コード例 #1
0
        public void Create(GLItemsList items, GLRenderProgramSortedList rObjects, float sunsize, GLStorageBlock findbufferresults)
        {
            sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.FromArgb(255, 220, 220, 10), Color.FromArgb(255, 0, 0, 0) },
                                                                     autoscale: 30, autoscalemin: 1, autoscalemax: 2, useeyedistance: false);
            sunshader = items.NewShaderPipeline(null, sunvertex, new GLPLStarSurfaceFragmentShader());

            shapebuf = items.NewBuffer(false);
            var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize);

            shapebuf.AllocateFill(shape);

            GLRenderState starrc = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear

            starrc.DepthTest  = true;
            starrc.DepthClamp = true;

            var textrc = GLRenderState.Tri();

            textrc.DepthTest          = true;
            textrc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

            int texunitspergroup = 16;

            textshader = items.NewShaderPipeline(null, new GLPLVertexShaderMatrixTriStripTexture(), new GLPLFragmentShaderTexture2DIndexMulti(0, 0, true, texunitspergroup));

            slset = new GLSetOfObjectsWithLabels("SLSet", rObjects, texunitspergroup, 100, 10,
                                                 sunshader, shapebuf, shape.Length, starrc, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles,
                                                 textshader, BitMapSize, textrc, SizedInternalFormat.Rgba8);

            items.Add(slset);

            var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);

            findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null);
        }
コード例 #2
0
        public void Create(GLItemsList items, GLRenderProgramSortedList rObjects, List <SystemClass> incomingsys, float bookmarksize, GLStorageBlock findbufferresults, bool depthtest)
        {
            if (ridisplay == null)
            {
                //var vert = new GLPLVertexScaleLookat(rotate: dorotate, rotateelevation: doelevation, commontransform: false, texcoords: true,      // a look at vertex shader
                //
                //                var vert = new GLPLVertexShaderWorldCoord();
                var vert = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, texcoords: true, generateworldpos: true,
                                                     autoscale: 500, autoscalemin: 1f, autoscalemax: 20f);            // below 500, 1f, above 500, scale up to 20x


                const int texbindingpoint = 1;
                var       frag            = new GLPLFragmentShaderTexture(texbindingpoint); // binding - simple texturer based on vs model coords

                objectshader = new GLShaderPipeline(vert, null, null, null, frag);
                items.Add(objectshader);

                var objtex = items.NewTexture2D("Bookmarktex", TestOpenTk.Properties.Resources.dotted2, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);

                objectshader.StartAction += (s, m) =>
                {
                    objtex.Bind(texbindingpoint);   // bind tex array to, matching above
                };

                bookmarkposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

                GLRenderState rt = GLRenderState.Tri();
                rt.DepthTest = depthtest;

                bookmarksize *= 10;

                // 0 is model pos, 1 is world pos by a buffer, 2 is tex co-ords
                ridisplay = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                         GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize), // quad2 4 vertexts as the model positions
                                                                         bookmarkposbuf, 0,                                                   // world positions come from here - not filled as yet
                                                                         GLShapeObjectFactory.TexTriStripQuad,
                                                                         ic: 0, seconddivisor: 1);

                rObjects.Add(objectshader, "bookmarks", ridisplay);

                var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);//, forwardfacing:false);
                findshader = items.NewShaderPipeline(null, vert, null, null, geofind, null, null, null);

                // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
                rifind = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                      GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize),   // quad2 4 vertexts as the model positions
                                                                      bookmarkposbuf, 0,
                                                                      GLShapeObjectFactory.TexTriStripQuad,
                                                                      ic: 0, seconddivisor: 1);
            }

            bookmarkposbuf.AllocateFill(incomingsys.Select(x => new Vector4((float)x.X, (float)x.Y, (float)x.Z, 1)).ToArray());
            ridisplay.InstanceCount = rifind.InstanceCount = incomingsys.Count;
        }
コード例 #3
0
ファイル: Bookmarks.cs プロジェクト: EDDiscovery/EDDiscovery
        public void Start(GLItemsList items, GLRenderProgramSortedList rObjects, float bookmarksize, GLStorageBlock findbufferresults, bool depthtest)
        {
            var vert = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, texcoords: true, generateworldpos: true,
                                                 autoscale: 30, autoscalemin: 1f, autoscalemax: 30f);            // above autoscale, 1f

            const int texbindingpoint = 1;
            var       frag            = new GLPLFragmentShaderTexture(texbindingpoint); // binding - simple texturer based on vs model coords

            objectshader = new GLShaderPipeline(vert, null, null, null, frag);
            items.Add(objectshader);

            var objtex = items.NewTexture2D("Bookmarktex", BaseUtils.Icons.IconSet.GetBitmap("GalMap.Bookmark"), OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);

            objectshader.StartAction += (s, m) =>
            {
                objtex.Bind(texbindingpoint);   // bind tex array to, matching above
            };

            bookmarkposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

            GLRenderState rt = GLRenderState.Tri();

            rt.DepthTest = depthtest;

