protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = worldsize * 2; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { // MCUB set up by Controller3DDraw which did the work first displaycontrol.Render(glwfc.RenderState, ts); }; double startspeed = 60 * 60 * 6; // in sec GLImage minus = new GLImage("plus", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward); minus.MouseClick += (e1, m1) => { currentjd -= 365; }; displaycontrol.Add(minus); GLImage back = new GLImage("back", 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("back", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause); pause.MouseClick += (e1, m1) => { jdscaling = 0; }; displaycontrol.Add(pause); GLImage fwd = new GLImage("fwd", 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("plus", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward); plus.MouseClick += (e1, m1) => { currentjd += 365; }; displaycontrol.Add(plus); status = new GLLabel("state", new Rectangle(200, 0, 400, 20), "Label", Color.DarkOrange); displaycontrol.Add(status); datalabel = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange); datalabel.TextAlign = ContentAlignment.TopLeft; displaycontrol.Add(datalabel); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 3000F; gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 0.025F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLTexturedShaderObjectCommonTranslation(), "TEXOCT"); items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "golden"); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); #region coloured lines int gridsize = (int)(worldsize * mscaling); int markers = gridsize / 20; { GLRenderState lines = GLRenderState.Lines(1); Color gridcolour = Color.FromArgb(255, 60, 60, 60); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(markers, 0, 0), gridsize / markers * 2 + 1), new Color4[] { gridcolour }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, markers), gridsize / markers * 2 + 1), new Color4[] { gridcolour })); } rObjects.Add(new GLOperationClearDepthBuffer()); { GLRenderState rt = GLRenderState.Tri(); float sunscaled = sunradiusm * mscaling * sunscaleup; rObjects.Add(items.Shader("TEXOCT"), "sun", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, sunscaled), new GLRenderDataTranslationRotationTexture(items.Tex("golden"), new Vector3(0, 0, 0)) )); } #endregion { // debug check DateTime t = new DateTime(2000, 1, 1, 12, 0, 0); double jd = t.ToJulianDate(); DateTime t2 = jd.JulianToDateTime(); System.Diagnostics.Debug.WriteLine($"Date time {t} JD {jd} back to {t2}"); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block currentjd = KeplerOrbitElements.J2000; jdscaling = 0; bodies = new KeplerOrbitElements[4]; bodypositions = new GLRenderDataTranslationRotationTexture[4]; // earth bodies[0] = new KeplerOrbitElements(true, semimajoraxiskm: 0.38709893 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/mercuryfact.html eccentricity: 0.20563069, inclination: 7.00487, longitudeofascendingnode: 48.33167, longitudeofperihelion: 77.45645, meanlongitude: 252.25084, currentjd); bodies[1] = new KeplerOrbitElements(true, semimajoraxiskm: 0.72333199 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/venusfact.html eccentricity: 0.00677323, inclination: 3.39471, longitudeofascendingnode: 76.68069, longitudeofperihelion: 131.53298, meanlongitude: 181.97973, currentjd); bodies[2] = new KeplerOrbitElements(true, semimajoraxiskm: 1.49596E+08, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html eccentricity: 0.0167086, inclination: 0.00005, longitudeofascendingnode: -11.26064, longitudeofperihelion: 102.94719, meanlongitude: 100.46435, currentjd); bodies[3] = new KeplerOrbitElements(true, semimajoraxiskm: 1.52366231 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/marsfact.html eccentricity: 0.09341233, inclination: 1.85061, longitudeofascendingnode: 49.57854, longitudeofperihelion: 336.04084, meanlongitude: 355.45332, currentjd); float planetsize = earthradiusm * mscaling * planetscaleup; for (int i = 0; i < bodies.Length; i++) { bodies[i].CentralMass = Msol; System.Diagnostics.Debug.WriteLine($"{i} {bodies[i].OrbitalPeriodS/60/60/24} {bodies[i].CalculateMass(bodies[i].OrbitalPeriodS)}"); bodypositions[i] = new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0)); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEXOCT"), "Body" + i, GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, planetsize), bodypositions[i])); Vector4[] orbit = bodies[i].Orbit(currentjd, 1, mscaling); GLRenderState lines = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.LineStrip, lines, orbit, new Color4[] { Color.FromArgb(255, 128, 0, 0) })); } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }
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); }
