Esempio n. 1
0
        public SkyLabel(RenderContext11 renderContext, double ra, double dec, string text, LabelSytle style, double distance)
        {
            RA    = ra;
            Dec   = dec;
            Text  = text;
            Style = style;

            Distance = distance;

            if (texture == null)
            {
                texture = Texture11.FromBitmap(Properties.Resources.circle, 0);
            }

            Vector3d up      = new Vector3d();
            Vector3d textPos = new Vector3d();

            if (Earth3d.MainWindow.SolarSystemMode)
            {
                pos = Coordinates.RADecTo3d(ra, -dec, distance);
                up  = Coordinates.RADecTo3d(ra, -dec + 90, distance);

                pos.RotateX(Coordinates.MeanObliquityOfEcliptic(SpaceTimeController.JNow) / 180.0 * Math.PI);
                pos.Add(Planets.GetPlanet3dLocation(SolarSystemObjects.Earth));

                up.RotateX(Coordinates.MeanObliquityOfEcliptic(SpaceTimeController.JNow) / 180.0 * Math.PI);
                up.Add(Planets.GetPlanet3dLocation(SolarSystemObjects.Earth));
            }
            else
            {
                pos     = Coordinates.RADecTo3d(ra + 12, dec, distance);
                textPos = Coordinates.RADecTo3d(ra + 12, dec + 2, distance);
                up      = Coordinates.RADecTo3d(ra + 12, dec + 92, distance);
            }
            center = new Vector3(9, 9, 0);

            textBatch = new Text3dBatch(24);
            if (style == LabelSytle.Telrad)
            {
                // Telrad-style labels are always screen-aligned
                Text3d t3 = new Text3d(new Vector3d(0, 0, 0.1), new Vector3d(0, 1, 0), text, 20, .01);
                t3.alignment = Text3d.Alignment.Left;
                textBatch.Add(t3);
            }
            else
            {
                up.Normalize();
                textPos.Normalize();
                textBatch.Add(new Text3d(textPos, up, text, 20, .0005));
            }
        }
        private void ComputeFrameSynodic(RenderContext11 renderContext)
        {
            // A synodic frame is a rotating frame of reference in which
            // the x-axis is the direction between the bodies in a two-body
            // system. The origin is at the secondary body, and +x points
            // in the direction opposite the primary. The z-axis is in the orbital
            // plane and normal to x; it points in the direction of the instantaneous
            // orbital velocity of the secondary.

            // The origin is offset by then translation. The five libration points in a
            // two-body system can be approximated by choosing different offsets. For
            // example, the Sun-Earth L2 point is approximated by using x = 1,500,000 km, y = 0 and z = 0.

            WorldMatrix = Matrix3d.Identity;
            double localScale = (1 / renderContext.NominalRadius) * Scale * MeanRadius;

            WorldMatrix.Scale(new Vector3d(localScale, localScale, localScale));
            WorldMatrix.Rotate(Quaternion.RotationYawPitchRoll((float)((Heading) / 180.0 * Math.PI), (float)(Pitch / 180.0 * Math.PI), (float)(Roll / 180.0 * Math.PI)));
            WorldMatrix.Translate(Translation / 6371.000);

            // Currently we assume the Sun-Earth system
            double   jd     = SpaceTimeController.JNow;
            double   B      = CAACoordinateTransformation.DegreesToRadians(CAAEarth.EclipticLatitude(jd));
            double   L      = CAACoordinateTransformation.DegreesToRadians(CAAEarth.EclipticLongitude(jd));
            Vector3d eclPos = new Vector3d(Math.Cos(L) * Math.Cos(B), Math.Sin(L) * Math.Cos(B), Math.Sin(B));

            // Just approximate the orbital velocity for now
            Vector3d eclVel = Vector3d.Cross(eclPos, new Vector3d(0.0, 0.0, 1.0));

            eclVel.Normalize();

            // Convert to WWT's coordinate convention by swapping Y and Z
            eclPos = new Vector3d(eclPos.X, eclPos.Z, eclPos.Y);
            eclVel = new Vector3d(eclVel.X, eclVel.Z, eclVel.Y);

            Vector3d xaxis    = eclPos;
            Vector3d yaxis    = Vector3d.Cross(eclVel, eclPos);
            Vector3d zaxis    = eclVel;
            Matrix3d rotation = new Matrix3d(xaxis.X, yaxis.X, zaxis.X, 0, xaxis.Y, yaxis.Y, zaxis.Y, 0, xaxis.Z, yaxis.Z, zaxis.Z, 0, 0, 0, 0, 1);

            // Convert from ecliptic to J2000 EME (equatorial) system
            double earthObliquity = CAACoordinateTransformation.DegreesToRadians(Coordinates.MeanObliquityOfEcliptic(jd));

            rotation = rotation * Matrix3d.RotationX(-earthObliquity);