            // 0 is model pos, 1 is world pos by a buffer, 2 is tex co-ords
            ridisplay = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                     GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize), // quad2 4 vertexts as the model positions
                                                                     bookmarkposbuf, 0,                                                   // world positions come from here - not filled as yet
                                                                     GLShapeObjectFactory.TexTriStripQuad,
                                                                     ic: 0, seconddivisor: 1);

            rObjects.Add(objectshader, "bookmarks", ridisplay);

            var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);//, forwardfacing:false);

            findshader = items.NewShaderPipeline(null, vert, null, null, geofind, null, null, null);

            // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
            rifind = GLRenderableItem.CreateVector4Vector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rt,
                                                                  GLShapeObjectFactory.CreateQuadTriStrip(bookmarksize, bookmarksize),   // quad2 4 vertexts as the model positions
                                                                  bookmarkposbuf, 0,
                                                                  GLShapeObjectFactory.TexTriStripQuad,
                                                                  ic: 0, seconddivisor: 1);
        }
コード例 #4
0
        private void IntCreatePath(GLItemsList items, GLRenderProgramSortedList rObjects, GLStorageBlock bufferfindresults)
        {
            HistoryEntry lastone = lastpos != -1 && lastpos < currentfilteredlist.Count ? currentfilteredlist[lastpos] : null;  // see if lastpos is there, and store it

            if (TravelPathEndDateEnable || TravelPathStartDateEnable)
            {
                currentfilteredlist = unfilteredlist.Where(x => (!TravelPathStartDateEnable || x.EventTimeUTC >= TravelPathStartDate) && (!TravelPathEndDateEnable || x.EventTimeUTC <= TravelPathEndDate)).ToList();
                if (currentfilteredlist.Count > MaxStars)
                {
                    currentfilteredlist = currentfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList();
                }
            }
            else
            {
                if (unfilteredlist.Count > MaxStars)
                {
                    currentfilteredlist = unfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList();
                }
                else
                {
                    currentfilteredlist = unfilteredlist;
                }
            }

            // do date filter on currentfilteredlist

            lastpos = lastone == null ? -1 : currentfilteredlist.IndexOf(lastone);        // may be -1, may have been removed

            var   positionsv4 = currentfilteredlist.Select(x => new Vector4((float)x.System.X, (float)x.System.Y, (float)x.System.Z, 0)).ToArray();
            var   colours     = currentfilteredlist.Select(x => x.JumpColor).ToArray();
            float seglen      = tapesize * 10;

            // a tape is a set of points (item1) and indexes to select them (item2), so we need an element index in the renderer to use.
            var tape = GLTapeObjectFactory.CreateTape(positionsv4, colours, tapesize, seglen, 0F.Radians(), margin: sunsize * 1.2f);

            if (ritape == null) // first time..
            {
                // first the tape

                var tapetex = new GLTexture2D(Properties.Resources.chevron, internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);        // tape image
                items.Add(tapetex);
                tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat);

                tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0));
                var vert = new GLPLVertexShaderWorldTextureTriStrip();
                tapeshader = new GLShaderPipeline(vert, tapefrag);
                items.Add(tapeshader);

                GLRenderState rts = GLRenderState.Tri(tape.Item3, cullface: false); // set up a Tri strip, primitive restart value set from tape, no culling
                rts.DepthTest = depthtest;                                          // no depth test so always appears

                // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time
                ritape         = GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, tape.Item1.ToArray(), new GLRenderDataTexture(tapetex));
                tapepointbuf   = items.LastBuffer();                                            // keep buffer for refill
                ritape.Visible = tape.Item1.Count > 0;                                          // no items, set not visible, so it won't except over the BIND with nothing in the element buffer

                ritape.CreateElementIndex(items.NewBuffer(), tape.Item2.ToArray(), tape.Item3); // finally, we are using index to select vertexes, so create an index

                rObjects.Add(tapeshader, "travelpath-tape", ritape);                            // add render to object list

                // now the stars

                starposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

                starposbuf.AllocateFill(positionsv4);
                //Vector4[] vectors = starposbuf.ReadVector4s(0, starposbuf.Length / 16);

                sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) },
                                                                         autoscale: 30, autoscalemin: 1f, autoscalemax: 2f, useeyedistance: false); // below scale, 1f, above scale, scale up to x times (eyedist/scale)
                sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
                items.Add(sunshader);

                var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize);

                GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                rt.DepthTest  = depthtest;
                rt.DepthClamp = true;
                renderersun   = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, currentfilteredlist.Count, 1);
                rObjects.Add(sunshader, "travelpath-suns", renderersun);

                // find compute

                var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16);
                findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null);
                rifind     = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: currentfilteredlist.Count, seconddivisor: 1);

                // Sun names, handled by textrenderer
                textrenderer = new GLBitmaps("bm-travelmap", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false);
                items.Add(textrenderer);
            }
            else
            {
                tapepointbuf.AllocateFill(tape.Item1.ToArray());                                       // replace the points with a new one
                ritape.RenderState.PrimitiveRestart = GL4Statics.DrawElementsRestartValue(tape.Item3); // IMPORTANT missing bit Robert, must set the primitive restart value to the new tape size
                ritape.CreateElementIndex(ritape.ElementBuffer, tape.Item2.ToArray(), tape.Item3);     // update the element buffer
                ritape.Visible = tape.Item1.Count > 0;

                starposbuf.AllocateFill(positionsv4);           // and update the star position buffers so find and sun renderer works
                renderersun.InstanceCount = positionsv4.Length; // update the number of suns to draw.

                rifind.InstanceCount = positionsv4.Length;      // update the find list
            }

            // name bitmaps

            HashSet <object> hashset = new HashSet <object>(currentfilteredlist);       // so it can find it quickly

            textrenderer.CurrentGeneration++;                                           // setup for next generation
            textrenderer.RemoveGeneration(textrenderer.CurrentGeneration - 1, hashset); // and remove all of the previous one which are not in hashset.

