protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 50.0f); }; //items.Add("lensflarewhite", new GLTexture2D(Properties.Resources.lensflare_white64)); items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLColorShaderWorld(), "COS"); #region coloured lines { GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COS"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, 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.Green, Color.Green }) ); rObjects.Add(items.Shader("COS"), // vertical GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, 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.Green, Color.Green }) ); } var p = GLPointsFactory.RandomStars4(100, -100, 100, 100, -100, 100, -100); //p = new Vector4[10]; //for( int i = 0; i < 10; i++) //{ // p[i] = new Vector4(i, 6.8f, 0,1); //} items.Add(new GLPointSprite(), "PS1"); GLRenderState rp = GLRenderState.PointSprites(); // by program GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("lensflare"), 4); rObjects.Add(items.Shader("PS1"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rp, p, new Color4[] { Color.Red, Color.Yellow, Color.Green }, rt)); #endregion items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = worldsize * 2; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { // MCUB set up by Controller3DDraw which did the work first displaycontrol.Render(glwfc.RenderState, ts); }; double startspeed = 60 * 60 * 6; // in sec GLImage minus = new GLImage("plus", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward); minus.MouseClick += (e1, m1) => { currentjd -= 365; }; displaycontrol.Add(minus); GLImage back = new GLImage("back", new Rectangle(40, 0, 32, 32), Properties.Resources.Backwards); back.MouseClick += (e1, m1) => { if (jdscaling > 0) { jdscaling /= 2; } else if (jdscaling < 0) { jdscaling *= 2; } else { jdscaling = -startspeed; } }; displaycontrol.Add(back); GLImage pause = new GLImage("back", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause); pause.MouseClick += (e1, m1) => { jdscaling = 0; }; displaycontrol.Add(pause); GLImage fwd = new GLImage("fwd", new Rectangle(120, 0, 32, 32), Properties.Resources.Forward); fwd.MouseClick += (e1, m1) => { if (jdscaling < 0) { jdscaling /= 2; } else if (jdscaling > 0) { jdscaling *= 2; } else { jdscaling = startspeed; } }; displaycontrol.Add(fwd); GLImage plus = new GLImage("plus", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward); plus.MouseClick += (e1, m1) => { currentjd += 365; }; displaycontrol.Add(plus); status = new GLLabel("state", new Rectangle(200, 0, 400, 20), "Label", Color.DarkOrange); displaycontrol.Add(status); datalabel = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange); datalabel.TextAlign = ContentAlignment.TopLeft; displaycontrol.Add(datalabel); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 3000F; gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 0.025F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLTexturedShaderObjectCommonTranslation(), "TEXOCT"); items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "golden"); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); #region coloured lines int gridsize = (int)(worldsize * mscaling); int markers = gridsize / 20; { GLRenderState lines = GLRenderState.Lines(1); Color gridcolour = Color.FromArgb(255, 60, 60, 60); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(markers, 0, 0), gridsize / markers * 2 + 1), new Color4[] { gridcolour }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, markers), gridsize / markers * 2 + 1), new Color4[] { gridcolour })); } rObjects.Add(new GLOperationClearDepthBuffer()); { GLRenderState rt = GLRenderState.Tri(); float sunscaled = sunradiusm * mscaling * sunscaleup; rObjects.Add(items.Shader("TEXOCT"), "sun", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, sunscaled), new GLRenderDataTranslationRotationTexture(items.Tex("golden"), new Vector3(0, 0, 0)) )); } #endregion { // debug check DateTime t = new DateTime(2000, 1, 1, 12, 0, 0); double jd = t.ToJulianDate(); DateTime t2 = jd.JulianToDateTime(); System.Diagnostics.Debug.WriteLine($"Date time {t} JD {jd} back to {t2}"); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block currentjd = KeplerOrbitElements.J2000; jdscaling = 0; bodies = new KeplerOrbitElements[4]; bodypositions = new GLRenderDataTranslationRotationTexture[4]; // earth bodies[0] = new KeplerOrbitElements(true, semimajoraxiskm: 0.38709893 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/mercuryfact.html eccentricity: 0.20563069, inclination: 7.00487, longitudeofascendingnode: 48.33167, longitudeofperihelion: 77.45645, meanlongitude: 252.25084, currentjd); bodies[1] = new KeplerOrbitElements(true, semimajoraxiskm: 0.72333199 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/venusfact.html eccentricity: 0.00677323, inclination: 3.39471, longitudeofascendingnode: 76.68069, longitudeofperihelion: 131.53298, meanlongitude: 181.97973, currentjd); bodies[2] = new KeplerOrbitElements(true, semimajoraxiskm: 1.49596E+08, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html eccentricity: 0.0167086, inclination: 0.00005, longitudeofascendingnode: -11.26064, longitudeofperihelion: 102.94719, meanlongitude: 100.46435, currentjd); bodies[3] = new KeplerOrbitElements(true, semimajoraxiskm: 1.52366231 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/marsfact.html eccentricity: 0.09341233, inclination: 1.85061, longitudeofascendingnode: 49.57854, longitudeofperihelion: 336.04084, meanlongitude: 355.45332, currentjd); float planetsize = earthradiusm * mscaling * planetscaleup; for (int i = 0; i < bodies.Length; i++) { bodies[i].CentralMass = Msol; System.Diagnostics.Debug.WriteLine($"{i} {bodies[i].OrbitalPeriodS/60/60/24} {bodies[i].CalculateMass(bodies[i].OrbitalPeriodS)}"); bodypositions[i] = new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0)); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEXOCT"), "Body" + i, GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, planetsize), bodypositions[i])); Vector4[] orbit = bodies[i].Orbit(currentjd, 1, mscaling); GLRenderState lines = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.LineStrip, lines, orbit, new Color4[] { Color.FromArgb(255, 128, 0, 0) })); } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }
public void Start(GLOFC.WinForm.GLWinFormControl glwfc, GalacticMapping edsmmapping, GalacticMapping eliteregions) { this.glwfc = glwfc; this.edsmmapping = edsmmapping; this.elitemapping = eliteregions; hptimer.Start(); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int lyscale = 1; int front = -20000 / lyscale, back = front + 90000 / lyscale, left = -45000 / lyscale, right = left + 90000 / lyscale, vsize = 2000 / lyscale; if (false) // debug bounding box { Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); items.Add(new GLShaderPipeline(new GLPLVertexShaderWorldCoord(), new GLPLFragmentShaderFixedColor(Color.Yellow)), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); items.Add(new GLColorShaderWorld(), "COS-1L"); float h = 0; int dist = 1000 / lyscale; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new OpenTK.Graphics.Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new OpenTK.Graphics.Color4[] { cr }) ); rObjects.Add(new GLOperationClearDepthBuffer()); } int ctrlo = 2048 | 32 | 64; ctrlo = -1; if ((ctrlo & 1) != 0) // galaxy { volumetricboundingbox = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, vsize, front, 1), new Vector4(right, vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, vsize, back, 1), new Vector4(right, vsize, back, 1), new Vector4(right, -vsize, back, 1), }; const int gnoisetexbinding = 3; //tex bindings are attached per shaders so are not global const int gdisttexbinding = 4; const int galtexbinding = 1; volumetricblock = new GLVolumetricUniformBlock(volumenticuniformblock); items.Add(volumetricblock, "VB"); int sc = 1; GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(noise3d, "Noise"); ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc, gnoisetexbinding); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(gnoisetexbinding); }; csn.Run(); // compute noise csn.Dispose(); GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(gaussiantex, "Gaussian"); // set centre=width, higher widths means more curve, higher std dev compensate. // fill the gaussiantex with data ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, gdisttexbinding); gsn.StartAction += (A, m) => { gaussiantex.BindImage(gdisttexbinding); }; gsn.Run(); // compute noise gsn.Dispose(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8); items.Add(galtex, "galtex"); galaxyshader = new GalaxyShader(volumenticuniformblock, galtexbinding, gnoisetexbinding, gdisttexbinding); items.Add(galaxyshader, "Galaxy-sh"); // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader galaxyshader.StartAction += (a, m) => { galtex.Bind(galtexbinding); noise3d.Bind(gnoisetexbinding); gaussiantex.Bind(gdisttexbinding); }; // shader requires these, so bind using shader GLRenderState rt = GLRenderState.Tri(); galaxyrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rt); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(galaxyshader, "galshader", galaxyrenderable); } if ((ctrlo & 2) != 0) { var corr = new GalMapRegions.ManualCorrections[] { // nerf the centeroid position slightly new GalMapRegions.ManualCorrections("The Galactic Aphelion", y: -2000), new GalMapRegions.ManualCorrections("The Abyss", y: +3000), new GalMapRegions.ManualCorrections("Eurus", y: -3000), new GalMapRegions.ManualCorrections("The Perseus Transit", x: -3000, y: -3000), new GalMapRegions.ManualCorrections("Zephyrus", x: 0, y: 2000), }; edsmgalmapregions = new GalMapRegions(); edsmgalmapregions.CreateObjects("edsmregions", items, rObjects, edsmmapping, 8000, corr: corr); } if ((ctrlo & 4) != 0) { elitemapregions = new GalMapRegions(); elitemapregions.CreateObjects("eliteregions", items, rObjects, eliteregions, 8000); EliteRegionsEnable = false; } if ((ctrlo & 8) != 0) { int gran = 8; Bitmap img = Properties.Resources.Galaxy_L180; Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap); heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); Random rnd = new Random(23); GLBuffer buf = items.NewBuffer(16 * 350000, false); // since RND is fixed, should get the same number every time. buf.StartWrite(0); // get a ptr to the whole schebang int xcw = (right - left) / heat.Width; int zch = (back - front) / heat.Height; int points = 0; for (int x = 0; x < heat.Width; x++) { for (int z = 0; z < heat.Height; z++) { int i = heat.GetPixel(x, z).R; if (i > 32) { int gx = left + x * xcw; int gz = front + z * zch; float dx = (float)Math.Abs(gx) / 45000; float dz = (float)Math.Abs(25889 - gz) / 45000; double d = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412 d = 1 - d; // 1 = centre, 0 = unit circle d = d * 2 - 1; // -1 to +1 double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4); int c = Math.Min(Math.Max(i * i * i / 120000, 1), 40); //int c = Math.Min(Math.Max(i * i * i / 24000000, 1), 40); dist *= 2000 / lyscale; //System.Diagnostics.Debug.WriteLine("{0} {1} : dist {2} c {3}", x, z, dist, c); //System.Diagnostics.Debug.Write(c); GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: 0.8f); points += c; System.Diagnostics.Debug.Assert(points < buf.Length / 16); } } //System.Diagnostics.Debug.WriteLine("."); } buf.StopReadWrite(); stardots = new GalaxyStarDots(); items.Add(stardots); GLRenderState rc = GLRenderState.Points(1); rc.DepthTest = false; // note, if this is true, there is a wierd different between left and right in view.. not sure why rObjects.Add(stardots, "stardots", GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rc, buf, points)); System.Diagnostics.Debug.WriteLine("Stars " + points); } rObjects.Add(new GLOperationClearDepthBuffer()); // clear depth buffer and now use full depth testing on the rest if ((ctrlo & 16) != 0) { items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS"); var p = GLPointsFactory.RandomStars4(1000, 0, 25899 / lyscale, 10000 / lyscale, 1000 / lyscale, -1000 / lyscale); GLRenderState rps = GLRenderState.PointSprites(); rObjects.Add(items.Shader("PS"), "starsprites", GLRenderableItem.CreateVector4Color4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rps, p, new Color4[] { Color.White })); } if ((ctrlo & 32) != 0) { gridvertshader = new DynamicGridVertexShader(Color.Cyan); //items.Add(gridvertshader, "PLGRIDVertShader"); var frag = new GLPLFragmentShaderVSColor(); //items.Add(frag, "PLGRIDFragShader"); GLRenderState rl = GLRenderState.Lines(1); items.Add(new GLShaderPipeline(gridvertshader, frag), "DYNGRID"); gridrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Lines, rl, drawcount: 2); rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", gridrenderable); } if ((ctrlo & 64) != 0) { gridbitmapvertshader = new DynamicGridCoordVertexShader(); var frag = new GLPLFragmentShaderTexture2DIndexed(0); GLRenderState rl = GLRenderState.Tri(cullface: false); GLTexture2DArray gridtexcoords = new GLTexture2DArray(); items.Add(gridtexcoords, "PLGridBitmapTextures"); GLShaderPipeline sp = new GLShaderPipeline(gridbitmapvertshader, frag); items.Add(sp, "DYNGRIDBitmap"); rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9)); } GLStorageBlock findresults = items.NewStorageBlock(findblock); float sunsize = .5f; if ((ctrlo & 128) != 0) { Random rnd = new Random(52); List <HistoryEntry> pos = new List <HistoryEntry>(); DateTime start = new DateTime(2020, 1, 1); Color[] colors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.White, Color.Black, Color.Purple, Color.Yellow }; for (int j = 0; j <= 200; j++) { Color jc = colors[j % colors.Length]; int i = j * 10; string name = "Kyli Flyuae AA-B h" + j.ToString(); if (i < 30000) { pos.Add(new HistoryEntry(start, name, i + rnd.Next(50), rnd.Next(50), i, jc)); } else if (i < 60000) { pos.Add(new HistoryEntry(start, name, 60000 - i + rnd.Next(50), rnd.Next(50), i, jc)); } else if (i < 90000) { pos.Add(new HistoryEntry(start, name, -(i - 60000) + rnd.Next(50), rnd.Next(50), 120000 - i, jc)); } else { pos.Add(new HistoryEntry(start, name, -30000 + (i - 90000) + rnd.Next(50), rnd.Next(50), -i + 120000, jc)); } start = start.AddDays(1); } // tested to 50k stars travelpath = new TravelPath(1000); travelpath.Create(items, rObjects, pos, sunsize, sunsize, findresults, true); travelpath.SetSystem(0); } if ((ctrlo & 256) != 0) { galmapobjects = new GalMapObjects(); galmapobjects.CreateObjects(items, rObjects, edsmmapping, findresults, true); } if ((ctrlo & 512) != 0) { // galaxystars = new GalaxyStars(items, rObjects, sunsize, findresults); } if ((ctrlo & 1024) != 0) { rightclickmenu = new GLContextMenu("RightClickMenu", new GLMenuItem("RCMInfo", "Information") { MouseClick = (s, e) => { var nl = NameLocationDescription(rightclickmenu.Tag); System.Diagnostics.Debug.WriteLine($"Info {nl.Item1} {nl.Item2}"); // logical name is important as menu uses it to close down GLMessageBox msg = new GLMessageBox("InfoBoxForm-1", displaycontrol, e.WindowLocation, nl.Item3, $"{nl.Item1} @ {nl.Item2.X:#.#},{nl.Item2.Y:#.#},{nl.Item2.Z:#.