            WorldMatrix.Multiply(rotation);
        }
Esempio n. 3
0
        public override bool Draw(RenderContext11 renderContext, float opacity, bool flat)
        {
            if (bufferIsFlat != flat)
            {
                CleanUp();
                bufferIsFlat = flat;
            }

            if (!CleanAndReady)
            {
                PrepVertexBuffer(opacity);
            }

            Matrix3d oldWorld = renderContext.World;

            if (astronomical && !bufferIsFlat)
            {
                double ecliptic = Coordinates.MeanObliquityOfEcliptic(SpaceTimeController.JNow) / 180.0 * Math.PI;
                renderContext.World = Matrix3d.RotationX(ecliptic) * renderContext.World;
            }


            if (triangleList2d != null)
            {
                triangleList2d.Decay      = decay;
                triangleList2d.Sky        = this.Astronomical;
                triangleList2d.TimeSeries = timeSeries;
                triangleList2d.Draw(renderContext, opacity * Opacity, TerraViewer.TriangleList.CullMode.CounterClockwise);
            }

            if (triangleList != null)
            {
                triangleList.Decay      = decay;
                triangleList.Sky        = this.Astronomical;
                triangleList.TimeSeries = timeSeries;
                triangleList.Draw(renderContext, opacity * Opacity, TerraViewer.TriangleList.CullMode.CounterClockwise);
            }

            if (lineList != null)
            {
                lineList.Sky        = this.Astronomical;
                lineList.Decay      = decay;
                lineList.TimeSeries = timeSeries;

                lineList.DrawLines(renderContext, opacity * Opacity);
            }

            if (lineList2d != null)
            {
                lineList2d.Sky         = !this.Astronomical;
                lineList2d.Decay       = decay;
                lineList2d.TimeSeries  = timeSeries;
                lineList2d.ShowFarSide = ShowFarSide;
                lineList2d.DrawLines(renderContext, opacity * Opacity);
            }

            if (textBatch != null)
            {
                DepthStencilMode mode = renderContext.DepthStencilMode;

                renderContext.DepthStencilMode = DepthStencilMode.Off;

                textBatch.Draw(renderContext, 1, Color.White);
                renderContext.DepthStencilMode = mode;
            }

            if (astronomical && !bufferIsFlat)
            {
                renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
            }
            else
            {
                renderContext.DepthStencilMode = DepthStencilMode.Off;
            }

            DateTime baseDate = new DateTime(2010, 1, 1, 12, 00, 00);

            renderContext.setRasterizerState(TriangleCullMode.Off);

            Vector3 cam           = Vector3d.TransformCoordinate(renderContext.CameraPosition, Matrix3d.Invert(renderContext.World)).Vector311;
            float   adjustedScale = scaleFactor;

            if (flat && astronomical && (markerScale == MarkerScales.World))
            {
                adjustedScale = (float)(scaleFactor / (Earth3d.MainWindow.ZoomFactor / 360));
            }

            Matrix matrixWVP = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11;

            matrixWVP.Transpose();
            switch (plotType)
            {
            default:
            case PlotTypes.Gaussian:
                renderContext.BlendMode = BlendMode.Additive;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, Grids.StarProfile.ResourceView);
                break;

            case PlotTypes.Circle:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, CircleTexture.ResourceView);
                break;

            case PlotTypes.Point:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, PointTexture.ResourceView);
                break;

            case PlotTypes.Square:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, SquareTexture.ResourceView);
                break;

            case PlotTypes.Target1:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, Target1Texture.ResourceView);
                break;

            case PlotTypes.Target2:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, Target2Texture.ResourceView);
                break;

            case PlotTypes.PushPin:
                renderContext.BlendMode = BlendMode.Alpha;
                renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, PushPin.GetPushPinTexture(markerIndex).ResourceView);
                break;
            }

            columnChartsActivate.TargetState = plotType == PlotTypes.Column;

            if (shapeFileVertex != null)
            {
                if (plotType == PlotTypes.Column && !RenderContext11.Downlevel) // column chart mode
                {
                    columnChartsActivate.TargetState = true;