            Font fnt = new Font("Arial", 8.5F);

            using (StringFormat fmt = new StringFormat())
            {
                fmt.Alignment = StringAlignment.Center;
                foreach (var isys in currentfilteredlist)
                {
                    if (textrenderer.Exist(isys) == false)                   // if does not exist already, need a new label
                    {
                        textrenderer.Add(isys, isys.System.Name, fnt, Color.White, Color.Transparent, new Vector3((float)isys.System.X, (float)isys.System.Y - 5, (float)isys.System.Z),
                                         new Vector3(20, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: true, rotateelevation: false, alphafadescalar: -200, alphafadepos: 300);
                    }
                }
            }

            fnt.Dispose();
        }
コード例 #5
0
        public void Start(GLWinFormControl glwfc)
        {
            this.glwfc = glwfc;

            matrixcalc = new GLMatrixCalc();
            matrixcalc.PerspectiveNearZDistance = 1f;
            matrixcalc.PerspectiveFarZDistance  = worldsize * 2;
            matrixcalc.InPerspectiveMode        = true;
            matrixcalc.ResizeViewPort(this, glwfc.Size);

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");                         // create a matrix uniform block

            displaycontrol           = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size from mc.ScreenCoordMax
            displaycontrol.Focusable = true;                                           // we want to be able to focus and receive key presses.
            displaycontrol.Name      = "displaycontrol";
            displaycontrol.Font      = new Font("Arial", 12);

            gl3dcontroller = new Controller3Dd();
            gl3dcontroller.PaintObjects          = ControllerDraw;
            gl3dcontroller.ZoomDistance          = 20e6 * 1000 * mscaling; // zoom 1 is X km
            gl3dcontroller.PosCamera.ZoomMin     = 0.001f;
            gl3dcontroller.PosCamera.ZoomMax     = 300f;
            gl3dcontroller.PosCamera.ZoomScaling = 1.08f;
            gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3d(0, 0, 0), new Vector3d(135f, 0, 0f), 0.025F, registermouseui: false, registerkeyui: true);
            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                double eyedistr = Math.Pow(eyedist, 1.0);
                float  v        = (float)Math.Max(eyedistr / 1200, 0);
                //System.Diagnostics.Debug.WriteLine("Speed " + eyedistr + " "+ v);
                return((float)ms * v);
            };

            for (int i = 1; i <= 10; i++)
            {
                int    v = i * i;
                double f = (gl3dcontroller.PosCamera.ZoomMax - gl3dcontroller.PosCamera.ZoomMin) * v / 100.0 + gl3dcontroller.PosCamera.ZoomMin;
                System.Diagnostics.Debug.WriteLine($"{i} {v} {f}");
            }

            displaycontrol.Paint += (o, ts) =>        // subscribing after Controller start means we paint over the scene
            {
                // MCUB set up by Controller3DDraw which did the work first
                //     System.Diagnostics.Debug.WriteLine("Controls Draw");
                displaycontrol.Render(glwfc.RenderState, ts);
            };

            displaycontrol.MouseClick += MouseClickOnMap;       // grab mouse UI
            displaycontrol.MouseUp    += MouseUpOnMap;
            displaycontrol.MouseDown  += MouseDownOnMap;
            displaycontrol.MouseMove  += MouseMoveOnMap;
            displaycontrol.MouseWheel += MouseWheelOnMap;

            double  startspeed = 60 * 60 * 6; // in sec
            GLImage minus      = new GLImage("timeplus1y", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward);

            minus.MouseClick += (e1, m1) => { currentjd -= 365; };
            displaycontrol.Add(minus);
            GLImage back = new GLImage("timeback", new Rectangle(40, 0, 32, 32), Properties.Resources.Backwards);

            back.MouseClick += (e1, m1) => { if (jdscaling > 0)
                                             {
                                                 jdscaling /= 2;
                                             }
                                             else if (jdscaling < 0)
                                             {
                                                 jdscaling *= 2;
                                             }
                                             else
                                             {
                                                 jdscaling = -startspeed;
                                             } };
            displaycontrol.Add(back);
            GLImage pause = new GLImage("timepause", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause);

            pause.MouseClick += (e1, m1) => { jdscaling = 0; };
            displaycontrol.Add(pause);
            GLImage fwd = new GLImage("timefwd", new Rectangle(120, 0, 32, 32), Properties.Resources.Forward);

            fwd.MouseClick += (e1, m1) => { if (jdscaling < 0)
                                            {
                                                jdscaling /= 2;
                                            }
                                            else if (jdscaling > 0)
                                            {
                                                jdscaling *= 2;
                                            }
                                            else
                                            {
                                                jdscaling = startspeed;
                                            } };
            displaycontrol.Add(fwd);
            GLImage plus = new GLImage("timeplus1y", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward);

            plus.MouseClick += (e1, m1) => { currentjd += 365; };
            displaycontrol.Add(plus);

