/// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        public static RaycastNode Create(IVolumeData volumeDataProvider)
        {
            var model = new BoundingBoxModel();
            RenderMethodBuilder backfaceBuilder, raycastingBuilder;
            {
                var vs       = new VertexShader(backfaceVert);
                var fs       = new FragmentShader(backfaceFrag);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add("inPosition", BoundingBoxModel.strPosition);
                map.Add("inBoundingBox", BoundingBoxModel.strColor);
                backfaceBuilder = new RenderMethodBuilder(provider, map, new CullFaceSwitch(CullFaceMode.Front, true));
            }
            {
                var vs       = new VertexShader(raycastingVert);
                var fs       = new FragmentShader(raycastingFrag);
                var provider = new ShaderArray(vs, fs);
                var map      = new AttributeMap();
                map.Add("inPosition", BoundingBoxModel.strPosition);
                map.Add("inBoundingBox", BoundingBoxModel.strColor);
                raycastingBuilder = new RenderMethodBuilder(provider, map, new CullFaceSwitch(CullFaceMode.Back, true));
            }

            var node = new RaycastNode(model, BoundingBoxModel.strPosition, backfaceBuilder, raycastingBuilder);

            node.volumeDataProvider = volumeDataProvider;
            node.Initialize();

            return(node);
        }
Exemple #2
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        private SceneNodeBase GetTree(Scene scene)
        {
            var groupNode = new GroupNode();
            {
                var children = new List<SceneNodeBase>();
                const float alpha = 0.2f;
                var colors = new vec4[] {
                    new vec4(1, 0, 0, alpha), new vec4(0, 1, 0, alpha), new vec4(0, 0, 1, alpha),
                    new vec4(1, 1, 0, alpha), new vec4(0.5f, 0.5f, 0.5f, alpha), new vec4(1, 0, 1, alpha),
                    new vec4(1, 0, 0, alpha), new vec4(0, 1, 0, alpha), new vec4(0, 0, 1, alpha),
                    
                    new vec4(1, 1, 0, alpha), new vec4(0.5f, 0.5f, 0.5f, alpha), new vec4(1, 0, 1, alpha),
                    new vec4(1, 0, 0, alpha), new vec4(0, 1, 0, alpha), new vec4(0, 0, 1, alpha),
                    new vec4(1, 0, 0, alpha), new vec4(0, 1, 0, alpha), new vec4(0, 0, 1, alpha),
                    
                    new vec4(1, 0, 0, alpha), new vec4(1, 0, 0, alpha), new vec4(1, 0, 0, alpha),
                    new vec4(1, 1, 0, alpha), new vec4(1, 1, 0, alpha), new vec4(1, 1, 0, alpha),
                    new vec4(1, 0, 0, alpha), new vec4(1, 0, 0, alpha), new vec4(1, 0, 0, alpha),

                };

                int index = 0;
                var size = new vec3(5, 5, 5);
                for (int j = -1; j < 2; j++)
                {
                    for (int i = -1; i < 2; i++)
                    {
                        vec3 worldPosition = new vec3(i * 2, j * 2, -2);// +new vec3(-2.375f, -1.75f, 0);
                        //var cubeNode = CubeNode.Create(new CubeModel(), CubeModel.positions);
                        //var cubeNode = CubeNode.Create(new RectangleModel(), RectangleModel.strPosition);
                        var cubeNode = CubeNode.Create(new Sphere(0.5f), Sphere.strPosition);
                        cubeNode.WorldPosition = worldPosition;
                        cubeNode.Color = colors[index++];

                        children.Add(cubeNode);
                    }
                }
                {
                    var positionList = new List<vec3>();
                    positionList.Add(new vec3(0, 0, 0));
                    positionList.Add(new vec3(2, 0, 0));
                    positionList.Add(new vec3(0, 2, 2));
                    positionList.Add(new vec3(2, 2, 2));
                    for (int i = 0; i < positionList.Count; i++)
                    {
                        //var cubeNode = CubeNode.Create(new CubeModel(), CubeModel.positions);
                        //var cubeNode = CubeNode.Create(new RectangleModel(), RectangleModel.strPosition);
                        var cubeNode = i > 1 ? CubeNode.Create(new Sphere(0.5f), Sphere.strPosition) : CubeNode.Create(new RectangleModel(), RectangleModel.strPosition); cubeNode.WorldPosition = positionList[i];
                        cubeNode.Color = colors[index++];

                        children.Add(cubeNode);
                    }
                }
                //{
                //    string folder = System.Windows.Forms.Application.StartupPath;
                //    string objFilename = System.IO.Path.Combine(folder + @"\..\..\..\..\Infrastructure\CSharpGL.Models", "vnfHanoiTower.obj_");
                //    var parser = new ObjVNFParser(true);
                //    ObjVNFResult result = parser.Parse(objFilename);
                //    if (result.Error != null)
                //    {
                //        MessageBox.Show(result.Error.ToString());
                //    }
                //    else
                //    {
                //        var model = new ObjVNF(result.Mesh);
                //        var cubeNode = CubeNode.Create(model, ObjVNF.strPosition);
                //        cubeNode.Color = Color.Red.ToVec4();
                //        size = model.GetSize();
                //        float max = size.max();
                //        size = new vec3(max, max, max);
                //        children.Add(cubeNode);
                //    }
                //}
                this.peelingNode = new PeelingNode(size, children.ToArray());
                groupNode.Children.Add(this.peelingNode);
            }
            {
                this.raycastNode = RaycastNode.Create(this.peelingNode);
                groupNode.Children.Add(this.raycastNode);
            }

            return groupNode;
        }