Esempio n. 1
0
        private void RenderControl_Render_ES(object sender, GlControlEventArgs e)
        {
            Control control = (Control)sender;
            OrthoProjectionMatrix projectionMatrix = new OrthoProjectionMatrix(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
            ModelMatrix           modelMatrix      = new ModelMatrix();

            // Animate triangle
            modelMatrix.RotateZ(_Angle);

            Gl.Viewport(0, 0, control.Width, control.Height);
            Gl.Clear(ClearBufferMask.ColorBufferBit);

            Gl.UseProgram(_Es2_Program);

            using (MemoryLock arrayPosition = new MemoryLock(_ArrayPosition))
                using (MemoryLock arrayColor = new MemoryLock(_ArrayColor))
                {
                    Gl.VertexAttribPointer((uint)_Es2_Program_Location_aPosition, 2, VertexAttribType.Float, false, 0, arrayPosition.Address);
                    Gl.EnableVertexAttribArray((uint)_Es2_Program_Location_aPosition);

                    Gl.VertexAttribPointer((uint)_Es2_Program_Location_aColor, 3, VertexAttribType.Float, false, 0, arrayColor.Address);
                    Gl.EnableVertexAttribArray((uint)_Es2_Program_Location_aColor);

                    Gl.UniformMatrix4(_Es2_Program_Location_uMVP, false, (projectionMatrix * modelMatrix).ToArray());

                    Gl.DrawArrays(PrimitiveType.Triangles, 0, 3);
                }
        }
Esempio n. 2
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        private void RenderControl_Render_GLSL(object sender, GlControlEventArgs e)
        {
            Control control = (Control)sender;

            PerspectiveProjectionMatrix projectionMatrix = new PerspectiveProjectionMatrix(45.0f, (float)control.Width / (float)control.Height, 0.1f, 100.0f);
            ModelMatrix viewMatrix  = new ModelMatrix();
            ModelMatrix modelMatrix = new ModelMatrix();

            modelMatrix.Translate(new Vertex3f(modelPosition.X, modelPosition.Y, modelPosition.Z));
            modelMatrix.Scale(new Vertex3f(0.2f, 0.2f, 0.2f));

            Gl.Viewport(0, 0, control.Width, control.Height);
            Gl.ClearColor(0.05f, 0.05f, 0.05f, 1.0f);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            modelShader.Use();
            modelMatrix.RotateX(modelAngle.X);
            modelMatrix.RotateY(modelAngle.Y);
            modelMatrix.RotateZ(modelAngle.Z);
            //viewMatrix.Translate(new Vertex3f(-2.0f * (float)Math.Sin(modelAngle.Y * PI_OVER_180), 0.0f, -2.0f*(float)Math.Cos(modelAngle.Y*PI_OVER_180)));
            Gl.UniformMatrix4(modelShader.uLocation_Projection, 1, false, projectionMatrix.ToArray());
            Gl.UniformMatrix4(modelShader.uLocation_View, 1, false, viewMatrix.ToArray());
            Gl.UniformMatrix4(modelShader.uLocation_Model, 1, false, modelMatrix.ToArray());

            modelNanosuit.Draw(modelShader);
        }
Esempio n. 3
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        private static void NativeWindow_Render(object sender, NativeWindowEventArgs e)
        {
            NativeWindow nativeWindow = (NativeWindow)sender;

            Gl.Viewport(0, 0, (int)nativeWindow.Width, (int)nativeWindow.Height);
            Gl.Clear(ClearBufferMask.ColorBufferBit);

            Gl.UseProgram(_CubeEdgeProgram);

            // Compute MVP
            PerspectiveProjectionMatrix proj = new PerspectiveProjectionMatrix(60.0f, (float)nativeWindow.Width / nativeWindow.Height, 0.5f, 1e6f);
            ModelMatrix view  = new ModelMatrix();
            ModelMatrix model = new ModelMatrix();

            model.RotateY(_Angle);
            model.RotateZ(_Angle);

            view.LookAtTarget(Vertex3f.One * 7.0f, Vertex3f.Zero, Vertex3f.UnitY);