            GLImage sysleft = new GLImage("sysleft", new Rectangle(200, 0, 32, 32), Properties.Resources.GoBackward);

            sysleft.MouseClick += (e1, m1) => { DisplayNode(-1); };
            displaycontrol.Add(sysleft);

            mastersystem           = new GLLabel("sysname", new Rectangle(230, 6, 70, 20), "All", Color.DarkOrange);
            mastersystem.TextAlign = ContentAlignment.MiddleCenter;
            displaycontrol.Add(mastersystem);

            GLImage sysright = new GLImage("sysright", new Rectangle(300, 0, 32, 32), Properties.Resources.GoForward);

            sysright.MouseClick += (e1, m1) => { DisplayNode(1); };
            displaycontrol.Add(sysright);

            timedisplay = new GLLabel("state", new Rectangle(340, 6, 800, 20), "Label", Color.DarkOrange);
            displaycontrol.Add(timedisplay);

            datalabel           = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange);
            datalabel.TextAlign = ContentAlignment.TopLeft;
            displaycontrol.Add(datalabel);

            status           = new GLLabel("Status", new Rectangle(0, 0, 2000, 24), "x");
            status.Dock      = DockingType.BottomLeft;
            status.ForeColor = Color.Orange;
            status.BackColor = Color.FromArgb(50, 50, 50, 50);
            displaycontrol.Add(status);

            rightclickmenubody = new GLContextMenu("RightClickMenuBody",
                                                   new GLMenuItem("RCMInfo", "Information")
            {
                MouseClick = (s, e) =>
                {
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Track")
            {
                MouseClick = (s, e) =>
                {
                    track = (int)rightclickmenubody.Tag;
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Track Central Body")
            {
                MouseClick = (s, e) =>
                {
                    int body = (int)rightclickmenubody.Tag;
                    if (bodyinfo[body].parentindex >= 0)
                    {
                        track = bodyinfo[body].parentindex;
                    }
                }
            },
                                                   new GLMenuItem("RCMZoomIn", "Zoom In")
            {
            },
                                                   new GLMenuItem("RCMUntrack", "Untrack")
            {
                MouseClick = (s1, e1) =>
                {
                    track = -1;
                }
            }
                                                   );

            rightclickmenubody.Opening += (ms, tag) =>
            {
                ms["RCMUntrack"].Enabled = track != -1;
            };

            rightclickmenuscreen = new GLContextMenu("RightClickMenuBody",
                                                     new GLMenuItem("RCMSysDisplay", "System Display")
            {
                MouseClick = (s, e) =>
                {
                }
            },
                                                     new GLMenuItem("RCMUntrack", "Untrack")
            {
                MouseClick = (s1, e1) =>
                {
                    track = -1;
                }
            }
                                                     );

            rightclickmenuscreen.Opening += (ms, tag) =>
            {
                ms["RCMUntrack"].Enabled = track != -1;
            };

            if (true)
            {
                var shader = new GLColorShaderWorld();
                items.Add(shader);

                GLRenderState lines = GLRenderState.Lines(1);
                lines.DepthTest = false;

                int gridsize   = (int)(worldsize * mscaling);
                int gridoffset = (int)(gridlines * mscaling);
                int nolines    = gridsize / gridoffset * 2 + 1;

                Color gridcolour = Color.FromArgb(80, 80, 80, 80);
                rObjects.Add(shader,
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(gridoffset, 0, 0), nolines),
                                                                  new Color4[] { gridcolour })
                             );


                rObjects.Add(shader,
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, gridoffset), nolines),
                                                                  new Color4[] { gridcolour }));

                Size bmpsize = new Size(128, 30);
                var  maps    = new GLBitmaps("bitmap1", rObjects, bmpsize, 3, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, false, false);
                using (StringFormat fmt = new StringFormat(StringFormatFlags.NoWrap)
                {
                    Alignment = StringAlignment.Near, LineAlignment = StringAlignment.Center
                })
                {
                    float hsize = 40e6f * 1000 * mscaling; // million km -> m -> scaling
                    float vsize = hsize * bmpsize.Height / bmpsize.Width;

                    Font f   = new Font("MS sans serif", 12f);
                    long pos = -nolines / 2 * (gridlines / 1000);
                    for (int i = -nolines / 2; i < nolines / 2; i++)
                    {
                        if (i != 0)
                        {
                            double v = Math.Abs(pos * 1000);
                            long   p = Math.Abs(pos);

                            maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, -vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset + vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                            maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset - vsize / 2),
                                     new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt);
                        }
                        pos += 50000000;
                    }
                }
            }

            var orbitlinesvertshader = new GLPLVertexShaderModelWorldUniform(new Color[] { Color.FromArgb(128, 128, 0, 0), Color.FromArgb(128, 128, 128, 0) });

            orbitlineshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor());
            bodyplaneshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor());  // model pos in, with uniform world pos, vectors out, with vs_colour selected by worldpos.w