#}", GLMessageBox.MessageBoxButtons.OK, null, Color.FromArgb(220, 60, 60, 70), Color.DarkOrange); } }, new GLMenuItem("RCMZoomIn", "Goto Zoom In") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); gl3dcontroller.SlewToPositionZoom(nl.Item2, 100, -1); } }, new GLMenuItem("RCMGoto", "Goto Position") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); System.Diagnostics.Debug.WriteLine($"Goto {nl.Item1} {nl.Item2}"); gl3dcontroller.SlewToPosition(nl.Item2, -1); } }, new GLMenuItem("RCMLookAt", "Look At") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); gl3dcontroller.PanTo(nl.Item2, -1); } } ); } if ((ctrlo & 2048) != 0) { bookmarks = new Bookmarks(); var syslist = new List <SystemClass> { new SystemClass("bk1", 1000, 0, 0), new SystemClass("bk1", 1000, 0, 2000), }; bookmarks.Create(items, rObjects, syslist, 10, findresults, false); } // Matrix calc holding transform info matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = 120000f / lyscale; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); // must establish size before starting // menu system displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc, true, 0.00001f, 0.00001f); // hook form to the window - its the master displaycontrol.Font = new Font("Arial", 10f); displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.SetFocus(); // 3d controller gl3dcontroller = new Controller3D(); gl3dcontroller.PosCamera.ZoomMax = 600; // gives 5ly gl3dcontroller.ZoomDistance = 3000F / lyscale; gl3dcontroller.PosCamera.ZoomMin = 0.1f; gl3dcontroller.PosCamera.ZoomScaling = 1.1f; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3DDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { double eyedistr = Math.Pow(eyedist, 1.0); float v = (float)Math.Max(eyedistr / 1200, 0); //System.Diagnostics.Debug.WriteLine("Speed " + eyedistr + " "+ v); return((float)ms * v); }; // hook gl3dcontroller to display control - its the slave. Do not register mouse UI, we will deal with that. gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(140.75f, 0, 0), 0.5F, false, true); //gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(90F, 0, 0), 0.5F, false, true); if (displaycontrol != null) { displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { // MCUB set up by Controller3DDraw which did the work first galaxymenu.UpdateCoords(gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.ZoomFactor); // debug this galaxymenu.DebugStatusText(gl3dcontroller.PosCamera.StringPositionCamera); gl3dcontroller.PosCamera.SetPositionCamera(gl3dcontroller.PosCamera.StringPositionCamera); displaycontrol.Animate(glwfc.ElapsedTimems); displaycontrol.Render(glwfc.RenderState, ts); }; } displaycontrol.MouseClick += MouseClickOnMap; displaycontrol.MouseUp += MouseUpOnMap; displaycontrol.MouseDown += MouseDownOnMap; displaycontrol.MouseMove += MouseMoveOnMap; displaycontrol.MouseWheel += MouseWheelOnMap; galaxymenu = new MapMenu(this); // Autocomplete text box at top for searching GLTextBoxAutoComplete tbac = ((GLTextBoxAutoComplete)displaycontrol[MapMenu.EntryTextName]); tbac.PerformAutoCompleteInUIThread = (s, a, set) => { System.Diagnostics.Debug.Assert(Application.MessageLoop); // must be in UI thread var glist = edsmmapping.galacticMapObjects.Where(x => s.Length < 3 ? x.name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x).ToList(); List <string> list = glist.Select(x => x.name).ToList(); list.AddRange(travelpath.CurrentList.Where(x => s.Length < 3 ? x.System.Name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.System.Name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x.System.Name)); foreach (var x in list) { set.Add(x); } }; tbac.SelectedEntry = (a) => // in UI thread { System.Diagnostics.Debug.Assert(Application.MessageLoop); // must be in UI thread System.Diagnostics.Debug.WriteLine("Selected " + tbac.Text); var gmo = edsmmapping.galacticMapObjects.Find(x => x.name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase)); if (gmo != null) { System.Diagnostics.Debug.WriteLine("Move to gmo " + gmo.points[0]); gl3dcontroller.SlewToPosition(new Vector3((float)gmo.points[0].X, (float)gmo.points[0].Y, (float)gmo.points[0].Z), -1); } else { var he = travelpath.CurrentList.Find(x => x.System.Name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase)); if (he != null) { System.Diagnostics.Debug.WriteLine("Move to sys " + he.System.Name); gl3dcontroller.SlewToPosition(new Vector3((float)he.System.X, (float)he.System.Y, (float)he.System.Z), -1); } else { tbac.InErrorCondition = true; } } }; if (galaxystars != null) { galaxystars.Start(); } if (false) // enable for debug buffer { debugbuffer = new GLStorageBlock(31, true); debugbuffer.AllocateBytes(32000, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); // set size of vec buffer } if (false) // enable for debug { items.Add(new GLColorShaderObjectTranslation(), "COSOT"); GLRenderState rc = GLRenderState.Tri(cullface: false); rc.DepthTest = false; Vector3[] markers = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, -5, 0), new Vector3(0, -5 - 3.125f / 2f, 0) }; for (int i = 0; i < markers.Length; i++) { rObjects.Add(items.Shader("COSOT"), "marker" + i, GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(0.5f), new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange }, new GLRenderDataTranslationRotation(markers[i]) )); } } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; // operate matrixcalc in +Z away mode (default), in perspective mode (default) matrixcalc = new GLMatrixCalc(); // must make after GL window is made matrixcalc.ResizeViewPort(this, glwfc.Size); // inform matrix calc of window size matrixcalc.CalculateModelMatrix(new Vector3(0, 0, 0), new Vector2(135, 0), 50, 0); // set up the lookat position, the camera direction, the distance and rotation matrixcalc.CalculateProjectionMatrix(); // and set the project matrix glwfc.Paint += Draw; // register for draw // disposable items are stored in GLItemsList, so they can be cleanly disposed of at the end // make three stock shaders with names items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLColorShaderObjectTranslation(), "COSOT"); items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT"); // make a texture from resources called dotted2 items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2"); // render state for lines GLRenderState lines = GLRenderState.Lines(1); // make a set of vertices from the shape factory var rs1 = GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21); // make a array of colours for the vertexes (note do not need a full set, the render creator will repeat them automatically) var rc1 = new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed }; // make a render item, indicating type (Lines), vertexes (rs1) and colours (rc1) var ri1 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, rs1, rc1); // add to render list - paint with this shader, and this render rObjects.Add(items.Shader("COSW"), ri1); // do more.. 