Example #1
0
        public GPURelativeToEye(Context context, Vector3D[] positions, byte[] colors)
        {
            _sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Examples.GPURelativeToEye.Shaders.VS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Examples.Shaders.FS.glsl"));
            _cameraEyeHigh = (Uniform <Vector3F>)_sp.Uniforms["u_cameraEyeHigh"];
            _cameraEyeLow  = (Uniform <Vector3F>)_sp.Uniforms["u_cameraEyeLow"];
            _modelViewPerspectiveMatrixRelativeToEye = (Uniform <Matrix4F>)(_sp.Uniforms["u_modelViewPerspectiveMatrixRelativeToEye"]);
            _pointSize = (Uniform <float>)_sp.Uniforms["u_pointSize"];

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

            Mesh mesh = new Mesh();
            VertexAttributeFloatVector3 positionsHighAttribute = new VertexAttributeFloatVector3("positionHigh", positions.Length);
            VertexAttributeFloatVector3 positionsLowAttribute  = new VertexAttributeFloatVector3("positionLow", positions.Length);
            VertexAttributeRGB          colorAttribute         = new VertexAttributeRGB("color", positions.Length);

            mesh.Attributes.Add(positionsHighAttribute);
            mesh.Attributes.Add(positionsLowAttribute);
            mesh.Attributes.Add(colorAttribute);

            for (int i = 0; i < positions.Length; ++i)
            {
                Vector3F positionHigh;
                Vector3F positionLow;
                Vector3DToTwoVector3F(positions[i], out positionHigh, out positionLow);

                positionsHighAttribute.Values.Add(positionHigh);
                positionsLowAttribute.Values.Add(positionLow);
            }

            for (int i = 0; i < colors.Length; ++i)
            {
                colorAttribute.Values.Add(colors[i]);
            }

            _va = context.CreateVertexArray(mesh, _sp.VertexAttributes, BufferHint.StaticDraw);

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

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;
            renderState.ProgramPointSize     = ProgramPointSize.Enabled;

            _drawState = new DrawState(renderState, _sp, _va);
        }
Example #2
0
        public RelativeToCenter(Context context, Vector3D[] positions, byte[] colors)
        {
            _sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Examples.RelativeToCenter.Shaders.VS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Examples.Shaders.FS.glsl"));
            _modelViewPerspectiveMatrixRelativeToCenter = (Uniform <Matrix4F>)(_sp.Uniforms["u_modelViewPerspectiveMatrixRelativeToCenter"]);
            _pointSize = (Uniform <float>)_sp.Uniforms["u_pointSize"];

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

            Mesh mesh = new Mesh();
            VertexAttributeFloatVector3 positionsAttribute = new VertexAttributeFloatVector3("position", positions.Length);
            VertexAttributeRGB          colorAttribute     = new VertexAttributeRGB("color", positions.Length);

            mesh.Attributes.Add(positionsAttribute);
            mesh.Attributes.Add(colorAttribute);

            _center = new AxisAlignedBoundingBox(positions).Center;
            for (int i = 0; i < positions.Length; ++i)
            {
                positionsAttribute.Values.Add((positions[i] - _center).ToVector3F());
            }

            for (int i = 0; i < colors.Length; ++i)
            {
                colorAttribute.Values.Add(colors[i]);
            }

            _va = context.CreateVertexArray(mesh, _sp.VertexAttributes, BufferHint.StaticDraw);

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

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;
            renderState.ProgramPointSize     = ProgramPointSize.Enabled;

            _drawState = new DrawState(renderState, _sp, _va);
        }
        public CPURelativeToEye(Context context, Vector3D[] positions, byte[] colors)
        {
            _sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Examples.CPURelativeToEye.Shaders.VS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Examples.Shaders.FS.glsl"));
            _modelViewPerspectiveMatrixRelativeToEye = (Uniform <Matrix4F>)(_sp.Uniforms["u_modelViewPerspectiveMatrixRelativeToEye"]);
            _pointSize = (Uniform <float>)_sp.Uniforms["u_pointSize"];

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

            _positions = new Vector3D[positions.Length];
            positions.CopyTo(_positions, 0);
            _positionsRelativeToEye = new Vector3F[_positions.Length];
            _eye = Vector3D.Zero;

            //
            // _positionBuffer is dynamic, and is written to when the camera moves.
            //
            _positionBuffer = Device.CreateVertexBuffer(BufferHint.DynamicDraw, ArraySizeInBytes.Size(_positionsRelativeToEye));

