX.MapArrayRange(_KeypointsPrevious, (UIntPtr)0, num_corners, ref kp_old_map, ref kp_old_stride, out kp_old_buf, Accessor.ReadOnly, MemoryType.Host, 0);
                VX.MapArrayRange(_KeypointsCurrent, (UIntPtr)0, num_corners, ref kp_new_map, ref kp_new_stride, out kp_new_buf, Accessor.ReadOnly, MemoryType.Host, 0);

                _BufferOpticalMarkers.Map(_GraphicsContext, BufferAccess.WriteOnly);

                for (uint i = 0; i < num_corners.ToUInt64(); i++)
                {
                    KeyPoint kp_old = VX.ArrayItem <KeyPoint>(kp_old_buf, i, kp_old_stride);
                    KeyPoint kp_new = VX.ArrayItem <KeyPoint>(kp_new_buf, i, kp_new_stride);

                    if (kp_new.TrackingStatus != 0)
                    {
                        Vertex2f vOld = new Vertex2f(kp_old.X / 1024.0f, kp_old.Y / 1024.0f);
                        Vertex2f vNew = new Vertex2f(kp_new.X / 1024.0f, kp_new.Y / 1024.0f);

                        _BufferOpticalMarkers.SetElement(vOld, (num_tracking * 2) + 0, 0);
                        _BufferOpticalMarkers.SetElement(vNew, (num_tracking * 2) + 1, 0);

                        num_tracking++;
                    }
                }

                _BufferOpticalMarkers.Unmap(_GraphicsContext);

                VX.UnmapArrayRange(_KeypointsPrevious, kp_old_map);
                VX.UnmapArrayRange(_KeypointsCurrent, kp_new_map);
            }

            #endregion

            Gl.Viewport(0, 0, VisionControl.Width, VisionControl.Height);
            Gl.ClearColor(1.0f, 0.0f, 0.0f, 0.0f);
            Gl.Clear(ClearBufferMask.ColorBufferBit);

            #region Draw Input Image

            _GraphicsContext.Bind(_ProgramStdTex);
            _ProgramStdTex.SetUniform(_GraphicsContext, "glo_ModelViewProjection", Matrix4x4f.Ortho2D(0.0f, 1.0f, 0.0f, 1.0f));
            _ProgramStdTex.SetUniform(_GraphicsContext, "glo_Texture", _FramebufferTexture);

            _ArraysPostQuad.Draw(_GraphicsContext, _ProgramStdTex);

            #endregion

            #region Draw Markers

            if (num_tracking > 0)
            {
                _GraphicsContext.Bind(_ProgramStd);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_ModelViewProjection", Matrix4x4f.Ortho2D(0.0f, 1.0f, 0.0f, 1.0f));
                _ProgramStd.SetUniform(_GraphicsContext, "glo_UniformColor", new Vertex4f(1.0f, 0.0f, 0.0f, 1.0f));

                _ArraysOpticalMarkers.Draw(_GraphicsContext, _ProgramStd, 0, 0, num_tracking * 2);
            }

            #endregion

            // Increase the age of the delay objects to make the current entry become previous entry
            VX.AgeDelay(_PyramidDelay);
            VX.AgeDelay(_KeypointsDelay);
        }
Example #24
0
 private void OnUpdate(object sender, OpenGL.GlControlEventArgs e)
 {
 }