            // set up ARB IDs for all images we are going to use..
            var tbs   = items.NewBindlessTextureHandleBlock(arbblock);
            var texs  = items.NewTexture2D(null, Properties.Resources.golden, SizedInternalFormat.Rgba8);
            var texp  = items.NewTexture2D(null, Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8);
            var texb  = items.NewTexture2D(null, Properties.Resources.dotted, SizedInternalFormat.Rgba8);
            var texs2 = items.NewTexture2D(null, Properties.Resources.wooden, SizedInternalFormat.Rgba8);

            tbs.WriteHandles(new IGLTexture[] { texs, texp, texb, texs2 });

            // using 0 tex coord, 4 image id and arb text binding
            var bodyfragshader = new GLPLFragmentShaderBindlessTexture(arbblock, discardiftransparent: true, useprimidover2: false);

            // takes 0:Vector4 model, 1: vec2 text, 4:matrix, out is 0:tex, 1: modelpos, 2: instance, 4 = matrix[3][3]
            var bodyvertshader = new GLPLVertexShaderModelMatrixTexture(1000000 * 1000 * mscaling, useeyedistance: false);

            bodyshader = new GLShaderPipeline(bodyvertshader, bodyfragshader);
            items.Add(bodyshader);

            // hold shape
            var sphereshape = GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, 1.0f);

            spherebuffer = items.NewBuffer();      // fill buffer with model co-ords
            spherebuffer.AllocateFill(sphereshape.Item1);
            spheretexcobuffer = items.NewBuffer(); // fill buffer with tex coords
            spheretexcobuffer.AllocateFill(sphereshape.Item2);

            bodymatrixbuffer = items.NewBuffer();    // this holds the matrix to set position and size

            GLStorageBlock findbufferresults = items.NewStorageBlock(findblock);
            var            geofind           = new GLPLGeoShaderFindTriangles(findbufferresults, 16); // pass thru normal vert/tcs/tes then to geoshader for results

            findshader = items.NewShaderPipeline(null, bodyvertshader, null, null, geofind, null, null, null);
        }
コード例 #6
0
        public void CreateObjects(GLItemsList items, GLRenderProgramSortedList rObjects, GalacticMapping galmap, GLStorageBlock findbufferresults, bool depthtest)
        {
            this.galmap = galmap;

            // first gets the images and make a 2d array texture for them

            Bitmap[] images = galmap.RenderableMapTypes.Select(x => x.Image as Bitmap).ToArray();
            // 256 is defined normal size
            var        objtex   = new GLTexture2DArray(images, bmpmipmaplevels: 1, wantedmipmaplevels: 3, texturesize: new Size(256, 256), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, alignment: ContentAlignment.BottomCenter);
            IGLTexture texarray = items.Add(objtex, "GalObjTex");

            // now build the shaders

            const int texbindingpoint = 1;
            var       vert            = new GLPLVertexScaleLookat(rotatetoviewer: dorotate, rotateelevation: doelevation, // a look at vertex shader
                                                                  autoscale: 500, autoscalemin: 1f, autoscalemax: 20f);   // below 500, 1f, above 500, scale up to 20x
            var tcs = new GLPLTesselationControl(40f);

            tes = new GLPLTesselationEvaluateSinewave(1f, 2f);                  // this uses the world position from the vertex scaler to position the image, w controls image + animation (b16)
            var frag = new GLPLFragmentShaderTexture2DDiscard(texbindingpoint); // binding - takes image pos from tes. imagepos < 0 means discard

            objectshader = new GLShaderPipeline(vert, tcs, tes, null, frag);
            items.Add(objectshader);

            objectshader.StartAction += (s, m) =>
            {
                texarray.Bind(texbindingpoint);   // bind tex array to, matching above
            };

            // now the RenderControl for the objects

            GLRenderState rt = GLRenderState.Patches(4);

            rt.DepthTest = depthtest;

            // create a quad and all entries of the renderable map objects, zero at this point, with a zero instance count. UpdateEnables will fill it in later
            // but we need to give it the maximum buffer length at this point

            const float objsize = 10.0f;        // size of object on screen

            ridisplay = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, rt,
                                                              GLShapeObjectFactory.CreateQuadTriStrip(objsize, objsize), // quad2 4 vertexts
                                                              new Vector4[galmap.RenderableMapObjects.Length],           // world positions
                                                              ic: 0, seconddivisor: 1);

            modelworldbuffer = items.LastBuffer();
            int modelpos = modelworldbuffer.Positions[0];

            worldpos = modelworldbuffer.Positions[1];

            rObjects.Add(objectshader, "galmapobj", ridisplay);

            // add a find shader to look them up

            var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16);

            findshader = items.NewShaderPipeline(null, vert, tcs, tes, geofind, null, null, null);