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 })); // render state for triangles GLRenderState rc = GLRenderState.Tri(); rc.CullFace = false; rObjects.Add(items.Shader("COSOT"), "scopen", GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f), new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange }, new GLRenderDataTranslationRotation(new Vector3(-10, 0, -10)) )); rObjects.Add(items.Shader("COSOT"), "scopen2", 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, 0, 10)) )); // render state for quads 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)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0)) )); // make a Uniformblock to hold matrix info items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; glwfc.EnsureCurrentContext(); // paranoid check gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 1000f; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLColorShaderObjectTranslation(), "COSOT"); items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT"); 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 })); } #endregion #region Coloured triangles if (true) { GLRenderState rc = GLRenderState.Tri(); rc.CullFace = false; rObjects.Add(items.Shader("COSOT"), "scopen", GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f), new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange }, new GLRenderDataTranslationRotation(new Vector3(10, 3, 20)) )); rObjects.Add(items.Shader("COSOT"), "scopen2", 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, -3, -20)) )); } #endregion #region textures if (true) { GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("TEXOT"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1.0f, 1.0f, new Vector3(-90f.Radians(), 0, 0)), 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 //new Thread(() => new Window2().ShowDialog()).Start(); // in another thread, it works frm = new Window2(); frm.Show(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; //GLStatics.EnableDebug(DebugProc); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 500000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, -35000), new Vector3(135f, 0, 0), 0.31622F); items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl1 = GLRenderState.Lines(1); float h = -1; if (h != -1) { Color cr = Color.FromArgb(60, Color.Gray); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(-35000, h, 35000), new Vector3(1000, 0, 0), 70), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(35000, h, -35000), new Vector3(0, 0, 1000), 70), new Color4[] { cr }) ); } int hsize = 35000, vsize = 2000, zsize = 35000; { int left = -hsize, right = hsize, bottom = -vsize, top = +vsize, front = -zsize, back = zsize; Vector4[] lines2 = new Vector4[] { new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1), new Vector4(left, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1), new Vector4(left, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1), new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, front, 1), new Vector4(left, top, back, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1), new Vector4(right, top, front, 1), new Vector4(right, top, back, 1), }; items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2)); } // bounding box boundingbox = new Vector4[] { new Vector4(-hsize, -vsize, -zsize, 1), new Vector4(-hsize, vsize, -zsize, 1), new Vector4(hsize, vsize, -zsize, 1), new Vector4(hsize, -vsize, -zsize, 1), new Vector4(-hsize, -vsize, zsize, 1), new Vector4(-hsize, vsize, zsize, 1), new Vector4(hsize, vsize, zsize, 1), new Vector4(hsize, -vsize, zsize, 1), }; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back atomicbuffer = items.NewAtomicBlock(6); atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 256, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back volumetricblock = new GLVolumetricUniformBlock(); items.Add(volumetricblock, "VB"); { Bitmap[] numbers = new Bitmap[70]; Matrix4[] numberpos = new Matrix4[numbers.Length]; Matrix4[] numberpos2 = new Matrix4[numbers.Length]; Font fnt = new Font("Arial", 20); for (int i = 0; i < numbers.Length; i++) { int v = -35000 + i * 1000; numbers[i] = new Bitmap(100, 100); GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue); numberpos[i] = Matrix4.CreateScale(1); numberpos[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberpos[i] *= Matrix4.CreateTranslation(new Vector3(35500, 0, v)); numberpos2[i] = Matrix4.CreateScale(1); numberpos2[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberpos2[i] *= Matrix4.CreateTranslation(new Vector3(v, 0, -35500)); } GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true); items.Add(array, "Nums"); items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2"); GLRenderState rq = GLRenderState.Quads(cullface: false); GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums")); rObjects.Add(items.Shader("IC-2"), "1-b", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos, rt, numberpos.Length)); rObjects.Add(items.Shader("IC-2"), "1-b2", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos2, rt, numberpos.Length)); } GLTexture3D noise3d = new GLTexture3D(1024, 64, 1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only //{ // shows program fill // for (int ly = 0; ly < noise3d.Depth; ly++) // { // float[] fd = new float[noise3d.Width * noise3d.Height]; // float[] fdi = new float[noise3d.Width * noise3d.Height]; // for (int x = 0; x < noise3d.Width; x++) // { // for (int y = 0; y < noise3d.Height; y++) // { // int p = (y * noise3d.Width + x) * 1; // float xv = (float)x / (float)noise3d.Width; // float yv = (float)y / (float)noise3d.Height; // var c = ((Math.Sin(2 * Math.PI * xv) / 2) + 0.5); // c += ((Math.Cos(2 * Math.PI * yv) / 2) + 0.5); // c /= 2; // fd[p + 0] = (float)(c); // fdi[p + 0] = 1.0f-(float)(c); // } // } // noise3d.StoreZPlane(ly, 0, 0, noise3d.Width, noise3d.Height, fd, OpenTK.Graphics.OpenGL4.PixelFormat.Red); // only a single float per pixel, stored in RED // } //} ShaderNoiseDisplay ns = new ShaderNoiseDisplay(); ns.StartAction += (a, m) => { noise3d.Bind(3); }; items.Add(ns, "NS"); GLRenderState rv = GLRenderState.Tri(); noisebox = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rv); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("NS"), noisebox); // make a compute shader noise and run it, to fill up noise3d buffer ComputeShaderNoise csn = new ComputeShaderNoise(noise3d.Width, noise3d.Height, noise3d.Depth, 32, 4, 32); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(3); }; items.Add(csn, "CE1"); GLComputeShaderList p = new GLComputeShaderList(); // demonstrate a render list holding a compute shader. p.Add(csn); p.Run(); // run the shader to compute into the noise3d block the noise. }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl1 = GLRenderState.Lines(1); { rObjects.Add(items.Shader("COSW"), "L1", // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21), new Color4[] { Color.Gray }) ); rObjects.Add(items.Shader("COSW"), // vertical GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Gray }) ); } items.Add(new GLTexture2D(Properties.Resources.galheightmap7, SizedInternalFormat.Rgba8), "gal"); items.Add(new GLGalShader(), "TEX-NC"); GLRenderState rg = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("TEX-NC"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rg, GLShapeObjectFactory.CreateQuad(200.0f, 200.