public void Start(GLOFC.WinForm.GLWinFormControl glwfc, GalacticMapping edsmmapping, GalacticMapping eliteregions) { this.glwfc = glwfc; this.edsmmapping = edsmmapping; this.elitemapping = eliteregions; hptimer.Start(); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int lyscale = 1; int front = -20000 / lyscale, back = front + 90000 / lyscale, left = -45000 / lyscale, right = left + 90000 / lyscale, vsize = 2000 / lyscale; if (false) // debug bounding box { Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); items.Add(new GLShaderPipeline(new GLPLVertexShaderWorldCoord(), new GLPLFragmentShaderFixedColor(Color.Yellow)), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); items.Add(new GLColorShaderWorld(), "COS-1L"); float h = 0; int dist = 1000 / lyscale; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new OpenTK.Graphics.Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new OpenTK.Graphics.Color4[] { cr }) ); rObjects.Add(new GLOperationClearDepthBuffer()); } int ctrlo = 2048 | 32 | 64; ctrlo = -1; if ((ctrlo & 1) != 0) // galaxy { volumetricboundingbox = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, vsize, front, 1), new Vector4(right, vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, vsize, back, 1), new Vector4(right, vsize, back, 1), new Vector4(right, -vsize, back, 1), }; const int gnoisetexbinding = 3; //tex bindings are attached per shaders so are not global const int gdisttexbinding = 4; const int galtexbinding = 1; volumetricblock = new GLVolumetricUniformBlock(volumenticuniformblock); items.Add(volumetricblock, "VB"); int sc = 1; GLTexture3D noise3d = new GLTexture3D(1024 * sc, 64 * sc, 1024 * sc, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(noise3d, "Noise"); ComputeShaderNoise3D csn = new ComputeShaderNoise3D(noise3d.Width, noise3d.Height, noise3d.Depth, 128 * sc, 16 * sc, 128 * sc, gnoisetexbinding); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(gnoisetexbinding); }; csn.Run(); // compute noise csn.Dispose(); GLTexture1D gaussiantex = new GLTexture1D(1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only items.Add(gaussiantex, "Gaussian"); // set centre=width, higher widths means more curve, higher std dev compensate. // fill the gaussiantex with data ComputeShaderGaussian gsn = new ComputeShaderGaussian(gaussiantex.Width, 2.0f, 2.0f, 1.4f, gdisttexbinding); gsn.StartAction += (A, m) => { gaussiantex.BindImage(gdisttexbinding); }; gsn.Run(); // compute noise gsn.Dispose(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); // load one upside down and horz flipped, because the volumetric co-ords are 0,0,0 bottom left, 1,1,1 top right GLTexture2D galtex = new GLTexture2D(Properties.Resources.Galaxy_L180, SizedInternalFormat.Rgba8); items.Add(galtex, "galtex"); galaxyshader = new GalaxyShader(volumenticuniformblock, galtexbinding, gnoisetexbinding, gdisttexbinding); items.Add(galaxyshader, "Galaxy-sh"); // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader galaxyshader.StartAction += (a, m) => { galtex.Bind(galtexbinding); noise3d.Bind(gnoisetexbinding); gaussiantex.Bind(gdisttexbinding); }; // shader requires these, so bind using shader GLRenderState rt = GLRenderState.Tri(); galaxyrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rt); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(galaxyshader, "galshader", galaxyrenderable); } if ((ctrlo & 2) != 0) { var corr = new GalMapRegions.ManualCorrections[] { // nerf the centeroid position slightly new GalMapRegions.ManualCorrections("The Galactic Aphelion", y: -2000), new GalMapRegions.ManualCorrections("The Abyss", y: +3000), new GalMapRegions.ManualCorrections("Eurus", y: -3000), new GalMapRegions.ManualCorrections("The Perseus Transit", x: -3000, y: -3000), new GalMapRegions.ManualCorrections("Zephyrus", x: 0, y: 2000), }; edsmgalmapregions = new GalMapRegions(); edsmgalmapregions.CreateObjects("edsmregions", items, rObjects, edsmmapping, 8000, corr: corr); } if ((ctrlo & 4) != 0) { elitemapregions = new GalMapRegions(); elitemapregions.CreateObjects("eliteregions", items, rObjects, eliteregions, 8000); EliteRegionsEnable = false; } if ((ctrlo & 8) != 0) { int gran = 8; Bitmap img = Properties.Resources.Galaxy_L180; Bitmap heat = img.Function(img.Width / gran, img.Height / gran, mode: GLOFC.Utils.BitMapHelpers.BitmapFunction.HeatMap); heat.Save(@"c:\code\heatmap.jpg", System.Drawing.Imaging.ImageFormat.Jpeg); Random rnd = new Random(23); GLBuffer buf = items.NewBuffer(16 * 350000, false); // since RND is fixed, should get the same number every time. buf.StartWrite(0); // get a ptr to the whole schebang int xcw = (right - left) / heat.Width; int zch = (back - front) / heat.Height; int points = 0; for (int x = 0; x < heat.Width; x++) { for (int z = 0; z < heat.Height; z++) { int i = heat.GetPixel(x, z).R; if (i > 32) { int gx = left + x * xcw; int gz = front + z * zch; float dx = (float)Math.Abs(gx) / 45000; float dz = (float)Math.Abs(25889 - gz) / 45000; double d = Math.Sqrt(dx * dx + dz * dz); // 0 - 0.1412 d = 1 - d; // 1 = centre, 0 = unit circle d = d * 2 - 1; // -1 to +1 double dist = ObjectExtensionsNumbersBool.GaussianDist(d, 1, 1.4); int c = Math.Min(Math.Max(i * i * i / 120000, 1), 40); //int c = Math.Min(Math.Max(i * i * i / 24000000, 1), 40); dist *= 2000 / lyscale; //System.Diagnostics.Debug.WriteLine("{0} {1} : dist {2} c {3}", x, z, dist, c); //System.Diagnostics.Debug.Write(c); GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: 0.8f); points += c; System.Diagnostics.Debug.Assert(points < buf.Length / 16); } } //System.Diagnostics.Debug.WriteLine("."); } buf.StopReadWrite(); stardots = new GalaxyStarDots(); items.Add(stardots); GLRenderState rc = GLRenderState.Points(1); rc.DepthTest = false; // note, if this is true, there is a wierd different between left and right in view.. not sure why rObjects.Add(stardots, "stardots", GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rc, buf, points)); System.Diagnostics.Debug.WriteLine("Stars " + points); } rObjects.Add(new GLOperationClearDepthBuffer()); // clear depth buffer and now use full depth testing on the rest if ((ctrlo & 16) != 0) { items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS"); var p = GLPointsFactory.RandomStars4(1000, 0, 25899 / lyscale, 10000 / lyscale, 1000 / lyscale, -1000 / lyscale); GLRenderState rps = GLRenderState.PointSprites(); rObjects.Add(items.Shader("PS"), "starsprites", GLRenderableItem.CreateVector4Color4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rps, p, new Color4[] { Color.White })); } if ((ctrlo & 32) != 0) { gridvertshader = new DynamicGridVertexShader(Color.Cyan); //items.Add(gridvertshader, "PLGRIDVertShader"); var frag = new GLPLFragmentShaderVSColor(); //items.Add(frag, "PLGRIDFragShader"); GLRenderState rl = GLRenderState.Lines(1); items.Add(new GLShaderPipeline(gridvertshader, frag), "DYNGRID"); gridrenderable = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Lines, rl, drawcount: 2); rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", gridrenderable); } if ((ctrlo & 64) != 0) { gridbitmapvertshader = new DynamicGridCoordVertexShader(); var frag = new GLPLFragmentShaderTexture2DIndexed(0); GLRenderState rl = GLRenderState.Tri(cullface: false); GLTexture2DArray gridtexcoords = new GLTexture2DArray(); items.Add(gridtexcoords, "PLGridBitmapTextures"); GLShaderPipeline sp = new GLShaderPipeline(gridbitmapvertshader, frag); items.Add(sp, "DYNGRIDBitmap"); rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9)); } GLStorageBlock findresults = items.NewStorageBlock(findblock); float sunsize = .5f; if ((ctrlo & 128) != 0) { Random rnd = new Random(52); List <HistoryEntry> pos = new List <HistoryEntry>(); DateTime start = new DateTime(2020, 1, 1); Color[] colors = new Color[] { Color.Red, Color.Green, Color.Blue, Color.White, Color.Black, Color.Purple, Color.Yellow }; for (int j = 0; j <= 200; j++) { Color jc = colors[j % colors.Length]; int i = j * 10; string name = "Kyli Flyuae AA-B h" + j.ToString(); if (i < 30000) { pos.Add(new HistoryEntry(start, name, i + rnd.Next(50), rnd.Next(50), i, jc)); } else if (i < 60000) { pos.Add(new HistoryEntry(start, name, 60000 - i + rnd.Next(50), rnd.Next(50), i, jc)); } else if (i < 90000) { pos.Add(new HistoryEntry(start, name, -(i - 60000) + rnd.Next(50), rnd.Next(50), 120000 - i, jc)); } else { pos.Add(new HistoryEntry(start, name, -30000 + (i - 90000) + rnd.Next(50), rnd.Next(50), -i + 120000, jc)); } start = start.AddDays(1); } // tested to 50k stars travelpath = new TravelPath(1000); travelpath.Create(items, rObjects, pos, sunsize, sunsize, findresults, true); travelpath.SetSystem(0); } if ((ctrlo & 256) != 0) { galmapobjects = new GalMapObjects(); galmapobjects.CreateObjects(items, rObjects, edsmmapping, findresults, true); } if ((ctrlo & 512) != 0) { // galaxystars = new GalaxyStars(items, rObjects, sunsize, findresults); } if ((ctrlo & 1024) != 0) { rightclickmenu = new GLContextMenu("RightClickMenu", new GLMenuItem("RCMInfo", "Information") { MouseClick = (s, e) => { var nl = NameLocationDescription(rightclickmenu.Tag); System.Diagnostics.Debug.WriteLine($"Info {nl.Item1} {nl.Item2}"); // logical name is important as menu uses it to close down GLMessageBox msg = new GLMessageBox("InfoBoxForm-1", displaycontrol, e.WindowLocation, nl.Item3, $"{nl.Item1} @ {nl.Item2.X:#.#},{nl.Item2.Y:#.#},{nl.Item2.Z:#.#}", GLMessageBox.MessageBoxButtons.OK, null, Color.FromArgb(220, 60, 60, 70), Color.DarkOrange); } }, new GLMenuItem("RCMZoomIn", "Goto Zoom In") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); gl3dcontroller.SlewToPositionZoom(nl.Item2, 100, -1); } }, new GLMenuItem("RCMGoto", "Goto Position") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); System.Diagnostics.Debug.WriteLine($"Goto {nl.Item1} {nl.Item2}"); gl3dcontroller.SlewToPosition(nl.Item2, -1); } }, new GLMenuItem("RCMLookAt", "Look At") { MouseClick = (s1, e1) => { var nl = NameLocationDescription(rightclickmenu.Tag); gl3dcontroller.PanTo(nl.Item2, -1); } } ); } if ((ctrlo & 2048) != 0) { bookmarks = new Bookmarks(); var syslist = new List <SystemClass> { new SystemClass("bk1", 1000, 0, 0), new SystemClass("bk1", 1000, 0, 2000), }; bookmarks.Create(items, rObjects, syslist, 10, findresults, false); } // Matrix calc holding transform info matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = 120000f / lyscale; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); // must establish size before starting // menu system displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc, true, 0.00001f, 0.00001f); // hook form to the window - its the master displaycontrol.Font = new Font("Arial", 10f); displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.SetFocus(); // 3d controller gl3dcontroller = new Controller3D(); gl3dcontroller.PosCamera.ZoomMax = 600; // gives 5ly gl3dcontroller.ZoomDistance = 3000F / lyscale; gl3dcontroller.PosCamera.ZoomMin = 0.1f; gl3dcontroller.PosCamera.ZoomScaling = 1.1f; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3DDraw; 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); }; // hook gl3dcontroller to display control - its the slave. Do not register mouse UI, we will deal with that. gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(140.75f, 0, 0), 0.5F, false, true); //gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(90F, 0, 0), 0.5F, false, true); if (displaycontrol != null) { displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { // MCUB set up by Controller3DDraw which did the work first galaxymenu.UpdateCoords(gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.ZoomFactor); // debug this galaxymenu.DebugStatusText(gl3dcontroller.PosCamera.StringPositionCamera); gl3dcontroller.PosCamera.SetPositionCamera(gl3dcontroller.PosCamera.StringPositionCamera); displaycontrol.Animate(glwfc.ElapsedTimems); displaycontrol.Render(glwfc.RenderState, ts); }; } displaycontrol.MouseClick += MouseClickOnMap; displaycontrol.MouseUp += MouseUpOnMap; displaycontrol.MouseDown += MouseDownOnMap; displaycontrol.MouseMove += MouseMoveOnMap; displaycontrol.MouseWheel += MouseWheelOnMap; galaxymenu = new MapMenu(this); // Autocomplete text box at top for searching GLTextBoxAutoComplete tbac = ((GLTextBoxAutoComplete)displaycontrol[MapMenu.EntryTextName]); tbac.PerformAutoCompleteInUIThread = (s, a, set) => { System.Diagnostics.Debug.Assert(Application.MessageLoop); // must be in UI thread var glist = edsmmapping.galacticMapObjects.Where(x => s.Length < 3 ? x.name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x).ToList(); List <string> list = glist.Select(x => x.name).ToList(); list.AddRange(travelpath.CurrentList.Where(x => s.Length < 3 ? x.System.Name.StartsWith(s, StringComparison.InvariantCultureIgnoreCase) : x.System.Name.Contains(s, StringComparison.InvariantCultureIgnoreCase)).Select(x => x.System.Name)); foreach (var x in list) { set.Add(x); } }; tbac.SelectedEntry = (a) => // in UI thread { System.Diagnostics.Debug.Assert(Application.MessageLoop); // must be in UI thread System.Diagnostics.Debug.WriteLine("Selected " + tbac.Text); var gmo = edsmmapping.galacticMapObjects.Find(x => x.name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase)); if (gmo != null) { System.Diagnostics.Debug.WriteLine("Move to gmo " + gmo.points[0]); gl3dcontroller.SlewToPosition(new Vector3((float)gmo.points[0].X, (float)gmo.points[0].Y, (float)gmo.points[0].Z), -1); } else { var he = travelpath.CurrentList.Find(x => x.System.Name.Equals(tbac.Text, StringComparison.InvariantCultureIgnoreCase)); if (he != null) { System.Diagnostics.Debug.WriteLine("Move to sys " + he.System.Name); gl3dcontroller.SlewToPosition(new Vector3((float)he.System.X, (float)he.System.Y, (float)he.System.Z), -1); } else { tbac.InErrorCondition = true; } } }; if (galaxystars != null) { galaxystars.Start(); } if (false) // enable for debug buffer { debugbuffer = new GLStorageBlock(31, true); debugbuffer.AllocateBytes(32000, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); // set size of vec buffer } if (false) // enable for debug { items.Add(new GLColorShaderObjectTranslation(), "COSOT"); GLRenderState rc = GLRenderState.Tri(cullface: false); rc.DepthTest = false; Vector3[] markers = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, -5, 0), new Vector3(0, -5 - 3.125f / 2f, 0) }; for (int i = 0; i < markers.Length; i++) { rObjects.Add(items.Shader("COSOT"), "marker" + i, GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(0.5f), new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange }, new GLRenderDataTranslationRotation(markers[i]) )); } } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; // operate matrixcalc in +Z away mode (default), in perspective mode (default) matrixcalc = new GLMatrixCalc(); // must make after GL window is made matrixcalc.ResizeViewPort(this, glwfc.Size); // inform matrix calc of window size matrixcalc.CalculateModelMatrix(new Vector3(0, 0, 0), new Vector2(135, 0), 50, 0); // set up the lookat position, the camera direction, the distance and rotation matrixcalc.CalculateProjectionMatrix(); // and set the project matrix glwfc.Paint += Draw; // register for draw // disposable items are stored in GLItemsList, so they can be cleanly disposed of at the end // make three stock shaders with names items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLColorShaderObjectTranslation(), "COSOT"); items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT"); // make a texture from resources called dotted2 items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2"); // render state for lines GLRenderState lines = GLRenderState.Lines(1); // make a set of vertices from the shape factory var rs1 = GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21); // make a array of colours for the vertexes (note do not need a full set, the render creator will repeat them automatically) var rc1 = new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed }; // make a render item, indicating type (Lines), vertexes (rs1) and colours (rc1) var ri1 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, rs1, rc1); // add to render list - paint with this shader, and this render rObjects.Add(items.Shader("COSW"), ri1); // do more.. 