/// <summary> /// Constructor /// </summary> /// <param name="tex">Texture to use for sprite</param> /// <param name="maxsize">Maximum size of sprite</param> /// <param name="scale">Scalar for sprite vs disatance</param> public GLPointSpriteShader(IGLTexture tex, float maxsize = 120, float scale = 80) : base() { StartAction = (a, m) => { tex.Bind(4); }; CompileLink(vert, frag: frag, vertexconstvars: new object[] { "maxsize", maxsize, "scale", scale }); }
// 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 = 100F; 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); }; IGLTexture array2d = items.Add(new GLTexture2DArray(new Bitmap[] { Properties.Resources.mipmap, Properties.Resources.mipmap2, Properties.Resources.mipmap3, Properties.Resources.mipmap4 }, SizedInternalFormat.Rgba8, 9), "2DArray2"); if (true) { items.Add(new GLMultipleTexturedBlended(false, 2), "ShaderPos"); items.Shader("ShaderPos").StartAction += (s, m) => { array2d.Bind(1); }; Vector4[] instancepositions = new Vector4[4]; instancepositions[0] = new Vector4(-25, 0, -40, 0); // last is image index.. instancepositions[1] = new Vector4(-25, 0, 0, 0); instancepositions[2] = new Vector4(-25, 0, 40, 2); instancepositions[3] = new Vector4(-25, 0, 80, 2); GLRenderState rt = GLRenderState.Tri(cullface: false); rObjects.Add(items.Shader("ShaderPos"), GLRenderableItem.CreateVector4Vector2Vector4(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, 20.0f), instancepositions, ic: 4, separbuf: true )); } // Shader MAT if (true) { IGLProgramShader smat = items.Add(new GLMultipleTexturedBlended(true, 2), "ShaderMat"); smat.StartAction += (s, m) => { array2d.Bind(1); }; Matrix4[] pos2 = new Matrix4[3]; pos2[0] = Matrix4.CreateRotationY(-80f.Radians()); pos2[0] *= Matrix4.CreateTranslation(new Vector3(25, 0, -40)); pos2[0].M44 = 0; // this is the image number pos2[1] = Matrix4.CreateRotationY(-70f.Radians()); pos2[1] *= Matrix4.CreateTranslation(new Vector3(25, 0, 0)); pos2[1].M44 = 2; // this is the image number pos2[2] = Matrix4.CreateRotationZ(-60f.Radians()); pos2[2] *= Matrix4.CreateTranslation(new Vector3(25, 0, 40)); pos2[2].M44 = 0; // this is the image number GLRenderState rq = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("ShaderMat"), GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, pos2, ic: 3, separbuf: false )); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 }
public void CreateObjects(GLItemsList items, GLRenderProgramSortedList rObjects, GalacticMapping galmap, GLStorageBlock findbufferresults, bool depthtest) { this.galmap = galmap; // first gets the images and make a 2d array texture for them Bitmap[] images = galmap.RenderableMapTypes.Select(x => x.Image as Bitmap).ToArray(); // 256 is defined normal size var objtex = new GLTexture2DArray(images, bmpmipmaplevels: 1, wantedmipmaplevels: 3, texturesize: new Size(256, 256), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, alignment: ContentAlignment.BottomCenter); IGLTexture texarray = items.Add(objtex, "GalObjTex"); // now build the shaders const int texbindingpoint = 1; var vert = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, // a look at vertex shader autoscale: 500, autoscalemin: 1f, autoscalemax: 20f); // below 500, 1f, above 500, scale up to 20x var tcs = new GLPLTesselationControl(40f); tes = new GLPLTesselationEvaluateSinewave(1f, 2f); // this uses the world position from the vertex scaler to position the image, w controls image + animation (b16) var frag = new GLPLFragmentShaderTexture2DDiscard(texbindingpoint); // binding - takes image pos from tes. imagepos < 0 means discard objectshader = new GLShaderPipeline(vert, tcs, tes, null, frag); items.Add(objectshader); objectshader.StartAction += (s, m) => { texarray.Bind(texbindingpoint); // bind tex array to, matching above }; // now the RenderControl for the objects GLRenderState rt = GLRenderState.Patches(4); rt.DepthTest = depthtest; // create a quad and all entries of the renderable map objects, zero at this point, with a zero instance count. UpdateEnables will fill it in later // but we need to give it the maximum buffer length at this point const float objsize = 10.0f; // size of object on screen ridisplay = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, rt, GLShapeObjectFactory.CreateQuadTriStrip(objsize, objsize), // quad2 4 vertexts new Vector4[galmap.RenderableMapObjects.Length], // world positions ic: 0, seconddivisor: 1); modelworldbuffer = items.LastBuffer(); int modelpos = modelworldbuffer.Positions[0]; worldpos = modelworldbuffer.Positions[1]; rObjects.Add(objectshader, "galmapobj", ridisplay); // add a find shader to look them up var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16); findshader = items.NewShaderPipeline(null, vert, tcs, tes, geofind, null, null, null); // hook to modelworldbuffer, at modelpos and worldpos. UpdateEnables will fill in instance count rifind = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, GLRenderState.Patches(4), modelworldbuffer, modelpos, ridisplay.DrawCount, modelworldbuffer, worldpos, null, ic: 0, seconddivisor: 1); GLStatics.Check(); // Text renderer for the labels textrenderer = new GLBitmaps("bm-galmapobjects", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false, textureformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8); items.Add(textrenderer); // now make the text up for all the objects above using (Font fnt = new Font("Arial", 8.5F)) { using (StringFormat fmt = new StringFormat()) { fmt.Alignment = StringAlignment.Center; var renderablegalmapobjects = galmap.RenderableMapObjects; // list of enabled entries List <Vector3> posset = new List <Vector3>(); float offscale = objsize * (0.5f + (float)textrenderer.BitmapSize.Height / (float)textrenderer.BitmapSize.Width / 2); // this is the nominal centre of the text bitmap, offset in Y to the object for (int i = 0; i < renderablegalmapobjects.Length; i++) { var o = renderablegalmapobjects[i]; float offset = -offscale; for (int j = 0; j < i; j++) // look up previous ones and see if we labeled it before { var d1 = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z); var d2 = posset[j]; // where it was placed. var diff = d1 - d2; if (diff.Length < offscale) // close { if (offset > 0) // if offset is positive, flip below and increase again { offset = -offset - offscale; } else { offset *= -1; // flip over top } // System.Diagnostics.Debug.WriteLine($"close {renderablegalmapobjects[i].name} {d1} to {renderablegalmapobjects[j].name} {d2} {diff} select {offset}"); } } Vector3 pos = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z); posset.Add(pos); //System.Diagnostics.Debug.WriteLine($"{renderablegalmapobjects[i].name} at {pos} {offset}"); textrenderer.Add(o.id, o.name, fnt, Color.White, Color.FromArgb(0, 255, 0, 255), pos, new Vector3(objsize, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: dorotate, rotateelevation: doelevation, alphafadescalar: -100, alphafadepos: 500); // fade in, alpha = 0 at >500, 1 at 400 } } } UpdateEnables(); // fill in worldpos's and update instance count, taking into }
public ShaderV2(IGLTexture t) { CompileLink(vertex: vcode, frag: fcode, geo: "#include TestOpenTk.Volumetrics.volumetricgeo6.glsl"); StartAction += (a, m) => { t.Bind(1); }; }