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("gal"), new Vector3(0, 0, 0)) )); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } float h = 0; if (h != -1) { items.Add(new GLColorShaderWorld(), "COS-1L"); int dist = 1000; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new Color4[] { cr }) ); } { items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, GLCubeObjectFactory.CreateSolidCubeFromTriangles(2000f), GLCubeObjectFactory.CreateCubeTexTriangles(), new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(-2, 0, 0)) )); } { items.Add(new GLFixedColorShaderWorld(Color.FromArgb(150, Color.Green)), "FCS1"); items.Add(new GLFixedColorShaderWorld(Color.FromArgb(80, Color.Red)), "FCS2"); GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("FCS1"), GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000, pos: new Vector3(4000, 500, 0)))); rObjects.Add(items.Shader("FCS2"), GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000, pos: new Vector3(4000, 1000, 0)))); } MatrixCalcSpecial mc = new MatrixCalcSpecial(); mc.PerspectiveNearZDistance = 1f; mc.PerspectiveFarZDistance = 500000f; mc.ResizeViewPort(this, glwfc.Size); // must establish size before starting displaycontrol = new GLControlDisplay(items, glwfc, mc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; GLForm pform = new GLForm("Form1", "GL Control demonstration", new Rectangle(0, 0, 1000, 850)); // pform.BackColor = Color.FromArgb(200, Color.Red); //pform.BackColorGradientDir = 90; //pform.BackColorGradientAlt = Color.FromArgb(200, Color.Yellow); displaycontrol.Add(pform); if (true) { GLPanel p1 = new GLPanel("P3", new Size(150, 150), DockingType.TopLeft, 0); p1.SetMarginBorderWidth(new MarginType(1), 1, Color.Black, new PaddingType(1)); pform.Add(p1); } if (true) { GLTableLayoutPanel ptable = new GLTableLayoutPanel("tablelayout", new Rectangle(5, 200, 190, 190)); ptable.Margin = new MarginType(2); ptable.Padding = new PaddingType(2); ptable.BorderWidth = 1; ptable.Rows = new List <GLTableLayoutPanel.Style> { new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50), new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50) }; ptable.Columns = new List <GLTableLayoutPanel.Style> { new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50), new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50) }; pform.Add(ptable); GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted); pti1.Column = 0; pti1.Row = 0; pti1.Dock = DockingType.Fill; ptable.Add(pti1); GLImage pti2 = new GLImage("PTI2", new Rectangle(100, 0, 24, 24), Properties.Resources.dotted2); pti2.Column = 1; pti1.Row = 0; ptable.Add(pti2); GLImage pti3 = new GLImage("PTI3", new Rectangle(100, 0, 48, 48), Properties.Resources.ImportSphere); pti3.Column = 0; pti3.Row = 1; pti3.Dock = DockingType.LeftCenter; pti3.ImageStretch = true; ptable.Add(pti3); GLImage pti4 = new GLImage("PTI4", new Rectangle(100, 0, 64, 64), Properties.Resources.Logo8bpp); pti4.Column = 1; pti4.Row = 1; pti4.Dock = DockingType.Center; ptable.Add(pti4); } if (true) { GLFlowLayoutPanel pflow1 = new GLFlowLayoutPanel("flowlayout", new Rectangle(5, 400, 190, 190)); pflow1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2)); pflow1.FlowPadding = new PaddingType(10, 5, 0, 0); pform.Add(pflow1); GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted); pflow1.Add(pti1); GLImage pti2 = new GLImage("PTI2", new Rectangle(100, 0, 32, 32), Properties.Resources.dotted2); pflow1.Add(pti2); GLImage pti3 = new GLImage("PTI3", new Rectangle(100, 0, 48, 48), Properties.Resources.ImportSphere); pflow1.Add(pti3); GLImage pti4 = new GLImage("PTI4", new Rectangle(100, 0, 64, 64), Properties.Resources.Logo8bpp); pflow1.Add(pti4); } if (true) { GLScrollPanel sp1 = new GLScrollPanel("VSP1", new Rectangle(5, 600, 200, 200)); sp1.BorderWidth = 1; sp1.BackColor = Color.Yellow; // sp1.SetMarginBorderWidth(new Margin(2), 1, Color.Black, new GLOFC.GL4.Controls.Padding(2)); pform.Add(sp1); GLImage sp1i1 = new GLImage("SP1I1", new Rectangle(0, 0, 190, 100), Properties.Resources.dotted); sp1.Add(sp1i1); GLImage sp1i2 = new GLImage("SP1I22", new Rectangle(10, 150, 100, 100), Properties.Resources.dotted); sp1.Add(sp1i2); GLImage sp1i3 = new GLImage("SP1I23", new Rectangle(100, 100, 200, 200), Properties.Resources.dotted2); sp1.Add(sp1i3); sp1.VertScrollPos = 0; sp1.HorzScrollPos = 0; GLScrollBar sb1 = new GLScrollBar("SB1", new Rectangle(220, 600, 20, 100), 0, 200); sb1.Scroll += (c, s1e) => sp1.VertScrollPos = s1e.NewValue; pform.Add(sb1); GLScrollBar sb2 = new GLScrollBar("SB2", new Rectangle(260, 600, 100, 20), 0, 200); sb2.HorizontalScroll = true; sb2.Scroll += (c, s1e) => sp1.HorzScrollPos = s1e.NewValue; pform.Add(sb2); } int col2 = 200; if (true) { GLScrollPanelScrollBar spb1 = new GLScrollPanelScrollBar("CSPan", new Rectangle(col2, 5, 190, 190)); spb1.ScrollBackColor = Color.Yellow; spb1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2)); pform.Add(spb1); GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted); spb1.Add(spb1i1); GLButton but = new GLButton("SPB1BUT1", new Rectangle(40, 120, 40, 20), "But1"); but.Click += (en, eb) => { System.Diagnostics.Debug.WriteLine("Click on SP Button"); }; spb1.Add(but); GLImage spb1i2 = new GLImage("SPB1I2", new Rectangle(10, 150, 100, 100), Properties.Resources.dotted); spb1.Add(spb1i2); spb1.EnableHorzScrolling = false; } { GLButton but = new GLButton("ButExample", new Rectangle(40, 160, 40, 20), "But1"); but.Click += (en, eb) => { System.Diagnostics.Debug.WriteLine("Click on SP Button"); }; pform.Add(but); } int col3 = 400; if (true) { GLScrollPanelScrollBar spb1 = new GLScrollPanelScrollBar("CSPan2", new Rectangle(col3, 5, 190, 190)); spb1.ScrollBackColor = Color.Blue; spb1.ScrollBarTheme.ThumbButtonColor = Color.Red; spb1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2)); pform.Add(spb1); GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted); spb1.Add(spb1i1); GLImage spb1i2 = new GLImage("SPB1I2", new Rectangle(10, 120, 100, 100), Properties.Resources.dotted); spb1.Add(spb1i2); GLImage spb1i3 = new GLImage("SPB1I3", new Rectangle(150, 50, 100, 100), Properties.Resources.dotted2); spb1.Add(spb1i3); } if (true) { //GLGroupBox p3 = new GLGroupBox("GB1", "Group Box Very Long Title", new Rectangle(col2,200,190,190)); GLGroupBox p3 = new GLGroupBox("GB1", "Group Box", new Rectangle(col2, 200, 190, 190)); p3.TextAlign = ContentAlignment.MiddleRight; p3.AutoSize = true; GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted); p3.Add(spb1i1); pform.Add(p3); } if (true) { GLTabControl tc = new GLTabControl("Tabc", new Rectangle(col2, 400, 200, 190)); tc.TabNotSelectedColor = Color.Yellow; tc.TabSelectedColor = Color.Red; tc.TabStyle = new TabStyleRoundedEdge(); //tc.TabStyle = new TabStyleSquare(); //tc.TabStyle = new TabStyleAngled(); tc.Font = new Font("Ms Sans Serif", 9); GLTabPage tabp1 = new GLTabPage("tabp1", "TAB 1", Color.Blue); tc.Add(tabp1); GLButton tabp1b1 = new GLButton("B1", new Rectangle(5, 5, 80, 40), "Button 1"); tabp1.Add(tabp1b1); tabp1b1.Click += (c, ev) => { System.Diagnostics.Debug.WriteLine("On click for " + c.Name + " " + ev.Button); }; tabp1b1.ToolTipText = "Button 1"; GLTabPage tabp2 = new GLTabPage("tabp2", "TAB Page 2", Color.Yellow); GLButton tabp2b1 = new GLButton("B2-2", new Rectangle(5, 25, 80, 40), "Button 2-2"); tabp2.Add(tabp2b1); tc.Add(tabp2); GLTabPage tabp3 = new GLTabPage("tabp3", "TAB Page 3", Color.Green); tc.Add(tabp3); GLTabPage tabp4 = new GLTabPage("tabp4", "TAB Page 4", Color.Magenta); tc.Add(tabp4); pform.Add(tc); // tc.SelectedTab = 0; GLButton tabselnone = new GLButton("BTSN", new Rectangle(col2 + 200 + 5, 400, 40, 15), "None"); tabselnone.Click += (c12, ev2) => { tc.SelectedTab = -1; }; pform.Add(tabselnone); } if (true) { GLPanel pouter = new GLPanel("outerflow", new Rectangle(col3, 200, 1300, 30)); // make it very wide, so the child has all the width it wants to flow into pouter.SetMarginBorderWidth(new MarginType(5), 1, Color.Blue, new PaddingType(5)); pouter.AutoSize = true; GLFlowLayoutPanel pflow2; pflow2 = new GLFlowLayoutPanel("Flowlayout2", new Rectangle(0, 0, 10, 10)); pflow2.AutoSize = true; pflow2.Margin = new MarginType(2); pflow2.Padding = new PaddingType(2); pflow2.BorderWidth = 1; pflow2.FlowPadding = new PaddingType(10, 5, 0, 5); GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted2); pflow2.Add(pti1); GLImage pti2 = new GLImage("PTI2", new Rectangle(0, 0, 32, 32), Properties.Resources.dotted2); pflow2.Add(pti2); GLImage pti3 = new GLImage("PTI3", new Rectangle(0, 0, 48, 48), Properties.Resources.ImportSphere); pflow2.Add(pti3); for (int i = 0; i < 5; i++) { GLImage pti4 = new GLImage("PTI00" + i, new Rectangle(0, 0, 64, 64), Properties.Resources.Logo8bpp); pflow2.Add(pti4); } pouter.Add(pflow2); pform.Add(pouter); } { GLToolTip tip = new GLToolTip("ToolTip"); displaycontrol.Add(tip); } gl3dcontroller = new Controller3D(); gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3dDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; if (displaycontrol != null) { gl3dcontroller.Start(mc, displaycontrol, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { //System.Diagnostics.Debug.WriteLine(ts + " Render"); displaycontrol.Render(glwfc.RenderState, ts); // we use the same matrix calc as done in controller 3d draw }; } else { gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }
// Demonstrate buffer feedback AND geo shader add vertex/dump vertex protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; glwfc.BackColor = Color.FromArgb(0, 0, 60); gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 20.0f); }; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 { items.Add(new GLColorShaderWorld(), "COS"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, null, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); } { items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEX"), "sphere7", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 10.0f), new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(-30, 0, 0)) )); } { var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) }); items.Add(new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()), "STAR"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("STAR"), "sun", GLRenderableItem.CreateVector4(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f), new GLRenderDataTranslationRotation(new Vector3(20, 0, 0)), ic: 1)); items.Add(new GLShaderStarCorona(), "CORONA"); GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("CORONA"), GLRenderableItem.CreateVector4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1f), new GLRenderDataTranslationRotation(new Vector3(20, 0, 0), new Vector3(0, 0, 0), 20f, calclookat: true))); } if (true) { Vector4[] pos = new Vector4[3]; pos[0] = new Vector4(-20, 0, 10, 0); pos[1] = new Vector4(0, 0, 10, 1); pos[2] = new Vector4(20, 0, 10, 2); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f); GLRenderState rt = GLRenderState.Tri(); GLRenderableItem ri = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt, shape, pos, null, pos.Length, 1); var vertshader = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Red, Color.Green, Color.Blue }); var shader = new GLShaderPipeline(vertshader, new GLPLStarSurfaceFragmentShader()); items.Add(shader, "STAR-M2"); rObjects.Add(shader, ri); } GLOFC.GLStatics.Check(); GL.Enable(EnableCap.DepthClamp); }
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 }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 500000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10)); }; gl3dcontroller.PosCamera.ZoomScaling = 1.1f; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(140.75f, 0, 0), 0.5F); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; { items.Add(new GLFixedColorShaderWorld(System.Drawing.Color.Yellow), "LINEYELLOW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } { items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "solmarker"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rq = GLRenderState.Quads(cullface: false); solmarker = new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 0, 0)); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1.0f, 1.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, solmarker )); } { items.Add(new DynamicGridVertexShader(Color.Cyan), "PLGRIDVertShader"); items.Add(new GLPLFragmentShaderVSColor(), "PLGRIDFragShader"); GLRenderState rl = GLRenderState.Lines(1); rl.DepthTest = false; items.Add(new GLShaderPipeline(items.PLShader("PLGRIDVertShader"), items.PLShader("PLGRIDFragShader")), "DYNGRID"); rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.Lines, rl, drawcount: 2)); } { items.Add(new DynamicGridCoordVertexShader(), "PLGRIDBitmapVertShader"); items.Add(new GLPLFragmentShaderTexture2DIndexed(0), "PLGRIDBitmapFragShader"); // binding 1 GLRenderState rl = GLRenderState.Tri(cullface: false); rl.DepthTest = false; texcoords = new GLTexture2DArray(); items.Add(texcoords, "PLGridBitmapTextures"); GLShaderPipeline sp = new GLShaderPipeline(items.PLShader("PLGRIDBitmapVertShader"), items.PLShader("PLGRIDBitmapFragShader")); items.Add(sp, "DYNGRIDBitmap"); rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9)); } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; //GLStatics.EnableDebug(DebugProc); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 500000f; gl3dcontroller.ZoomDistance = 500F; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 20.0f); }; //gl3dcontroller.MatrixCalc.InPerspectiveMode = false; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135f, 0, 0), 0.01F); items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl1 = GLRenderState.Lines(1); float h = 0; { rObjects.Add(items.Shader("COSW"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(-35000, h, 35000), new Vector3(1000, 0, 0), 70), new Color4[] { Color.Gray }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(35000, h, -35000), new Vector3(0, 0, 1000), 70), new Color4[] { Color.Gray }) ); } int hsize = 35000, vsize = 2000, zsize = 35000; { int left = -hsize, right = hsize, bottom = -vsize, top = +vsize, front = -zsize, back = zsize; Vector4[] lines2 = new Vector4[] { new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1), new Vector4(left, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1), new Vector4(left, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1), new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, front, 1), new Vector4(left, top, back, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1), new Vector4(right, top, front, 1), new Vector4(right, top, back, 1), }; items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2)); } { Bitmap[] numbers = new Bitmap[70]; Matrix4[] numberpos = new Matrix4[numbers.Length]; Font fnt = new Font("Arial", 20); for (int i = 0; i < numbers.Length; i++) { int v = -35000 + i * 1000; numbers[i] = new Bitmap(100, 100); GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue); numberpos[i] = Matrix4.CreateScale(1); numberpos[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberpos[i] *= Matrix4.CreateTranslation(new Vector3(35500, 0, v)); } GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true); items.Add(array, "Nums"); items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2"); items.Shader("IC-2").StartAction += (s, m) => { items.Tex("Nums").Bind(1); GL.Disable(EnableCap.CullFace); }; items.Shader("IC-2").FinishAction += (s) => { GL.Enable(EnableCap.CullFace); }; // investigate why its wrapping when we asked for it TexQUAD 1 which should interpolate over surface.. GLRenderState rq = GLRenderState.Quads(cullface: false); GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums")); rObjects.Add(items.Shader("IC-2"), "1-b", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos, rt, numberpos.Length)); } // bounding box boundingbox = new Vector4[] { new Vector4(-hsize, -vsize, -zsize, 1), new Vector4(-hsize, vsize, -zsize, 1), new Vector4(hsize, vsize, -zsize, 1), new Vector4(hsize, -vsize, -zsize, 1), new Vector4(-hsize, -vsize, zsize, 1), new Vector4(-hsize, vsize, zsize, 1), new Vector4(hsize, vsize, zsize, 1), new Vector4(hsize, -vsize, zsize, 1), }; items.Add(new ShaderV2(), "V2"); GLRenderState rv = GLRenderState.Tri(); galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rv); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("V2"), galaxy); dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back