            _colorBuffer = Device.CreateVertexBuffer(BufferHint.StaticDraw, colors.Length);
            _colorBuffer.CopyFromSystemMemory(colors);

            _va = context.CreateVertexArray();
            _va.Attributes[_sp.VertexAttributes["position"].Location] =
                new VertexBufferAttribute(_positionBuffer, ComponentDatatype.Float, 3);
            _va.Attributes[_sp.VertexAttributes["color"].Location] =
                new VertexBufferAttribute(_colorBuffer, ComponentDatatype.UnsignedByte, 3, true, 0, 0);

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

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;
            renderState.ProgramPointSize     = ProgramPointSize.Enabled;

            _drawState = new DrawState(renderState, _sp, _va);
        }
Example #4
0
        public SceneGPURelativeToEyeLOD(Context context, Vector3D[] positions, byte[] colors)
        {
            _spHigh = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Examples.GPURelativeToEyeLOD.Shaders.HighPrecisionVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Examples.Shaders.FS.glsl"));
            _cameraEyeHigh = (Uniform <Vector3F>)_spHigh.Uniforms["u_cameraEyeHigh"];
            _cameraEyeLow  = (Uniform <Vector3F>)_spHigh.Uniforms["u_cameraEyeLow"];
            _modelViewPerspectiveMatrixRelativeToEye = (Uniform <Matrix4F>)(_spHigh.Uniforms["u_modelViewPerspectiveMatrixRelativeToEye"]);
            _pointSizeHigh = (Uniform <float>)_spHigh.Uniforms["u_pointSize"];

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

            Vector3F[] positionsHigh = new Vector3F[positions.Length];
            Vector3F[] positionsLow  = new Vector3F[positions.Length];

            for (int i = 0; i < positions.Length; ++i)
            {
                Vector3DToTwoVector3F(positions[i], out positionsHigh[i], out positionsLow[i]);
            }
            _center = positions[6];

            _positionBufferHigh = Device.CreateVertexBuffer(BufferHint.StaticDraw, ArraySizeInBytes.Size(positions));
            _positionBufferLow  = Device.CreateVertexBuffer(BufferHint.StaticDraw, ArraySizeInBytes.Size(positions));
            _colorBuffer        = Device.CreateVertexBuffer(BufferHint.StaticDraw, colors.Length);

            _positionBufferHigh.CopyFromSystemMemory(positionsHigh);
            _positionBufferLow.CopyFromSystemMemory(positionsLow);
            _colorBuffer.CopyFromSystemMemory(colors);

            _vaHigh = context.CreateVertexArray();
            _vaHigh.Attributes[_spHigh.VertexAttributes["positionHigh"].Location] =
                new VertexBufferAttribute(_positionBufferHigh, ComponentDatatype.Float, 3);
            _vaHigh.Attributes[_spHigh.VertexAttributes["positionLow"].Location] =
                new VertexBufferAttribute(_positionBufferLow, ComponentDatatype.Float, 3);
            _vaHigh.Attributes[_spHigh.VertexAttributes["color"].Location] =
                new VertexBufferAttribute(_colorBuffer, ComponentDatatype.UnsignedByte, 3, true, 0, 0);

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

            RenderState renderState = new RenderState();

            renderState.FacetCulling.Enabled = false;
            renderState.DepthTest.Enabled    = false;
            renderState.ProgramPointSize     = ProgramPointSize.Enabled;

            _drawStateHigh = new DrawState(renderState, _spHigh, _vaHigh);

            ///////////////////////////////////////////////////////////////////
            // Low Precision

            _spLow = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Examples.GPURelativeToEyeLOD.Shaders.LowPrecisionVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Examples.Shaders.FS.glsl"));
            _pointSizeLow = (Uniform <float>)_spLow.Uniforms["u_pointSize"];

            _vaLow = context.CreateVertexArray();
            _vaLow.Attributes[_spLow.VertexAttributes["position"].Location] =
                new VertexBufferAttribute(_positionBufferHigh, ComponentDatatype.Float, 3);
            _vaLow.Attributes[_spLow.VertexAttributes["color"].Location] =
                new VertexBufferAttribute(_colorBuffer, ComponentDatatype.UnsignedByte, 3, true, 0, 0);

            _drawStateLow = new DrawState(renderState, _spLow, _vaLow);
        }