            // hook to modelworldbuffer, at modelpos and worldpos.  UpdateEnables will fill in instance count
            rifind = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Patches, GLRenderState.Patches(4), modelworldbuffer, modelpos, ridisplay.DrawCount,
                                                           modelworldbuffer, worldpos, null, ic: 0, seconddivisor: 1);

            GLStatics.Check();

            // Text renderer for the labels

            textrenderer = new GLBitmaps("bm-galmapobjects", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false, textureformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);
            items.Add(textrenderer);

            // now make the text up for all the objects above

            using (Font fnt = new Font("Arial", 8.5F))
            {
                using (StringFormat fmt = new StringFormat())
                {
                    fmt.Alignment = StringAlignment.Center;

                    var renderablegalmapobjects = galmap.RenderableMapObjects; // list of enabled entries

                    List <Vector3> posset = new List <Vector3>();

                    float offscale = objsize * (0.5f + (float)textrenderer.BitmapSize.Height / (float)textrenderer.BitmapSize.Width / 2);       // this is the nominal centre of the text bitmap, offset in Y to the object

                    for (int i = 0; i < renderablegalmapobjects.Length; i++)
                    {
                        var   o      = renderablegalmapobjects[i];
                        float offset = -offscale;

                        for (int j = 0; j < i; j++)     // look up previous ones and see if we labeled it before
                        {
                            var d1   = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z);
                            var d2   = posset[j];   // where it was placed.
                            var diff = d1 - d2;

                            if (diff.Length < offscale) // close
                            {
                                if (offset > 0)         // if offset is positive, flip below and increase again
                                {
                                    offset = -offset - offscale;
                                }
                                else
                                {
                                    offset *= -1;       // flip over top
                                }
                                // System.Diagnostics.Debug.WriteLine($"close {renderablegalmapobjects[i].name} {d1} to {renderablegalmapobjects[j].name} {d2} {diff} select {offset}");
                            }
                        }

                        Vector3 pos = new Vector3(o.points[0].X, o.points[0].Y + offset, o.points[0].Z);
                        posset.Add(pos);
                        //System.Diagnostics.Debug.WriteLine($"{renderablegalmapobjects[i].name} at {pos} {offset}");

                        textrenderer.Add(o.id, o.name, fnt,
                                         Color.White, Color.FromArgb(0, 255, 0, 255),
                                         pos,
                                         new Vector3(objsize, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: dorotate, rotateelevation: doelevation,
                                         alphafadescalar: -100, alphafadepos: 500); // fade in, alpha = 0 at >500, 1 at 400
                    }
                }
            }

            UpdateEnables();      // fill in worldpos's and update instance count, taking into
        }
コード例 #7
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(180f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 50.0f);
            };

            glwfc.MouseDown += mousedown;

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 0

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                items.Add(new GLColorShaderWorld(), "COSW");

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            var vert   = new GLPLVertexShaderModelCoordWorldAutoscale();
            var frag   = new GLPLFragmentShaderFixedColor(Color.Yellow);
            var shader = new GLShaderPipeline(vert, frag);

            items.Add(shader, "TRI");

            var triangles = new Vector4[] { new Vector4(0, 0, 0, 1), new Vector4(10, 0, 0, 1), new Vector4(10, 0, 10, 1),
                                            new Vector4(-20, 0, 0, 1), new Vector4(-10, 0, 0, 1), new Vector4(-10, 0, 10, 1) };

            var worldpos = new Vector4[] { new Vector4(0, 0, 0, 0), new Vector4(0, 0, 12, 0) };

            GLRenderState rc = GLRenderState.Tri();

            rObjects.Add(items.Shader("TRI"), "scopen", GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, rc, triangles, worldpos, ic: 2, seconddivisor: 1));

            // demo shared find block, a problem in the past with the previous interface

            GLStorageBlock findblock = new GLStorageBlock(11);

            findshader1 = items.NewShaderPipeline("FS", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender1 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            findshader2 = items.NewShaderPipeline("FS2", new GLPLVertexShaderModelCoordWorldAutoscale(), null, null, new GLPLGeoShaderFindTriangles(findblock, 16), null, null, null);
            findrender2 = GLRenderableItem.CreateVector4Vector4Buf2(items, PrimitiveType.Triangles, GLRenderState.Tri(), triangles, worldpos, ic: 2, seconddivisor: 1);

            Closed += ShaderTest_Closed;
        }
コード例 #8
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 1000f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);
            glwfc.MouseClick += GLMouseClick;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 40.0f);
            };

            items.Add(new GLColorShaderWorld(), "COSW");
            items.Add(new GLColorShaderObjectTranslation(), "COSOT");

            #region coloured lines

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed }));
            }

            #endregion

            #region Coloured triangles
            if (true)
            {
                GLRenderState rc = GLRenderState.Tri();
                rc.CullFace = false;

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 0, 20))
                                                                  ));
            }

            #endregion

            var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.FromArgb(255, 220, 220, 10), Color.FromArgb(255, 0, 0, 0) });
            items.Add(sunvertex);
            var sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
            items.Add(sunshader);
            var shapebuf = new GLBuffer();
            items.Add(shapebuf);
            var shape = GLSphereObjectFactory.CreateSphereFromTriangles(1, 0.5f);
            shapebuf.AllocateFill(shape);

