Esempio n. 1
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        protected override void Show(IDialogVisualizerService windowService, IVisualizerObjectProvider objectProvider)
        {
            object obj = objectProvider.GetObject();
            FxVectorF vec;
            if (obj is FxVectorF || obj is FxVector<float>)
                vec = obj as FxVectorF;
            else
                return;

            Canvas canvas = new Canvas();
            canvas.Dock = DockStyle.Fill;
            canvas.Location = new System.Drawing.Point(0, 0);
            canvas.Margin = new System.Windows.Forms.Padding(4);
            canvas.Name = "canvas1";
            canvas.Zoom = new System.Drawing.SizeF(1F, 1F);

            PloterElement plot = new PloterElement(vec);
            canvas.AddElement(plot);
            canvas.FitView();

            windowService.ShowDialog(canvas);
        }
Esempio n. 2
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        protected override void Show(IDialogVisualizerService windowService, IVisualizerObjectProvider objectProvider)
        {
            object obj = objectProvider.GetObject();
            FxMatrixF mat;
            if (obj is FxMatrixF || obj is FxMatrix<float>)
                mat = obj as FxMatrixF;
            else if (obj is FxMatrixMask)
                mat = (obj as FxMatrixMask).ToFxMatrixF();
            else
                return;

            /*
            Form form = new Form();

            form.Text = string.Format("Width: {0}, Height: {1}",
                                     mat.Width, mat.Height);
            form.ClientSize = new Size(mat.Width, mat.Height);
            form.FormBorderStyle = FormBorderStyle.FixedToolWindow;
            */

            Canvas canvas = new Canvas();
            canvas.Dock = DockStyle.Fill;
            canvas.Location = new System.Drawing.Point(0, 0);
            canvas.Margin = new System.Windows.Forms.Padding(4);
            canvas.Name = "canvas1";
            canvas.Size = new System.Drawing.Size(mat.Width, mat.Height+32);
            canvas.MinimumSize = new System.Drawing.Size(mat.Width, mat.Height + 32);
            canvas.Zoom = new System.Drawing.SizeF(1F, 1F);

            ImageElement im = new ImageElement(mat, new global::FxMaths.Images.ColorMap(global::FxMaths.Images.ColorMapDefaults.Jet));
            canvas.AddElement(im);
            canvas.FitView();

            //form.Controls.Add(canvas);
            //form.Show();
            windowService.ShowDialog(canvas);
        }
Esempio n. 3
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 internal void DrawTriangles(Canvas canvas)
 {
 }
Esempio n. 4
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        internal void DrawPoints(Canvas canvas)
        {
            GeometryPlotElement plot = new GeometryPlotElement();
            foreach (FxVector2f vec in listAllVertex)
            {

                plot.AddGeometry(new Circle(vec, 5));

            }
            canvas.AddElement(plot);
        }
Esempio n. 5
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        public void RunTheAlgorithm(Canvas canvas)
        {
            float time;
            TimeStatistics.StartClock();
            FXConstantBuffer<csMergeVThreadParam> cbMVTP;
            csMergeVThreadParam local_cbMVTP;

            FXConstantBuffer<csMergeHThreadParam> cbMHTP;
            csMergeHThreadParam local_cbMHTP;

            /////////////////////////////   Create regions

            WriteLine("============== Split =================");

            bitonicSort.Split(MaxPointsPerRegion);

            //time = TimeStatistics.ClockLap("Split regions");

            /////////////////////////////   Triangulate the regions

            #region Triangulation of the regions
            WriteLine("============== Triangulation =================");

            #region Exec

            #region Bind and update the threadParam constant buffer

            FXConstantBuffer<cbThreadParam> cbTP;
            cbThreadParam local_cbTP;

            // init the cb
            local_cbTP.maxFacesPerThread = (uint)maxFacesPerThread;
            local_cbTP.maxHalfEdgePerThread = (uint)maxHalfEdgePerThread;
            local_cbTP.maxBoundaryNodesPerThread = (uint)maxBoundaryNodesPerThread;
            local_cbTP.RegionsNum = (uint)NumRegions;