            Gl.BindVertexArray(_CubeVao);

            Gl.UniformMatrix4(_CubeEdgeProgram_Location_uMVP, false, (proj * view * model).ToArray());

            foreach (float scale4d in new float[] { 64.0f, 32.0f, 16.0f, 8.0f, 4.0f, 2.0f, 1.0f, 0.5f, 0.25f, 0.125f })
            {
                Gl.Uniform1(_CubeEdgeProgram_Location_uScale4D, scale4d * _Zooom);
                Gl.Uniform4(_CubeEdgeProgram_Location_uColor, 0.0f, 0.3f, 1.0f, Math.Min(1.0f, scale4d * _Zooom / 2.0f));
                Gl.DrawElements(PrimitiveType.Lines, _CubeEdges.Length, DrawElementsType.UnsignedShort, IntPtr.Zero);
            }

            _Angle += 360.0f / (25.0f * 5);
            _Zooom -= 0.025f;

            if (_Zooom < 0.5f)
            {
                _Zooom = 1.0f;
            }

            // Save PNG frame
            if (_FrameNo < 125)
            {
                using (Bitmap bitmap = new Bitmap((int)nativeWindow.Width, (int)nativeWindow.Height, System.Drawing.Imaging.PixelFormat.Format24bppRgb)) {
                    BitmapData bitmapData = bitmap.LockBits(new Rectangle(Point.Empty, bitmap.Size), ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);

                    Gl.ReadPixels(0, 0, (int)nativeWindow.Width, (int)nativeWindow.Height, OpenGL.PixelFormat.Bgr, PixelType.UnsignedByte, bitmapData.Scan0);

                    bitmap.Save(String.Format("Frame_{0:D3}.png", _FrameNo++));
                }
            }
        }
Esempio n. 4
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        private void RenderControl_Render_ES(object sender, GlControlEventArgs e)
        {
            Control control = (Control)sender;
            PerspectiveProjectionMatrix projectionMatrix = new PerspectiveProjectionMatrix(45.0f, (float)control.Width / (float)control.Height, 0.1f, 100.0f);
            ModelMatrix viewMatrix  = new ModelMatrix();
            ModelMatrix modelMatrix = new ModelMatrix();

            // Move camera
            viewMatrix.Translate(new Vertex3f(0.0f, 0.0f, -2.0f));
            // Animate triangle

            /*modelMatrix.LookAtDirection(
             *  new Vertex3f(0.0f, 0.0f, 0.0f),
             *  new Vertex3f(
             *      (float)Math.Sin(angle_rad),
             *      0.0f,
             *      (float)Math.Cos(angle_rad)
             *  ),
             *  new Vertex3f(0.0f, 1.0f, 0.0f)
             * );*/
            //Quaternion Q = new Quaternion(new Vertex3f(0.0f, 1.0f, 0.0f), angle);
            modelMatrix.RotateZ(angle);
            modelMatrix.RotateY(angle);
            //modelMatrix.Translate(Math.Cos(theta), Math.Sin(theta));
            //modelMatrix.RotateY(theta);

            Gl.UseProgram(Program_Shader);

            Gl.Viewport(0, 0, control.Width, control.Height);
            Gl.Enable(EnableCap.DepthTest);
            Gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            using (MemoryLock arrayPosition = new MemoryLock(_ArrayPosition))
                using (MemoryLock arrayColor = new MemoryLock(_ArrayColor))
                {
                    Gl.VertexAttribPointer((uint)Program_Location_aPosition, 3, Gl.FLOAT, false, 0, arrayPosition.Address);
                    Gl.EnableVertexAttribArray((uint)Program_Location_aPosition);

