Esempio n. 1
0
        /// <summary>
        /// Called when it is time to draw a frame.
        /// </summary>
        public override void Draw()
        {
            // Clears the background
            Display.ClearBuffers();

            Vector3 target       = Vector3.Add(CameraPostion, new Vector3(0.0f, 0.0f, -1.0f));
            Vector4 lightPos     = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
            Vector4 diffuseColor = new Vector4(0.0f, 0.0f, 1.0f, 1.0f);

            // Bind the shader and the texture
            Display.Shader = Shader;
            Shader.SetUniform("textureUnit0", 0);
            Shader.SetUniform("diffuseColor", diffuseColor);


            #region Mirror

            // ModelViewProjection matrix
            ModelViewMatrix = Matrix4.CreateTranslation(0.0f, 1.7f, 0.0f) * Matrix4.Scale(1.0f, -1.0f, 1.0f) * Matrix4.LookAt(CameraPostion, target, Vector3.UnitY);
            Matrix4 mvp = ModelViewMatrix * ProjectionMatrix;
            Shader.SetUniform("mvMatrix", ModelViewMatrix);

            // Tranform light position
            Shader.SetUniform("lightPosition", Vector4.Transform(lightPos, ModelViewMatrix));

            Display.RenderState.FrontFace = FrontFace.ClockWise;

            Display.Texture = Mars;
            Shader.SetUniform("mvpMatrix", Torus.Matrix * mvp);
            Shader.SetUniform("color", new Vector4(1.0f, 1.0f, 1.0f, 1.0f));
            Torus.Draw();

            Display.Texture = Moon;
            Shader.SetUniform("mvpMatrix", Matrix4.CreateTranslation(Sphere.Position) * Matrix4.CreateRotationY(Sphere.Rotation.Y) * mvp);
            Sphere.Draw();

            Display.RenderState.FrontFace = FrontFace.CounterClockWise;

            #endregion


            #region Normal view

            ModelViewMatrix = Matrix4.LookAt(CameraPostion, target, Vector3.UnitY);
            mvp             = ModelViewMatrix * ProjectionMatrix;


            // Tranform light position
            Shader.SetUniform("lightPosition", Vector4.Transform(lightPos, ModelViewMatrix));

            Display.RenderState.Blending = true;
            Display.BlendingFunction(BlendingFactorSource.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            Display.Texture = Marble;
            Shader.SetUniform("mvpMatrix", Floor.Matrix * mvp);
            Shader.SetUniform("color", new Vector4(1.0f, 1.0f, 1.0f, 0.75f));
            Floor.Draw();
            Display.RenderState.Blending = false;
            Shader.SetUniform("color", new Vector4(1.0f, 1.0f, 1.0f, 1.0f));


            Display.Texture = Mars;
            Shader.SetUniform("mvpMatrix", Torus.Matrix * mvp);
            Torus.Draw();

            Display.Texture = Moon;
            Shader.SetUniform("mvpMatrix", Matrix4.CreateTranslation(Sphere.Position) * Matrix4.CreateRotationY(Sphere.Rotation.Y) * mvp);
            Sphere.Draw();

            #endregion


            Batch.Begin();
            Batch.DrawString(Font, new Vector2(10, 50), Color.White, "Camera position : {0}", CameraPostion.ToString());
            Batch.End();
        }
Esempio n. 2
0
 public Task <IActionResult> SetCameraPositionBatch([FromBody] CameraPostion position)
 {
     return(null);
 }
Esempio n. 3
0
 public Task <IActionResult> SetCameraCheckFrequencyBatch([FromBody] CameraPostion frequency)
 {
     return(null);
 }
Esempio n. 4
0
        public async Task <IActionResult> SetCameraPosition([FromRoute] string id, [FromRoute] int index, [FromBody] CameraPostion position)
        {
            position.CameraIndex = index;

            VedioChannelTypeEnum type = VedioChannelTypeEnum.OutNot;

            switch (position.Postion)
            {
            case Postion.OutNot:
            default:
                type = VedioChannelTypeEnum.OutNot;
                break;

            case Postion.Output1:
                type = VedioChannelTypeEnum.Output1;
                break;

            case Postion.Output2:
                type = VedioChannelTypeEnum.Output2;
                break;

            case Postion.AC220V:
                type = VedioChannelTypeEnum.AC220V;
                break;
            }
            return(await ExecFunction(id, device => _skynetTerminalClient.WdVedioAssign(position.CameraIndex, type, device.EquipNum), "mountPort"));
        }