            GLStorageBlock block = new GLStorageBlock(20);
            findshader = items.NewShaderPipeline(null, sunvertex, null, null, new GLPLGeoShaderFindTriangles(block, 16), null, null, null);

            int texunitspergroup = 16;      // opengl minimum texture units per frag shader

            //var textshader = new GLShaderPipeline(new GLPLVertexShaderQuadTextureWithMatrixTranslation(), new GLPLFragmentShaderTexture2DIndexedMulti(0,0,true, texunitspergroup));
            var textshader = new TextShader(texunitspergroup);
            items.Add(textshader);
            Font fnt = new Font("MS sans serif", 16f);

            if (true)
            {
                int maxstars = 1000;    // this is an aspriation, depends on fragmentation of the system

                dataindirectbuffer = new GLVertexBufferIndirect(items, maxstars * (GLBuffer.Vec4size + GLBuffer.Mat4size), GLBuffer.WriteIndirectArrayStride * 100, true);
                var textarray = new GLTexture2DArray(128, 32, maxstars, SizedInternalFormat.Rgba8);

                int SectorSize = 10;

                {
                    Vector3   pos   = new Vector3(-20, 0, -15);
                    Vector4[] array = new Vector4[10];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);

                    Matrix4[] matrix = new Matrix4[array.Length];
                    for (int i = 0; i < array.Length; i++)
                    {
                        int imgpos = textarray.DepthIndex;
                        textarray.DrawText("A" + i, fnt, Color.White, Color.Blue, -1);
                        var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z),
                                                                                 new Vector3(1, 0, 0.2f),
                                                                                 new Vector3(-90F.Radians(), 0, 0),
                                                                                 imagepos: imgpos);
                        matrix[i] = mat;
                    }

                    dataindirectbuffer.Vertex.AlignMat4();          // instancing counts in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it
                    dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1);
                }

                if (true)
                {
                    Vector3   pos   = new Vector3(-20, 0, 0);
                    Vector4[] array = new Vector4[5];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);
                }

                if (true)
                {
                    Vector3   pos   = new Vector3(-20, 0, 15);
                    Vector4[] array = new Vector4[10];
                    Random    rnd   = new Random(23);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                    }
                    dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1);

                    Matrix4[] matrix = new Matrix4[array.Length];
                    for (int i = 0; i < array.Length; i++)
                    {
                        int imgpos = textarray.DepthIndex;
                        textarray.DrawText("C" + i, fnt, Color.White, Color.Red, -1);
                        var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z),
                                                                                 new Vector3(1, 0, 0.2f),
                                                                                 new Vector3(-90F.Radians(), 0, 0),
                                                                                 imagepos: imgpos);
                        matrix[i] = mat;
                    }

                    dataindirectbuffer.Vertex.AlignMat4();          // instancing countis in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it
                    dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1);
                }


                int[]   indirectints0 = dataindirectbuffer.Indirects[0].ReadInts(0, 12);
                int[]   indirectints1 = dataindirectbuffer.Indirects[1].ReadInts(0, 4);
                float[] worldpos      = dataindirectbuffer.Vertex.ReadFloats(0, 3 * 2 * 4);

                if (true)
                {
                    GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                    rt.DepthTest  = true;
                    rt.DepthClamp = true;

                    var renderer = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt,
                                                                         shapebuf, 0, 0,               // binding 0 is shapebuf, offset 0, no draw count
                                                                         dataindirectbuffer.Vertex, 0, // binding 1 is vertex's world positions, offset 0
                                                                         null, 0, 1);                  // no ic, second divisor 1
                    renderer.IndirectBuffer       = dataindirectbuffer.Indirects[0];
                    renderer.BaseIndexOffset      = 0;                                                 // offset in bytes where commands are stored
                    renderer.DrawCount            = 3;
                    renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride;

                    rObjects.Add(sunshader, "sunshader", renderer);
                }

                if (true)
                {
                    var rc = GLRenderState.Quads();
                    rc.CullFace           = true;
                    rc.DepthTest          = true;
                    rc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                    var renderer = GLRenderableItem.CreateMatrix4(items, PrimitiveType.Quads, rc,
                                                                  dataindirectbuffer.Vertex, 0, 0, //attach buffer with matrices, no draw count
                                                                  new GLRenderDataTexture(textarray, 0),
                                                                  0, 1);                           //no ic, and matrix divide so 1 matrix per vertex set
                    renderer.IndirectBuffer       = dataindirectbuffer.Indirects[1];
                    renderer.BaseIndexOffset      = 0;                                             // offset in bytes where commands are stored
                    renderer.DrawCount            = 2;
                    renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride;

                    rObjects.Add(textshader, "textshader", renderer);
                }
            }

            if (true)
            {
                GLRenderState starrc = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                starrc.DepthTest  = true;
                starrc.DepthClamp = true;

                var textrc = GLRenderState.Quads();
                textrc.DepthTest          = true;
                textrc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                sl = new GLObjectsWithLabels();
                var ris = sl.Create(texunitspergroup, 50, 50, shapebuf, shape.Length, starrc, PrimitiveType.Triangles, new Size(128, 32), textrc, SizedInternalFormat.Rgba8, 3);
                rObjects.Add(sunshader, "SLsunshade", ris.Item1);
                rObjects.Add(textshader, "SLtextshade", ris.Item2);
                items.Add(sl);

                int SectorSize = 10;
                {
                    Vector3   pos   = new Vector3(0, 0, -15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "A.r" + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(sl.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, mats, bmps, bref);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(0, 0, 0);
                    Vector4[] array = new Vector4[20];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "B." + i;
                    }