                    Gl.VertexAttribPointer((uint)Program_Location_aColor, 3, Gl.FLOAT, false, 0, arrayColor.Address);
                    Gl.EnableVertexAttribArray((uint)Program_Location_aColor);

                    Gl.UniformMatrix4(Program_Location_uProjection, 1, false, projectionMatrix.ToArray());
                    Gl.UniformMatrix4(Program_Location_uView, 1, false, viewMatrix.ToArray());
                    Gl.UniformMatrix4(Program_Location_uModel, 1, false, modelMatrix.ToArray());

                    Gl.DrawArrays(PrimitiveType.Triangles, 0, 36);
                }
        }
Esempio n. 5
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        static Matrix4x4Test()
        {
            Random random = new Random();

            _MatArray = new Matrix4x4[MulArraySize];
            for (int i = 0; i < _MatArray.Length; i++)
            {
                ModelMatrix modelMatrix = new ModelMatrix();
                modelMatrix.RotateX(random.NextDouble() * 360.0);
                modelMatrix.RotateY(random.NextDouble() * 360.0);
                modelMatrix.RotateZ(random.NextDouble() * 360.0);
                modelMatrix.Translate(random.NextDouble(), random.NextDouble(), random.NextDouble());

                _MatArray[i] = modelMatrix;
            }
        }
Esempio n. 6
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        private void VisionControl_Render(object sender, OpenGL.GlControlEventArgs e)
        {
            #region Draw Basic Picture

            // Update image input
            _Framebuffer.BindDraw(_GraphicsContext);
            Gl.Viewport(0, 0, (int)_Framebuffer.Width, (int)_Framebuffer.Height);
            _Framebuffer.Clear(_GraphicsContext, ClearBufferMask.ColorBufferBit);
            {                   // Draw a quad
                ProjectionMatrix quadProj  = new OrthoProjectionMatrix(-1.0f, +1.0f, -1.0f, +1.0f);
                ModelMatrix      quadModel = new ModelMatrix();

                _Angle += 1.0f;

                quadModel.RotateZ(10.0f * Math.Cos(_Angle / 180.0 * Math.PI));

                _GraphicsContext.Bind(_ProgramStd);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_ModelViewProjection", quadProj * quadModel);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_UniformColor", Vertex4f.One);

                _ArraysQuad.Draw(_GraphicsContext, _ProgramStd);
            }
            _Framebuffer.UnbindDraw(_GraphicsContext);

            #endregion

            #region Track Corners

            // Read back image input pixels
            using (OpenGL.Objects.Image imageInput = _FramebufferTexture.Get(_GraphicsContext, PixelLayout.RGB24, 0)) {
                // Copy the input RGB frame from OpenGL to OpenVX
                Rectangle cv_rgb_image_region = new Rectangle();
                cv_rgb_image_region.StartX = 0;
                cv_rgb_image_region.StartY = 0;
                cv_rgb_image_region.EndX   = imageInput.Width;
                cv_rgb_image_region.EndY   = imageInput.Height;

                ImagePatchAddressing cv_rgb_image_layout = new ImagePatchAddressing();
                cv_rgb_image_layout.StrideX = 3;
                cv_rgb_image_layout.StrideY = (int)imageInput.Stride;

                VX.CopyImagePatch(_ImageInput, ref cv_rgb_image_region, 0, ref cv_rgb_image_layout, imageInput.ImageBuffer, Accessor.WriteOnly, MemoryType.Host);
            }

            // Now that input RGB image is ready, just run a graph.
            // Run Harris at the beginning to initialize the previous keypoints,
            // on other frames run the tracking graph.
            VX.ProcessGraph(_DetectCorners ? _GraphHarris : _GraphTrack);

            _DetectCorners = false;

            #endregion

            #region Store Markers on GPU

            // To mark the keypoints in display, you need to access the output
            // keypoint array and draw each item on the output window using gui.DrawArrow().
            UIntPtr num_corners  = UIntPtr.Zero;
            uint    num_tracking = 0;