            /// Bind the constant buffer with local buffer
            cbTP = CSSubRegions.m_effect.GetConstantBufferByName<cbThreadParam>("threadParam");

            // update the value of cb
            cbTP.UpdateValue(local_cbTP);

            #endregion

            CSSubRegions.Execute(kenrelNum, 1);

            #endregion

            //time = TimeStatistics.ClockLap("Triangulate");
            #endregion

            /////////////////////////////   Merge Vertical

            #region Vertical Merging

            local_cbMVTP = new csMergeVThreadParam();
            local_cbMVTP.ThreadNum = (uint)mergeVthreadNum;
            local_cbMVTP.ThreadNumPerRow = (uint)(mergeVXthreadNum);
            local_cbMVTP.HorizontalThreadNum = (uint)(mergeVYthreadNum);
            local_cbMVTP.stackMaxSize = stackMaxSize;
            local_cbMVTP.depth = (uint)0;

            /// Bind the constant buffer with local buffer
            cbMVTP = CSVMerging.m_effect.GetConstantBufferByName<csMergeVThreadParam>("threadParam");

            // update the value of cb
            cbMVTP.UpdateValue(local_cbMVTP);

            WriteLine("============== Vertical Merging =================");

            int maxDepth = (int)Math.Ceiling(Math.Log(mergeVXthreadNum + 1, 2));

            WriteLine("maxDepth:" + maxDepth.ToString());

            for (int i = 0; i < maxDepth; i++)
            {
                // calc the number the number of the thread that we need for the merging
                int threadNumX = (int)Math.Ceiling((float)mergeVXthreadNum / Math.Pow(2, i + 1));
                int kernelNumX = (int)Math.Ceiling((float)threadNumX / MergeVXThread);

                // calc the number the number of the thread that we need for the merging
                int threadNumY = (int)Math.Ceiling((float)mergeVYthreadNum / Math.Pow(2, i + 1));
                int kernelNumY = (int)Math.Ceiling((float)threadNumY / MergeVYThread);

                //WriteLine("threadNumX:" + threadNumX.ToString() + "    kernelNumX:" + kernelNumX.ToString());
                //WriteLine("mergeVYkernelNum:" + mergeVYkernelNum.ToString() + "    mergeVXkernelNum:" + mergeVXkernelNum.ToString());

                local_cbMVTP.depth = (uint)i;

                // update the value of cb
                cbMVTP.UpdateValue(local_cbMVTP);

                #region Exec

                CSVMerging.Execute(kernelNumX, mergeVYkernelNum);

                #endregion

            }

            #endregion

            /////////////////////////////   Merge Horizontal

            #region Horizontal Merge

            WriteLine("============== Horizontal Merging =================");

            maxDepth = (int)Math.Ceiling(Math.Log(mergeHthreadNum + 1, 2));

            WriteLine("maxDepth:" + maxDepth.ToString());

            local_cbMHTP = new csMergeHThreadParam();
            local_cbMHTP.depth = (uint)0;
            local_cbMHTP.stackMaxSize = stackMaxSize;
            local_cbMHTP.ThreadNum = (uint)mergeHthreadNum;
            local_cbMHTP.ThreadNumPerRow = local_cbMVTP.ThreadNumPerRow;

            /// Bind the constant buffer with local buffer
            cbMHTP = CSHMerging.m_effect.GetConstantBufferByName<csMergeHThreadParam>("threadParam");

            // update the value of cb
            cbMHTP.UpdateValue(local_cbMHTP);

            for (int i = 0; i < maxDepth; i++)
            {
                // calc the number the number of the thread that we need for the merging
                int threadNum = (int)Math.Ceiling((float)mergeHthreadNum / Math.Pow(2, i + 1));
                int kernelNum = (int)Math.Ceiling((float)threadNum / MergeThread);