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref);
                }
                {
                    Vector3   pos   = new Vector3(0, 0, 15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "C." + i;
                    }

                    List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>();
                    sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref);
                }

                System.Diagnostics.Debug.WriteLine($"Sets {sl.Blocks} Removed {sl.BlocksRemoved}");
            }

            // Sets of..

            if (true)
            {
                GLRenderState starrc = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear
                starrc.DepthTest  = true;
                starrc.DepthClamp = true;

                var textrc = GLRenderState.Quads();
                textrc.DepthTest          = true;
                textrc.ClipDistanceEnable = 1;  // we are going to cull primitives which are deleted

                slset = new GLSetOfObjectsWithLabels("SLSet", rObjects, true ? 4 : texunitspergroup,
                                                     50, 10,
                                                     sunshader, shapebuf, shape.Length, starrc, PrimitiveType.Triangles,
                                                     textshader, new Size(128, 32), textrc, SizedInternalFormat.Rgba8,
                                                     3);
                items.Add(slset);

                int SectorSize = 10;
                {
                    Vector3   pos   = new Vector3(20, 0, -15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.A.r" + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GA", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(20, 0, 0);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.B." + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GB", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
                {
                    Vector3   pos   = new Vector3(20, 0, 15);
                    Vector4[] array = new Vector4[10];
                    string[]  text  = new string[array.Length];
                    Random    rnd   = new Random(31);
                    for (int i = 0; i < array.Length; i++)
                    {
                        array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0);
                        text[i]  = "S.C." + i;
                    }

                    var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false);
                    var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f);

                    slset.Add("GC", text, array, mats, bmps);
                    GLOFC.Utils.BitMapHelpers.Dispose(bmps);
                }
            }

            #region Matrix Calc Uniform

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0

            #endregion
        }
コード例 #9
0
        public void Start(string name, int maxstars, float sunsize, float tapesize, GLStorageBlock bufferfindresults, bool depthtest, GLItemsList items, GLRenderProgramSortedList rObjects)
        {
            this.MaxStars = maxstars;
            this.tapesize = tapesize;
            this.sunsize  = sunsize;

            // first the tape

            var tapetex = new GLTexture2D(BaseUtils.Icons.IconSet.GetBitmap("GalMap.chevron"), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8);        // tape image

            items.Add(tapetex);
            tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat);

            // configure the fragger, set the replacement color, and set the distance where the replacement color is used for all pixels
            tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0), 1000);
            // create the vertex shader with the autoscale required
            var vert = new GLPLVertexShaderWorldTextureTriStripNorm(100, 1, 10000);

            vert.SetWidth(tapesize);        // set the nominal tape width

            tapeshader = new GLShaderPipeline(vert, tapefrag);
            items.Add(tapeshader);

            GLRenderState rts = GLRenderState.Tri(OpenTK.Graphics.OpenGL4.DrawElementsType.UnsignedByte, cullface: false); // set up a Tri strip, Default primitive restart

            rts.DepthTest = depthtest;                                                                                     // no depth test so always appears

            // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time

            var zerotape = new Vector4[] { Vector4.Zero };      // just use an dummy array to get this going

            ritape = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, zerotape, zerotape, new GLRenderDataTexture(tapetex));

            tapepointbuf = items.LastBuffer();                // keep buffer for refill

            ritape.ElementBuffer = items.NewBuffer();         // empty buffer for element index for now
            ritape.Visible       = false;                     // until its filled, not visible (important, we don't want render to execute unless its been fully set up below)

            rObjects.Add(tapeshader, name + "-tape", ritape); // add render to object list

            // now the stars

            starposbuf = items.NewBuffer();         // where we hold the vertexes for the suns, used by renderer and by finder

            // the colour index of the stars is selected by the w parameter of the world position vertexes.
            // we autoscale to make them bigger at greater distances from eye
            sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) },
                                                                     autoscale: 30, autoscalemin: 1, autoscalemax: 2, useeyedistance: false);
            sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader());
            items.Add(sunshader);

            var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize);

            GLRenderState rt = GLRenderState.Tri();     // render is triangles, with no depth test so we always appear

            rt.DepthTest        = depthtest;
            rt.DepthClamp       = true;
            renderersun         = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, 0, 1);
            renderersun.Visible = false;            // until its filled, not visible

            rObjects.Add(sunshader, name + "-suns", renderersun);

            // find compute

            var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16);

            findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null);
            rifind     = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: 0, seconddivisor: 1);

            // Sun names, handled by textrenderer
            textrenderer = new GLBitmaps(name + "-text", rObjects, BitMapSize, depthtest: depthtest, cullface: false);
            items.Add(textrenderer);
        }