            _KeypointsPrevious = VX.GetReferenceFromDelay(_KeypointsDelay, -1);
            _KeypointsCurrent  = VX.GetReferenceFromDelay(_KeypointsDelay, 0);

            VX.Query(_KeypointsPrevious, ArrayAttribute.Numitems, out num_corners);
            if (num_corners.ToUInt64() > 0)
            {
                UIntPtr kp_old_stride = UIntPtr.Zero, kp_new_stride = UIntPtr.Zero;
                MapId   kp_old_map = new MapId(), kp_new_map = new MapId();
                IntPtr  kp_old_buf, kp_new_buf;

                VX.MapArrayRange(_KeypointsPrevious, (UIntPtr)0, num_corners, ref kp_old_map, ref kp_old_stride, out kp_old_buf, Accessor.ReadOnly, MemoryType.Host, 0);
                VX.MapArrayRange(_KeypointsCurrent, (UIntPtr)0, num_corners, ref kp_new_map, ref kp_new_stride, out kp_new_buf, Accessor.ReadOnly, MemoryType.Host, 0);

                _BufferOpticalMarkers.Map(_GraphicsContext, BufferAccess.WriteOnly);

                for (uint i = 0; i < num_corners.ToUInt64(); i++)
                {
                    KeyPoint kp_old = VX.ArrayItem <KeyPoint>(kp_old_buf, i, kp_old_stride);
                    KeyPoint kp_new = VX.ArrayItem <KeyPoint>(kp_new_buf, i, kp_new_stride);

                    if (kp_new.TrackingStatus != 0)
                    {
                        Vertex2f vOld = new Vertex2f(kp_old.X / 1024.0f, kp_old.Y / 1024.0f);
                        Vertex2f vNew = new Vertex2f(kp_new.X / 1024.0f, kp_new.Y / 1024.0f);

                        _BufferOpticalMarkers.SetElement(vOld, (num_tracking * 2) + 0, 0);
                        _BufferOpticalMarkers.SetElement(vNew, (num_tracking * 2) + 1, 0);

                        num_tracking++;
                    }
                }

                _BufferOpticalMarkers.Unmap(_GraphicsContext);

                VX.UnmapArrayRange(_KeypointsPrevious, kp_old_map);
                VX.UnmapArrayRange(_KeypointsCurrent, kp_new_map);
            }

            #endregion

            Gl.Viewport(0, 0, VisionControl.Width, VisionControl.Height);
            Gl.ClearColor(1.0f, 0.0f, 0.0f, 0.0f);
            Gl.Clear(ClearBufferMask.ColorBufferBit);

            #region Draw Input Image

            _GraphicsContext.Bind(_ProgramStdTex);
            _ProgramStdTex.SetUniform(_GraphicsContext, "glo_ModelViewProjection", new OrthoProjectionMatrix(0.0f, 1.0f, 0.0f, 1.0f));
            _ProgramStdTex.SetUniform(_GraphicsContext, "glo_Texture", _FramebufferTexture);

            _ArraysPostQuad.Draw(_GraphicsContext, _ProgramStdTex);

            #endregion

            #region Draw Markers

            if (num_tracking > 0)
            {
                _GraphicsContext.Bind(_ProgramStd);
                _ProgramStd.SetUniform(_GraphicsContext, "glo_ModelViewProjection", new OrthoProjectionMatrix(0.0f, 1.0f, 0.0f, 1.0f));
                _ProgramStd.SetUniform(_GraphicsContext, "glo_UniformColor", new Vertex4f(1.0f, 0.0f, 0.0f, 1.0f));

                _ArraysOpticalMarkers.Draw(_GraphicsContext, _ProgramStd, 0, 0, num_tracking * 2);
            }

            #endregion

            // Increase the age of the delay objects to make the current entry become previous entry
            VX.AgeDelay(_PyramidDelay);
            VX.AgeDelay(_KeypointsDelay);
        }