                //WriteLine("threadNum:" + threadNum.ToString() + "    kernelNum:" + kernelNum.ToString());

                local_cbMHTP.depth = (uint)i;

                // update the value of cb
                cbMHTP.UpdateValue(local_cbMHTP);

                #region Exec H

                CSHMerging.Execute(kernelNum, 1);

                #endregion

                //break;
            }
            #endregion

            /////////////////////////////  Read result  the regions

            #region Read the threadInfo buffer

            csThreadInfo[] csThreadListResult = new csThreadInfo[ThreadInfoListBuffer.Description.SizeInBytes / ThreadInfoListBuffer.Description.StructureByteStride];
            FXResourceVariable.ReadBuffer<csThreadInfo>(Engine.g_device, stagingThreadInfoListBuffer, ThreadInfoListBuffer, ref csThreadListResult);

            #endregion

            time = TimeStatistics.ClockLap("ExecFinish:");
            WriteLine("ExecFinish:" + time.ToString());

            #if true

            #region Read the threadInfo buffer

            IVertex<float>[] listPoints = new IVertex<float>[NumVertex];
            FXResourceVariable.ReadBufferVector<float>(Engine.g_device, stagingInputPointsBuffer, InputPoints, ref listPoints);

            #endregion

            #region Read the HalfEdge buffer

            csHalfEdge[] csHalfEdgeListResult = new csHalfEdge[HalfEdgeListBuffer.Description.SizeInBytes / HalfEdgeListBuffer.Description.StructureByteStride];
            FXResourceVariable.ReadBuffer<csHalfEdge>(Engine.g_device, stagingHalfEdgeListBuffer, HalfEdgeListBuffer, ref csHalfEdgeListResult);

            #endregion

            #region Read the boundary buffer

            csBoundaryNode[] csBoundaryListResult = new csBoundaryNode[BoundaryListBuffer.Description.SizeInBytes / BoundaryListBuffer.Description.StructureByteStride];
            FXResourceVariable.ReadBuffer<csBoundaryNode>(Engine.g_device, stagingBoundaryListBuffer, BoundaryListBuffer, ref csBoundaryListResult);

            #endregion

            #region Read the FaceList buffer

            csFace[] csFaceListResult = new csFace[maxFacesPerThread * NumRegions];
            FXResourceVariable.ReadBuffer<csFace>(Engine.g_device, stagingFaceListBuffer, FaceListBuffer, ref csFaceListResult);

            #endregion

            time = TimeStatistics.ClockLap("ExecFinish:");
            WriteLine("ExecFinish:" + time.ToString());

            #region show Result to 2d Canvas

            if (canvas != null)
            {
                Color[] lineColor = { Color.Aqua, Color.Beige, Color.Aqua, Color.Red, Color.Orchid };
                // pass all regions
                for (int i = 0; i < NumRegions; i++)
                {
                    //if (i < 0 * (local_cbMVTP.ThreadNumPerRow + 1))
                    //  continue;
                    //if (i > 10 * (local_cbMVTP.ThreadNumPerRow + 1))
                    //  continue;

                    // pass all the faces pre region
                    for (int j = maxFacesPerThread * i; j < maxFacesPerThread * (i + 1); j++)
                    {

                        csFace tmpFace = csFaceListResult[j];

                        if (tmpFace.halfEdgeID != uint.MaxValue)
                        {
                            GeometryPlotElement trianglesPlot = new GeometryPlotElement();
                            canvas.AddElement(trianglesPlot, false);
                            float lineWidth = 1.5f;

                            //csHalfEdge he = csHalfEdgeListResult[tmpFace.halfEdgeID + i * maxHalfEdgePerThread];
                            int he1ID = (int)tmpFace.halfEdgeID;
                            csHalfEdge he = csHalfEdgeListResult[he1ID];
                            int vert1ID = (int)he.startVertexID;
                            IVertex<float> vert1 = listPoints[vert1ID];

