public static PropertyNameMap LoadPropertyNameMap(string shaderName)
        {
            string content = ManifestResourceLoader.LoadTextFile(string.Format(
                                                                     "{0}.{0}.PropertyNameMap.xml", shaderName));

            PropertyNameMap result = PropertyNameMap.Parse(XElement.Parse(content));

            return(result);
        }
Exemple #2
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        private void LoadModel()
        {
            string datafilePrefix = @"data\floordata";
            int    noneZeroItemCount = 0;
            bool   minSet = false, maxSet = false;
            float  min = 0, max = 0;

            char[] separator = new char[] { ' ', '\t', '\r', '\n' };
            for (int i = 0; i < 20; i++)
            {
                string filename = datafilePrefix + (i + 1).ToString() + ".txt";
                //using (var fs = new FileStream(filename, FileMode.Open, FileAccess.Read))
                using (var sr = new StreamReader(filename))
                {
                    while (!sr.EndOfStream)
                    {
                        var line  = sr.ReadLine();
                        var parts = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
                        foreach (var part in parts)
                        {
                            float value;
                            if (float.TryParse(part, out value))
                            {
                                if (value != 0.0f)
                                {
                                    noneZeroItemCount++;
                                }
                                if (!minSet)
                                {
                                    min = value; minSet = true;
                                }
                                if (!maxSet)
                                {
                                    max = value; maxSet = true;
                                }

                                if (value < min)
                                {
                                    min = value;
                                }
                                if (max < value)
                                {
                                    max = value;
                                }
                            }
                            else
                            {
                                throw new Exception();
                            }
                        }
                    }
                }
            }

            ColorBar    colorBar = ColorBar.GetDefault();
            int         xSize = 921, ySize = 921, zSize = 20;
            int         vertexIndex  = 0;
            List <vec3> positionList = new List <vec3>();
            List <vec3> colorList    = new List <vec3>();

            for (int i = 0; i < 20; i++)
            {
                string filename = datafilePrefix + (i + 1).ToString() + ".txt";
                using (var sr = new StreamReader(filename))
                {
                    while (!sr.EndOfStream)
                    {
                        var line  = sr.ReadLine();
                        var parts = line.Split(separator, StringSplitOptions.RemoveEmptyEntries);
                        foreach (var part in parts)
                        {
                            float value;
                            if (float.TryParse(part, out value))
                            {
                                if (value != 0.0f)
                                {
                                    vec3 color = colorBar.GetColor(min, max, value);
                                    //vec3 color = new vec3(1, 1, 1);
                                    colorList.Add(color);

                                    float x = vertexIndex % xSize;
                                    float y = (vertexIndex % (xSize * ySize)) / ySize;
                                    float z = vertexIndex / ySize / xSize;

                                    if (vertexIndex !=
                                        x + y * xSize + z * ySize * xSize)
                                    {
                                        Console.WriteLine("asdf");
                                    }
                                    vec3 position = new vec3(x - xSize / 2, y - ySize / 2, z - zSize / 2);
                                    position = position / 10;
                                    positionList.Add(position);
                                }

                                vertexIndex++;
                            }
                            else
                            {
                                throw new Exception();
                            }
                        }
                    }
                }
            }

            RadarModel model = new RadarModel(positionList, colorList);

            CodeShader[] codeShaders = new CodeShader[2];
            codeShaders[0] = new CodeShader(File.ReadAllText("Radar.vert"), CodeShader.GLSLShaderType.VertexShader);
            codeShaders[1] = new CodeShader(File.ReadAllText("Radar.frag"), CodeShader.GLSLShaderType.FragmentShader);
            PropertyNameMap propertyNameMap = PropertyNameMap.Parse(XElement.Load("Radar.PropertyNameMap.xml"));
            UniformNameMap  uniformNameMap  = UniformNameMap.Parse(XElement.Load("Radar.UniformNameMap.xml"));

            this.modelRenderer = new ModernRenderer(model, codeShaders, propertyNameMap, uniformNameMap);
            this.modelRenderer.SwitchList.Add(new PointSpriteSwitch());
            this.modelRenderer.Initialize();//不在此显式初始化也可以。
            this.modelRenderer.SetUniformValue("canvasWidth", (float)this.glCanvas1.Width);
            this.modelRenderer.SetUniformValue("canvasHeight", (float)this.glCanvas1.Height);
            this.modelRenderer.SetUniformValue("brightness", 1.0f);
            Texture2D texture = new Texture2D();

            texture.Initialize(new Bitmap("cloud30.png"));
            this.modelRenderer.SetUniformValue("cloudTexture", new samplerValue(texture.Name, ActiveTextureIndex.Texture0));
        }