atomicbuffer = items.NewAtomicBlock(6); atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 256, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back volumetricblock = new GLVolumetricUniformBlock(); items.Add(volumetricblock, "VB"); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 100F; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 20.0f); }; { items.Add(new GLColorShaderWorld(), "COS"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateBox(400, 200, 40, new Vector3(0, 0, 0), new Vector3(0, 0, 0)), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })); } { items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); using (var bmp = BitMapHelpers.DrawTextIntoAutoSizedBitmap("200,100", new Size(200, 100), new Font("Arial", 10.0f), System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Yellow, Color.Blue)) { items.Add(new GLTexture2D(bmp, SizedInternalFormat.Rgba8), "200,100"); } using (var bmp = GLOFC.Utils.BitMapHelpers.DrawTextIntoAutoSizedBitmap("-200,-100", new Size(200, 100), new Font("Arial", 10.0f), System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Yellow, Color.Blue)) { items.Add(new GLTexture2D(bmp, SizedInternalFormat.Rgba8), "-200,-100"); } GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("200,100"), new Vector3(200, 0, 100)))); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("-200,-100"), new Vector3(-200, 0, -100)))); } { items.Add(new GLStarPoints(), "STARS"); Vector3[] stars = GLPointsFactory.RandomStars(10000, -200, 200, -100, 100, 20, -20); GLRenderState rp = GLRenderState.PointsByProgram(); rObjects.Add(items.Shader("STARS"), "Stars", GLRenderableItem.CreateVector3Packed2(items, PrimitiveType.Points, rp, stars, new Vector3(50000, 50000, 50000), 16)); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 Closed += ShaderTest_Closed; }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 100000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.PosCamera.ZoomMin = 0.1f; gl3dcontroller.PosCamera.ZoomScaling = 1.1f; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10)); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; boundingbox = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, vsize, front, 1), new Vector4(right, vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, vsize, back, 1), new Vector4(right, vsize, back, 1), new Vector4(right, -vsize, back, 1), }; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } { items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "solmarker"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rq = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0)) )); items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899)) )); items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269)) )); } if (false) // galaxy { volumetricblock = new GLVolumetricUniformBlock(); items.Add(volumetricblock, "VB"); int sc = 1; GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(noise3d, "Noise"); ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(3); }; csn.Run(); // compute noise GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(gaussiantex, "Gaussian"); // set centre=width, higher widths means more curve, higher std dev compensate. // fill the gaussiantex with data ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, 4); gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); }; gsn.Run(); // compute noise GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); //float[] gdata = gaussiantex.GetTextureImageAsFloats(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check //for( int i = 0; i < gdata.Length; i++ ) //{ // double v = ((float)i / gdata.Length-0.5)*2*2; // double r = ObjectExtensionsNumbersBool.GaussianDist(v, 2, 1.4); // // System.Diagnostics.Debug.WriteLine(i + ":" + gdata[i] + ": " + r); //} // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8); items.Add(galtex, "gal"); GalaxyShader gs = new GalaxyShader(); items.Add(gs, "Galaxy"); // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader gs.StartAction = (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); }; // shader requires these, so bind using shader GLRenderState rt = GLRenderState.Tri(); galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rt); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("Galaxy"), galaxy); } if (true) // star points { int gran = 8; Bitmap img = Properties.Resources.Galaxy_L180; Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap); heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); Random rnd = new Random(23); GLBuffer buf = new GLBuffer(16 * 500000); // since RND is fixed, should get the same number every time. buf.StartWrite(0); // get a ptr to the whole schebang int xcw = (right - left) / heat.Width; int zch = (back - front) / heat.Height; int points = 0; for (int x = 0; x < heat.Width; x++) { for (int z = 0; z < heat.Height; z++) { int i = heat.GetPixel(x, z).R; int ii = i * i * i; if (ii > 32 * 32 * 32) { int gx = left + x * xcw; int gz = front + z * zch; float dx = (float)Math.Abs(gx) / 45000; float dz = (float)Math.Abs(25889 - gz) / 45000; double d = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412 d = 1 - d; // 1 = centre, 0 = unit circle d = d * 2 - 1; // -1 to +1 double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4); int c = Math.Min(Math.Max(ii / 140000, 0), 20); dist *= 2000; GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i); points += c; System.Diagnostics.Debug.Assert(points < buf.Length / 16); } } } buf.StopReadWrite(); items.Add(new GalaxyStarDots(), "SD"); GLRenderState rp = GLRenderState.Points(1); rp.DepthTest = false; rObjects.Add(items.Shader("SD"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, buf, points)); System.Diagnostics.Debug.WriteLine("Stars " + points); } if (true) // point sprite { items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS1"); var p = GLPointsFactory.RandomStars4(1000, 0, 25899, 10000, 1000, -1000); GLRenderState rps = GLRenderState.PointSprites(); rps.DepthTest = false; rObjects.Add(items.Shader("PS1"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rps, p, new Color4[] { Color.White })); } { items.Add(new DynamicGridVertexShader(Color.Cyan), "PLGRIDVertShader"); items.Add(new GLPLFragmentShaderVSColor(), "PLGRIDFragShader"); GLRenderState rl = GLRenderState.Lines(1); rl.DepthTest = false; items.Add(new GLShaderPipeline(items.PLShader("PLGRIDVertShader"), items.PLShader("PLGRIDFragShader")), "DYNGRID"); rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.Lines, rl, drawcount: 2)); } { items.Add(new DynamicGridCoordVertexShader(), "PLGRIDBitmapVertShader"); items.Add(new GLPLFragmentShaderTexture2DIndexed(0), "PLGRIDBitmapFragShader"); // binding GLRenderState rl = GLRenderState.Tri(cullface: false); rl.DepthTest = false; gridtexcoords = new GLTexture2DArray(); items.Add(gridtexcoords, "PLGridBitmapTextures"); GLShaderPipeline sp = new GLShaderPipeline(items.PLShader("PLGRIDBitmapVertShader"), items.PLShader("PLGRIDBitmapFragShader")); items.Add(sp, "DYNGRIDBitmap"); rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9)); } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 100F; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; glwfc.BackColor = Color.FromArgb(0, 0, 20); gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 20.0f); }; // this bit is eye candy just to show its working items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEX"), "sphere7", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 20.0f), new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0)) )); // Pass vertex data thru a vertex shader which stores into a block items.Add(new