                            // move to next edge
                            int he2ID = (int)he.nextEdgeID;
                            he = csHalfEdgeListResult[he2ID];
                            int vert2ID = (int)he.startVertexID;
                            IVertex<float> vert2 = listPoints[vert2ID];

                            // move to next edgex
                            int he3ID = (int)he.nextEdgeID;
                            he = csHalfEdgeListResult[he3ID];
                            int vert3ID = (int)he.startVertexID;
                            IVertex<float> vert3 = listPoints[vert3ID];

                            FxMaths.Geometry.Line line = new FxMaths.Geometry.Line(vert1, vert2);
                            line.UseDefaultColor = false;
                            line.LineColor = lineColor[2];
                            line.LineWidth = lineWidth;
                            trianglesPlot.AddGeometry(line, false);

                            line = new FxMaths.Geometry.Line(vert2, vert3);
                            line.UseDefaultColor = false;
                            line.LineColor = lineColor[2];
                            line.LineWidth = lineWidth;
                            trianglesPlot.AddGeometry(line, false);

                            line = new FxMaths.Geometry.Line(vert3, vert1);
                            line.UseDefaultColor = false;
                            line.LineColor = lineColor[2];
                            line.LineWidth = lineWidth;
                            trianglesPlot.AddGeometry(line, false);

                            if (false)// || he1ID == 1755525 || he2ID == 1755525 || he3ID == 1755525)
                            {
                                FxMaths.GUI.TextElement text1;
                                float fontSize = 7;
                                FxVector2f tmp1, tmp2, tmp3;
                                tmp1 = vert1 as FxVector2f? ?? new FxVector2f(0, 0);
                                tmp2 = vert2 as FxVector2f? ?? new FxVector2f(0, 0);
                                tmp3 = vert3 as FxVector2f? ?? new FxVector2f(0, 0);

                                text1 = new TextElement(vert1ID.ToString() + "->" + tmp1.ToString("0.00"));
                                text1.Position = vert1 as FxVector2f? ?? new FxVector2f(0, 0);
                                text1._TextFormat.fontSize = fontSize;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(vert2ID.ToString() + "->" + tmp2.ToString("0.00"));
                                text1.Position = vert2 as FxVector2f? ?? new FxVector2f(0, 0);
                                text1._TextFormat.fontSize = fontSize;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(vert3ID.ToString() + "->" + tmp3.ToString("0.00"));
                                text1.Position = vert3 as FxVector2f? ?? new FxVector2f(0, 0);
                                text1._TextFormat.fontSize = fontSize;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(he1ID.ToString());
                                text1.FontColor = new Color4(Color.Brown.R, Color.Brown.G, Color.Brown.B, 1.0f);
                                text1._TextFormat.fontSize = fontSize;
                                text1.Position = (2 * tmp1 + 2 * tmp2 + tmp3) / 5.0f;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(he2ID.ToString());
                                text1.FontColor = new Color4(Color.Brown.R, Color.Brown.G, Color.Brown.B, 1.0f);
                                text1._TextFormat.fontSize = fontSize;
                                text1.Position = (tmp1 + 2 * tmp2 + 2 * tmp3) / 5.0f;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(he3ID.ToString());
                                text1.FontColor = new Color4(Color.Brown.R, Color.Brown.G, Color.Brown.B, 1.0f);
                                text1._TextFormat.fontSize = fontSize;
                                text1.Position = (2 * tmp1 + tmp2 + 2 * tmp3) / 5.0f;
                                canvas.AddElement(text1, false);

                                text1 = new TextElement(j.ToString());
                                text1.FontColor = new Color4(Color.Yellow.R, Color.Yellow.G, Color.Yellow.B, 1.0f);
                                text1._TextFormat.fontSize = fontSize;
                                text1.Position = (tmp1 + tmp2 + tmp3) / 3.0f;
                                canvas.AddElement(text1, false);
                            }

                        }
                    }

                }

                canvas.ReDraw();
            }

            #endregion

            #endif
        }