                    renderContext.BlendMode = BlendMode.Alpha;
                    renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
                    renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, null);
                    renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
                    TimeSeriesColumnChartShader11.Constants.CameraPosition = new SharpDX.Vector4(cam, 1);
                    TimeSeriesColumnChartShader11.Constants.JNow           = (float)(SpaceTimeController.JNow - SpaceTimeController.UtcToJulian(baseDate));
                    TimeSeriesColumnChartShader11.Constants.Decay          = timeSeries ? decay : 0f;
                    TimeSeriesColumnChartShader11.Constants.Scale          = (float)(adjustedScale);
                    TimeSeriesColumnChartShader11.Constants.Sky            = astronomical ? -1 : 1;
                    TimeSeriesColumnChartShader11.Constants.Opacity        = opacity * this.Opacity;
                    TimeSeriesColumnChartShader11.Constants.ShowFarSide    = ShowFarSide ? 1f : 0f;
                    TimeSeriesColumnChartShader11.Color = new SharpDX.Color4(Color.R / 255f, Color.G / 255f, Color.B / 255f, Color.A / 255f);
                    TimeSeriesColumnChartShader11.Constants.WorldViewProjection = matrixWVP;
                    TimeSeriesColumnChartShader11.ViewportScale = new SharpDX.Vector2(2.0f / renderContext.ViewPort.Width, 2.0f / renderContext.ViewPort.Height);
                    TimeSeriesColumnChartShader11.Use(renderContext.devContext);
                }
                else if (plotType == PlotTypes.Cylinder && !RenderContext11.Downlevel)
                {
                    renderContext.BlendMode = BlendMode.Alpha;
                    renderContext.setRasterizerState(TriangleCullMode.CullClockwise);
                    renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, null);
                    renderContext.DepthStencilMode = DepthStencilMode.ZReadWrite;
                    TimeSeriesColumnChartShaderNGon11.Constants.CameraPosition = new SharpDX.Vector4(cam, 1);
                    TimeSeriesColumnChartShaderNGon11.Constants.JNow           = (float)(SpaceTimeController.JNow - SpaceTimeController.UtcToJulian(baseDate));
                    TimeSeriesColumnChartShaderNGon11.Constants.Decay          = timeSeries ? decay : 0f;
                    TimeSeriesColumnChartShaderNGon11.Constants.Scale          = (float)(adjustedScale);
                    TimeSeriesColumnChartShaderNGon11.Constants.Sky            = astronomical ? -1 : 1;
                    TimeSeriesColumnChartShaderNGon11.Constants.Opacity        = opacity * this.Opacity;
                    TimeSeriesColumnChartShaderNGon11.Constants.ShowFarSide    = ShowFarSide ? 1f : 0f;
                    TimeSeriesColumnChartShaderNGon11.Color = new SharpDX.Color4(Color.R / 255f, Color.G / 255f, Color.B / 255f, Color.A / 255f);
                    TimeSeriesColumnChartShaderNGon11.Constants.WorldViewProjection = matrixWVP;
                    TimeSeriesColumnChartShaderNGon11.ViewportScale = new SharpDX.Vector2(2.0f / renderContext.ViewPort.Width, 2.0f / renderContext.ViewPort.Height);
                    TimeSeriesColumnChartShaderNGon11.Use(renderContext.devContext);
                }
                else
                {
                    TimeSeriesPointSpriteShader11.Constants.CameraPosition = new SharpDX.Vector4(cam, 1);
                    double jBase = SpaceTimeController.UtcToJulian(baseDate);
                    TimeSeriesPointSpriteShader11.Constants.JNow        = (float)(SpaceTimeController.JNow - jBase);
                    TimeSeriesPointSpriteShader11.Constants.Decay       = timeSeries ? decay : 0f;
                    TimeSeriesPointSpriteShader11.Constants.Scale       = ((markerScale == MarkerScales.World) ? ((float)adjustedScale) : (-(float)adjustedScale));
                    TimeSeriesPointSpriteShader11.Constants.Sky         = astronomical ? -1 : 1;
                    TimeSeriesPointSpriteShader11.Constants.Opacity     = opacity * this.Opacity;
                    TimeSeriesPointSpriteShader11.Constants.ShowFarSide = ShowFarSide ? 1f : 0f;
                    TimeSeriesPointSpriteShader11.Color = new SharpDX.Color4(Color.R / 255f, Color.G / 255f, Color.B / 255f, Color.A / 255f);
                    TimeSeriesPointSpriteShader11.Constants.WorldViewProjection = matrixWVP;
                    TimeSeriesPointSpriteShader11.ViewportScale     = new SharpDX.Vector2(2.0f / renderContext.ViewPort.Width, 2.0f / renderContext.ViewPort.Height);
                    TimeSeriesPointSpriteShader11.PointScaleFactors = new SharpDX.Vector3(0.0f, 0.0f, 10.0f);
                    if (shapeFileVertex.Downlevel)
                    {
                        DownlevelTimeSeriesPointSpriteShader.Use(renderContext.devContext, shapeFileVertex.Instanced);
                    }
                    else
                    {
                        TimeSeriesPointSpriteShader11.Use(renderContext.devContext);
                    }
                }


                shapeFileVertex.Draw(renderContext, shapeFileVertex.Count, null, 1.0f);
            }
            renderContext.Device.ImmediateContext.GeometryShader.Set(null);
            renderContext.BlendMode = BlendMode.Alpha;


            renderContext.World = oldWorld;

            return(true);
        }