GLShaderPipeline(new GLVertexShaderCompute()), "N1"); vecoutbuffer = new GLStorageBlock(1); // new storage block on binding index 1 which the vertex shader uses vecoutbuffer.AllocateBytes(sizeof(float) * 2048 + sizeof(int), OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); // set size of vec buffer //Vector4[] data = new Vector4[] { // new Vector4(1, 2, 3, 0), // new Vector4(4, 5, 6, 0) //}; Vector4[] data = GLSphereObjectFactory.CreateSphereFromTriangles(0, 1.0f); GLRenderState rp = GLRenderState.Points(); rObjects.Add(items.Shader("N1"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, data)); for (double ang = -Math.PI / 2; ang <= Math.PI / 2 + 0.1; ang += 0.1) { Vector3 pos = new Vector3((float)Math.Cos(ang), (float)Math.Sin(ang), 0); Vector3 up = new Vector3(0, 1, 0); float dotp = Vector3.Dot(up, pos); float lens = (float)(up.Length * pos.Length); double computedang = Math.Acos(dotp / lens); System.Diagnostics.Debug.WriteLine(ang.Degrees() + " " + pos + "-> dotp" + dotp + " " + computedang.Degrees()); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; gl3dcontroller.ZoomDistance = 40F; gl3dcontroller.MouseRotateAmountPerPixel = 0.05f; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135, 0, 0), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl1 = GLRenderState.Lines(1); { rObjects.Add(items.Shader("COSW"), "L1", // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21), new Color4[] { Color.Gray }) ); rObjects.Add(items.Shader("COSW"), // vertical GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Gray }) ); } // Number markers using instancing and 2d arrays, each with its own transform { Bitmap[] numbers = new Bitmap[20]; Matrix4[] numberpos = new Matrix4[20]; Font fnt = new Font("Arial", 44); for (int i = 0; i < numbers.Length; i++) { int v = -100 + i * 10; numbers[i] = new Bitmap(100, 100); GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue); numberpos[i] = Matrix4.CreateScale(1); numberpos[i] *= Matrix4.CreateRotationX(-80f.Radians()); numberpos[i] *= Matrix4.CreateTranslation(new Vector3(20, 0, v)); } GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true); items.Add(array, "Nums"); items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2"); GLRenderState rq = GLRenderState.Quads(cullface: false); GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums")); rObjects.Add(items.Shader("IC-2"), "1-b", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1.0f), GLShapeObjectFactory.TexQuadCW, numberpos, rt, numberpos.Length)); } { int left = -40, right = 40, bottom = -20, top = +20, front = -40, back = 40; Vector4[] lines2 = new Vector4[] { new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1), new Vector4(left, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1), new Vector4(left, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1), new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1), new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1), new Vector4(left, top, front, 1), new Vector4(left, top, back, 1), new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1), new Vector4(right, top, front, 1), new Vector4(right, top, back, 1), }; items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2)); } items.Add(new ShaderV2(), "V2"); Vector4[] points = new Vector4[] { new Vector4(-40, -20, -40, 1), new Vector4(+40, +20, +40, 1), }; GLRenderState rltot = GLRenderState.Tri(); rObjects.Add(items.Shader("V2"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rltot, points, ic: 1)); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back atomicbuffer = items.NewAtomicBlock(6); atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); }
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 = 500000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, -35000), new Vector3(126.75f, 0, 0), 0.31622F); int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl1 = GLRenderState.Lines(1); float h = -1; if (h != -1) { int dist = 1000; Color cr = Color.FromArgb(20, Color.Red); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new Color4[] { cr }) ); } { Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; items.Add(new GLFixedColorShaderWorld(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, displaylines)); } Bitmap[] numbitmaps = new Bitmap[116]; { Font fnt = new Font("Arial", 20); for (int i = 0; i < numbitmaps.Length; i++) { int v = -45000 + 1000 * i; // range from -45000 to +70000 numbitmaps[i] = new Bitmap(100, 100); GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbitmaps[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue); } GLTexture2DArray numtextures = new GLTexture2DArray(numbitmaps, SizedInternalFormat.Rgba8, ownbmp: true); items.Add(numtextures, "Nums"); Matrix4[] numberposx = new Matrix4[(right - left) / 1000 + 1]; for (int i = 0; i < numberposx.Length; i++) { numberposx[i] = Matrix4.CreateScale(1); numberposx[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberposx[i] *= Matrix4.CreateTranslation(new Vector3(left + 1000 * i, 0, front)); } GLShaderPipeline numshaderx = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)); items.Add(numshaderx, "IC-X"); GLRenderState rq = GLRenderState.Quads(cullface: false); GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums")); rObjects.Add(numshaderx, "xnum", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposx, rt, numberposx.Length)); Matrix4[] numberposz = new Matrix4[(back - front) / 1000 + 1]; for (int i = 0; i < numberposz.Length; i++) { numberposz[i] = Matrix4.CreateScale(1); numberposz[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberposz[i] *= Matrix4.CreateTranslation(new Vector3(right + 1000, 0, front + 1000 * i)); } GLShaderPipeline numshaderz = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(25)); items.Add(numshaderz, "IC-Z"); rObjects.Add(numshaderz, "ynum", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposz, rt, numberposz.Length)); } { items.Add(new GLTexture2D(numbitmaps[45], SizedInternalFormat.Rgba8), "solmarker"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rq = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0)) )); items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899)) )); items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269)) )); } boundingbox = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, vsize, front, 1), new Vector4(right, vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, vsize, back, 1), new Vector4(right, vsize, back, 1), new Vector4(right, -vsize, back, 1), }; if (true) { volumetricblock = new GLVolumetricUniformBlock(); items.Add(volumetricblock, "VB"); int sc = 1; GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(noise3d, "Noise"); ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(3); }; csn.Run(); // compute noise GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(gaussiantex, "Gaussian"); // set centre=width, higher widths means more curve, higher std dev compensate ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, 4); gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); }; gsn.Run(); // compute noise GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); float[] gdata = gaussiantex.GetTextureImageAs <float>(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8); items.Add(galtex, "gal"); GalaxyShader gs = new GalaxyShader(); items.Add(gs, "Galaxy"); gs.StartAction += (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); }; GLRenderState rv = GLRenderState.Tri(); galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rv); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("Galaxy"), galaxy); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block }