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 })); // render state for triangles 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, -10)) )); rObjects.Add(items.Shader("COSOT"), "scopen2", GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f), new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red }, new GLRenderDataTranslationRotation(new Vector3(10, 0, 10)) )); // render state for quads GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("TEXOT"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(5.0f, 5.0f, new Vector3(0f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0)) )); // make a Uniformblock to hold matrix info items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; var ext = GLStatics.Extensions(); 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); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLColorShaderObjectTranslation(), "COSOT"); items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT"); { Bitmap bmp = new Bitmap(Properties.Resources.dotted2); // demo argb copy byte[] argbbytes = bmp.GetARGBBytes(); Bitmap copy = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(bmp.Width, bmp.Height, argbbytes); var tex = new GLTexture2D(copy, SizedInternalFormat.Rgba8); items.Add(tex, "dotted2"); Bitmap bmp2 = tex.GetBitmap(inverty: false); bmp2.Save(@"c:\code\dotted2.bmp"); } #region coloured lines if (true) { GLRenderState lines = GLRenderState.Lines(5); 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.White, Color.Red, Color.DarkRed, Color.DarkRed }) ); GLRenderState lines2 = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2, GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed })); } if (true) { GLRenderState lines = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21), new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange }) ); } #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, 3, 20)) )); } #endregion #region Matrix Calc Uniform items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 #endregion #region FB GLTexture2D ctex = new GLTexture2D(); items.Add(ctex, "drawnbitmap"); if (true) { int width = 1024, height = 768; // set up FB // NOTE: things end up inverted in Y in the texture, this is because textures are bottom up structures - seems the internet agrees GLFrameBuffer fb = new GLFrameBuffer(); // attach a texture to draw to ctex.CreateOrUpdateTexture(width, height, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, 1); ctex.SetMinMagLinear(); fb.AttachColor(ctex, 0, 0); GLRenderBuffer rb = new GLRenderBuffer(); items.Add(rb); rb.Allocate(RenderbufferStorage.DepthComponent32f, ctex.Width, ctex.Height); fb.AttachDepth(rb); // bind Framebuffer to system for it to be the target to draw to, with a default back colour fb.BindColor(new OpenTK.Graphics.Color4(40, 40, 40, 255)); GLMatrixCalc mc = new GLMatrixCalc(); mc.PerspectiveNearZDistance = 1f; mc.PerspectiveFarZDistance = 1000f; mc.ResizeViewPort(this, new Size(ctex.Width, ctex.Height)); Vector3 lookat = new Vector3(0, 0, 0); Vector2 camerapos = new Vector2(110f, 0); mc.CalculateModelMatrix(lookat, camerapos, 20F, 0); mc.CalculateProjectionMatrix(); ((GLMatrixCalcUniformBlock)items.UB("MCUB")).SetFull(mc); var renderState = GLRenderState.Start(); Vector4[] p = new Vector4[4]; int size = 64; int offset = 10; p[0] = new Vector4(offset, offset, 0, 1); // topleft - correct winding for our system. For dotted, red/blue at top as dots p[1] = new Vector4(offset, offset + size, 0, 1); // bottomleft p[2] = new Vector4(offset + size, offset, 0, 1); // topright p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright items.Add(new GLDirect(), "fbds1"); GLRenderState rts = GLRenderState.Tri(); GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2")); var ri = GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt); ri.Execute(items.Shader("fbds1"), renderState, mc); GLRenderState lines = GLRenderState.Lines(1); var l1 = 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 }); l1.Execute(items.Shader("COSW"), renderState, mc); var l2 = 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 }); l2.Execute(items.Shader("COSW"), renderState, mc); var l3 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21), new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange }); l3.Execute(items.Shader("COSW"), renderState, mc); var l4 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange }); l4.Execute(items.Shader("COSW"), renderState, mc); GLRenderState rc = GLRenderState.Tri(); rc.CullFace = false; var ri2 = 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, 3, 20))); ri2.Execute(items.Shader("COSOT"), renderState, mc); GLRenderState rq = GLRenderState.Quads(); var ri3 = GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rq, GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0))); ri3.Execute(items.Shader("TEXOT"), renderState, mc); GLFrameBuffer.UnBind(); gl3dcontroller.MatrixCalc.SetViewPort(); // restore the view port byte[] texdatab = ctex.GetTextureImageAs <byte>(OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, 0, true); Bitmap bmp = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(ctex.Width, ctex.Height, texdatab); bmp.Save(@"c:\code\out.bmp"); } #endregion if (true) { Vector4[] p = new Vector4[4]; int size = 128; int offset = 10; p[0] = new Vector4(offset, offset, 0, 1); // topleft - correct winding for our system. For dotted, red/blue at top as dots p[1] = new Vector4(offset, offset + size, 0, 1); // bottomleft p[2] = new Vector4(offset + size, offset, 0, 1); // topright p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright items.Add(new GLDirect(), "ds1"); GLRenderState rts = GLRenderState.Tri(); GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2")); rObjects.Add(items.Shader("ds1"), "ds1", GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt)); } if (true) { GLRenderState rq = GLRenderState.Quads(); float width = 20F; float height = 20F / ctex.Width * ctex.Height; // TexQuadInv corrects for the inverted FB texture rObjects.Add(items.Shader("TEXOT"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(width, height, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCCW, new GLRenderDataTranslationRotationTexture(ctex, new Vector3(-15, 0, 10)) )); } if (true) { GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("TEXOT"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0)) )); } dataoutbuffer = items.NewStorageBlock(5); dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead); // 32 vec4 back }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } float h = 0; if (h != -1) { items.Add(new GLColorShaderWorld(), "COS-1L"); int dist = 1000; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new Color4[] { cr }) ); } GLMatrixCalc mc = new GLMatrixCalc(); mc.PerspectiveNearZDistance = 1f; mc.PerspectiveFarZDistance = 500000f; mc.ResizeViewPort(this, glwfc.Size); // must establish size before starting displaycontrol = new GLControlDisplay(items, glwfc, mc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; displaycontrol.Font = new Font("Times", 8); GLForm pform; if (true) { pform = new GLForm("Form1", "GL Form demonstration", new Rectangle(0, 0, 1000, 800)); //pform.BackColor = Color.FromArgb(200, Color.Red); //pform.Opacity = 0.7f; // pform.BackColorGradientDir = 90; // pform.BackColorGradientAlt = Color.FromArgb(200, Color.Yellow); //pform.ScaleWindow = new SizeF(0.75f, 0.75f); //pform.AlternatePos = new RectangleF(100, 100, 500, 400); //pform.AlternatePos = new RectangleF(100, 100, 1200, 1000); // pform.ScaleWindow = new SizeF(0.0f, 0.0f); // pform.Animators.Add(new AnimateScale(100, 1000, true, new SizeF(1, 1),removeafterend:true)); // pform.Animators.Add(new AnimateTranslate(glwfc.ElapsedTimems + 100, glwfc.ElapsedTimems + 1000, false, new Point(100, 100), removeafterend: true)); // pform.Animators.Add(new AnimateOpacity(glwfc.ElapsedTimems + 100, glwfc.ElapsedTimems + 2000, false, 1.0f,0.0f, removeafterend: true)); int taborder = 0; if (true) { GLLabel lab1 = new GLLabel("Lab1", new Rectangle(400, 0, 0, 0), "From Check"); pform.Add(lab1); GLButton b1 = new GLButton("B1", new Rectangle(5, 10, 80, 30), "Configuration Dialog"); b1.Margin = new MarginType(2); b1.AutoSize = true; b1.TabOrder = taborder++; b1.Padding = new PaddingType(5); b1.Click += (c, ev) => { ConfDialog(); }; b1.ToolTipText = "Button 1 tip\r\nLine 2 of it"; pform.Add(b1); GLButton b2 = new GLButton("B2", new Rectangle(5, 50, 0, 0), "Msg1"); b2.Image = Properties.Resources.ImportSphere; b2.TabOrder = taborder++; b2.ImageAlign = ContentAlignment.MiddleLeft; b2.TextAlign = ContentAlignment.MiddleRight; b2.Click += (c, ev) => { MsgDialog1(); }; b2.ToolTipText = "Button 2 tip\r\nLine 2 of it"; pform.Add(b2); GLButton b3 = new GLButton("B3", new Rectangle(100, 10, 80, 30), "Font"); b3.Margin = new MarginType(2); b3.TabOrder = taborder++; b3.Padding = new PaddingType(5); b3.ToolTipText = "Button 3 tip\r\nLine 2 of it"; b3.Click += (c, ev) => { displaycontrol.Font = new Font("Times", 12); }; pform.Add(b3); GLButton b4 = new GLButton("B4", new Rectangle(100, 50, 80, 30), "Msg2"); b4.TabOrder = taborder++; b4.Padding = new PaddingType(2); b4.ToolTipText = "Button 4 tip\r\nLine 2 of it"; b4.Click += (c, ev) => { MsgDialog2(); }; pform.Add(b4); GLButton b5 = new GLButton("B5", new Rectangle(200, 10, 80, 30), "Conf2"); b5.TabOrder = taborder++; b5.Padding = new PaddingType(2); b5.ToolTipText = "Button 5 tip\r\nLine 2 of it"; b5.Click += (c, ev) => { ConfDialog2(); }; pform.Add(b5); GLButton b6 = new GLButton("B3", new Rectangle(200, 50, 80, 30), "Disabled"); b6.TabOrder = taborder++; b6.ToolTipText = "Button 6 tip\r\nLine 2 of it"; b6.Enabled = false; pform.Add(b6); } if (true) { GLComboBox cb1 = new GLComboBox("CB", new Rectangle(0, 100, 0, 0), new List <string>() { "one", "two", "three" }); cb1.Margin = new MarginType(16, 8, 16, 8); cb1.TabOrder = taborder++; cb1.ToolTipText = "Combo Box"; pform.Add(cb1); GLComboBox cbstars = new GLComboBox("GalaxyStarsNumber", new Rectangle(100, 100, 100, 32)); cbstars.ToolTipText = "Control how many stars are shown when zoomes in"; cbstars.Items = new List <string>() { "Ultra", "High", "Medium", "Low" }; cbstars.TabOrder = taborder++; var list = new List <int>() { 1000000, 500000, 250000, 100000 }; int itemno = 1; cbstars.SelectedIndex = itemno >= 0 ? itemno : 1; // high default pform.Add(cbstars); } if (true) { GLCheckBox chk1 = new GLCheckBox("Checkbox1", new Rectangle(0, 150, 0, 0), "Normal"); chk1.Margin = new MarginType(16, 0, 0, 0); chk1.TabOrder = taborder++; pform.Add(chk1); GLCheckBox chk2 = new GLCheckBox("Checkbox2", new Rectangle(100, 150, 0, 0), "Radio"); chk2.Appearance = GLCheckBox.CheckBoxAppearance.Radio; chk2.TabOrder = taborder++; chk2.Checked = true; pform.Add(chk2); GLCheckBox chk3 = new GLCheckBox("Checkbox3", new Rectangle(200, 150, 0, 0), "Button"); chk3.Appearance = GLCheckBox.CheckBoxAppearance.Button; chk3.TabOrder = taborder++; chk3.BackColor = Color.FromArgb(200, 200, 200); pform.Add(chk3); GLCheckBox chk4 = new GLCheckBox("Checkbox4", new Rectangle(300, 150, 0, 0), ""); chk4.TabOrder = taborder++; pform.Add(chk4); GLCheckBox chk5 = new GLCheckBox("Checkbox5", new Rectangle(350, 150, 0, 0), "R1"); chk5.Appearance = GLCheckBox.CheckBoxAppearance.Radio; chk5.GroupRadioButton = true; chk5.TabOrder = taborder++; pform.Add(chk5); GLCheckBox chk6 = new GLCheckBox("Checkbox6", new Rectangle(400, 150, 0, 0), "R2"); chk6.Appearance = GLCheckBox.CheckBoxAppearance.Radio; chk6.GroupRadioButton = true; chk6.TabOrder = taborder++; pform.Add(chk6); GLCheckBox chk7 = new GLCheckBox("Checkbox7", new Rectangle(0, 175, 0, 0), "Disabled"); chk7.TabOrder = taborder++; chk7.Enabled = false; pform.Add(chk7); GLCheckBox chk8 = new GLCheckBox("Checkbox8", new Rectangle(100, 175, 0, 0), "Disabled"); chk8.Appearance = GLCheckBox.CheckBoxAppearance.Radio; chk8.TabOrder = taborder++; chk8.Enabled = false; pform.Add(chk8); GLCheckBox chk9 = new GLCheckBox("Checkbox9", new Rectangle(200, 175, 0, 0), "CDisabled"); chk9.TabOrder = taborder++; chk9.Enabled = false; chk9.Checked = true; pform.Add(chk9); GLCheckBox chk10 = new GLCheckBox("Checkbox10", new Rectangle(300, 175, 0, 0), "CDisabled"); chk10.Appearance = GLCheckBox.CheckBoxAppearance.Radio; chk10.TabOrder = taborder++; chk10.Enabled = false; chk10.Checked = true; pform.Add(chk10); } if (true) { GLDateTimePicker dtp = new GLDateTimePicker("DTP", new Rectangle(0, 210, 500, 30), DateTime.Now); dtp.Culture = System.Globalization.CultureInfo.GetCultureInfo("de-AT"); dtp.Format = GLDateTimePicker.DateTimePickerFormat.Long; //dtp.CustomFormat = "'start' dddd 'hello there' MMMM' and here 'yyyy"; dtp.Font = new Font("Ms Sans Serif", 11); dtp.ShowCheckBox = true; dtp.ShowCalendar = true; dtp.ShowUpDown = true; dtp.AutoSize = true; //dtp.Culture = CultureInfo.GetCultureInfo("es"); dtp.TabOrder = taborder++; pform.Add(dtp); } if (true) { List <string> i1 = new List <string>() { "one two three four five six seven eight", "two", "three", "four", "five", "six", "seven is very long too to check", "eight", "nine", "ten", "eleven", "twelve" }; GLListBox lb1 = new GLListBox("LB1", new Rectangle(0, 260, 260, 100), i1); lb1.Font = new Font("Microsoft Sans Serif", 12f); lb1.TabOrder = taborder++; lb1.ShowFocusBox = true; lb1.ScrollBarTheme.SliderColor = Color.AliceBlue; lb1.ScrollBarTheme.ThumbButtonColor = Color.Blue; //lb1.FitToItemsHeight = false; pform.Add(lb1); lb1.SelectedIndexChanged += (s, si) => { System.Diagnostics.Debug.WriteLine("Selected index " + si); }; } if (true) { GLUpDownControl upc1 = new GLUpDownControl("UPC1", new Rectangle(0, 600, 26, 46)); upc1.TabOrder = taborder++; pform.Add(upc1); upc1.Clicked += (s, upe) => System.Diagnostics.Debug.WriteLine("Up down control {0} {1}", s.Name, upe); } if (true) { GLCalendar cal = new GLCalendar("Cal", new Rectangle(500, 10, 300, 200)); cal.TabOrder = taborder++; //cal.Culture = CultureInfo.GetCultureInfo("es"); cal.AutoSize = true; cal.Font = new Font("Arial", 10); pform.Add(cal); } if (true) { GLNumberBoxFloat glf = new GLNumberBoxFloat("FLOAT", new Rectangle(500, 250, 100, 25), 23.4f); glf.BackColor = Color.AliceBlue; glf.TabOrder = taborder++; glf.Font = new Font("Ms Sans Serif", 12); glf.Minimum = -1000; glf.Maximum = 1000; glf.ValueChanged += (a) => { System.Diagnostics.Debug.WriteLine("GLF value changed"); }; glf.ValidityChanged += (a, b) => { System.Diagnostics.Debug.WriteLine($"GLF validity changed {b}"); }; pform.Add(glf); GLButton glfbut = new GLButton("FLOATBUT", new Rectangle(610, 250, 40, 15), "Value"); glfbut.Click += (e1, b1) => { glf.Value = 20.22f; }; pform.Add(glfbut); GLTextBoxAutoComplete gla = new GLTextBoxAutoComplete("ACTB", new Rectangle(500, 300, 100, 25)); gla.TabOrder = taborder++; gla.Font = new Font("Ms Sans Serif", 12); gla.PerformAutoCompleteInThread += (s, a, set) => { var r = new List <string>() { "one", "two", "three" }; foreach (var x in r) { if (x.StartsWith(s) || s.IsEmpty()) { set.Add(x); } } }; gla.SelectedEntry += (s) => { System.Diagnostics.Debug.WriteLine($"Autocomplete selected {s.Text}"); }; pform.Add(gla); } if (true) { GLButton b1 = new GLButton("BD1", new Rectangle(5, 10, 80, 30), "Bottom 1"); b1.TabOrder = taborder++; b1.Dock = DockingType.Bottom; displaycontrol.Add(b1); GLButton b2 = new GLButton("BD2", new Rectangle(5, 10, 80, 30), "Bottom 2"); b2.TabOrder = taborder++; b2.Dock = DockingType.Bottom; displaycontrol.Add(b2); } displaycontrol.Add(pform); } if (true) { GLForm pform2 = new GLForm("Form2", "Form 2 GL Control demonstration", new Rectangle(1100, 0, 400, 400)); pform2.BackColor = Color.FromArgb(200, Color.Red); pform2.Font = new Font("Ms sans serif", 10); pform2.BackColorGradientDir = 90; pform2.BackColorGradientAlt = Color.FromArgb(200, Color.Blue); displaycontrol.Add(pform2); GLButton b1 = new GLButton("*********** F2B1", new Rectangle(5, 10, 80, 30), "F2B1"); pform2.Add(b1); } if (true) { GLToolTip tip = new GLToolTip("ToolTip"); displaycontrol.Add(tip); } displaycontrol.GlobalMouseDown += (ctrl, ex) => { if (ctrl == null || !pform.IsThisOrChildOf(ctrl)) { // System.Diagnostics.Debug.WriteLine("Not on form"); } else { // System.Diagnostics.Debug.WriteLine("Click on form"); } }; gl3dcontroller = new Controller3D(); gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3dDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; if (displaycontrol != null) { gl3dcontroller.Start(mc, displaycontrol, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { displaycontrol.Render(glwfc.RenderState, ts); // we use the same matrix calc as done in controller 3d draw }; } else { gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events } systemtimer.Start(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; Vector4[] displaylines = new Vector4[] { new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1), new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1), new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1), }; GLRenderState rl = GLRenderState.Lines(1); { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } float h = 0; if (h != -1) { items.Add(new GLColorShaderWorld(), "COS-1L"); int dist = 1000; Color cr = Color.FromArgb(100, Color.White); rObjects.Add(items.Shader("COS-1L"), // horizontal GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1), new Color4[] { cr }) ); rObjects.Add(items.Shader("COS-1L"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1), new Color4[] { cr }) ); } GLMatrixCalc mc = new GLMatrixCalc(); mc.PerspectiveNearZDistance = 1f; mc.PerspectiveFarZDistance = 500000f; mc.ResizeViewPort(this, glwfc.Size); // must establish size before starting displaycontrol = new GLControlDisplay(items, glwfc, mc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; pform = new GLForm("Form1", "GL Control demonstration", new Rectangle(10, 10, 700, 800)); displaycontrol.Add(pform); if (true) { dgv = new GLDataGridView("DGV-1", new Rectangle(10, 10, 600, 500)); dgv.Dock = DockingType.Fill; dgv.DefaultAltRowCellStyle.BackColor = Color.FromArgb(255, 240, 240, 240); dgv.DefaultAltRowCellStyle.ForeColor = Color.DarkBlue; dgv.SelectRowOnRightClick = true; // dgv.ColumnFillMode = GLDataGridView.ColFillMode.FillWidth; var col0 = dgv.CreateColumn(); var col1 = dgv.CreateColumn(); var col2 = dgv.CreateColumn(); var col3 = dgv.CreateColumn(); col0.Width = 20; col0.MinimumWidth = 30; col0.Text = "Col0"; col1.Width = 150; col1.Text = "Col1"; col1.MinimumWidth = 50; col2.Width = 150; col2.Text = "Col2"; col3.Width = 150; col3.Text = "Col3"; dgv.AddColumn(col0); dgv.AddColumn(col1); dgv.AddColumn(col2); dgv.AddColumn(col3); pform.BackColor = Color.FromArgb(128, 128, 128, 128); pform.ForeColor = Color.DarkOrange; dgv.DefaultCellStyle.Padding = new PaddingType(5); dgv.BackColor = Color.FromArgb(128, 60, 60, 0); dgv.DefaultColumnHeaderStyle.ForeColor = dgv.DefaultRowHeaderStyle.ForeColor = dgv.DefaultCellStyle.ForeColor = dgv.DefaultAltRowCellStyle.ForeColor = Color.DarkOrange; dgv.UpperLeftBackColor = dgv.DefaultColumnHeaderStyle.BackColor = dgv.DefaultRowHeaderStyle.BackColor = Color.FromArgb(192, 64, 64, 64); dgv.DefaultCellStyle.BackColor = Color.FromArgb(200, 40, 40, 40); dgv.DefaultAltRowCellStyle.BackColor = Color.FromArgb(200, 50, 50, 50); dgv.ScrollBarTheme.BackColor = Color.Transparent; dgv.ScrollBarTheme.SliderColor = Color.FromArgb(0, 64, 64, 64); dgv.ScrollBarTheme.ThumbButtonColor = Color.DarkOrange; dgv.ScrollBarTheme.MouseOverButtonColor = Color.Orange; dgv.ScrollBarTheme.MousePressedButtonColor = Color.FromArgb(255, 255, 192, 0); dgv.ScrollBarTheme.ArrowButtonColor = Color.Transparent; dgv.ScrollBarTheme.ArrowColor = Color.DarkOrange; col2.SortCompare = GLDataGridViewSorts.SortCompareNumeric; for (int i = 0; i < 200; i++) { var row = dgv.CreateRow(); if (i < 2 || i > 5) { row.AutoSize = true; } string prefix = char.ConvertFromUtf32(i + 65); var imgcell = new GLDataGridViewCellImage(Properties.Resources.GoBackward); imgcell.Style.ContentAlignment = ContentAlignment.MiddleLeft; imgcell.Size = new Size(16, 16); row.AddCell(imgcell); row.AddCell(new GLDataGridViewCellText($"{prefix} R{i,2}C1 long bit of text for it to wrap again and again and again")); var but = new GLButton("EmbBut" + i, new Rectangle(0, 0, 30, 15), "But" + i); row.AddCell(new GLDataGridViewCellText($"{i}")); dgv.AddRow(row); } var butcel = new GLDataGridViewCellButton(new Rectangle(0, 0, 80, 24), "Buttext"); butcel.MouseClick += (e2, e3) => { System.Diagnostics.Debug.WriteLine("Click on grid button"); }; butcel.Style.Padding = new PaddingType(3); butcel.Style.ContentAlignment = ContentAlignment.MiddleLeft; dgv.Rows[0].AddCell(butcel); dgv.Rows[1].Height = 40; // dgv.Rows[1].Cells[0].Selected = true; { GLContextMenu cm = new GLContextMenu("CMContent"); GLMenuItem cm1 = new GLMenuItem("CM1A", "Menu-1"); GLMenuItem cm2 = new GLMenuItem("CM1B", "Menu-2"); cm2.CheckOnClick = true; GLMenuItem cm3 = new GLMenuItem("CM1C", "Menu-3"); cm.Add(cm1); cm.Add(cm2); cm.Add(cm3); cm.Opening += (e1, tag) => { GLDataGridView.RowColPos g = (GLDataGridView.RowColPos)tag; System.Diagnostics.Debug.WriteLine($"Open menu content at {g.Row} {g.Column} {g.Location}"); }; dgv.ContextMenuGrid = cm; } { GLContextMenu cm = new GLContextMenu("CMColheader"); GLMenuItem cm1 = new GLMenuItem("CM1A", "Colheader1"); GLMenuItem cm2 = new GLMenuItem("CM1B", "ColHeader2"); cm.Add(cm1); cm.Add(cm2); cm.Opening += (e1, tag) => { GLDataGridView.RowColPos g = (GLDataGridView.RowColPos)tag; System.Diagnostics.Debug.WriteLine($"Open menu col header at {g.Row} {g.Column} {g.Location}"); }; dgv.ContextMenuColumnHeaders = cm; } { GLContextMenu cm = new GLContextMenu("CMRowheader"); GLMenuItem cm1 = new GLMenuItem("CM1A", "RowHeader-1"); cm1.Click = (ctrlb) => { GLMessageBox msg = new GLMessageBox("Confirm", displaycontrol, new Point(int.MinValue, 0), "Ag", "Warning", GLMessageBox.MessageBoxButtons.OKCancel); }; GLMenuItem cm2 = new GLMenuItem("CM1B", "RowHeader-2"); cm.Add(cm1); cm.Add(cm2); cm.Opening += (e1, tag) => { GLDataGridView.RowColPos g = (GLDataGridView.RowColPos)tag; System.Diagnostics.Debug.WriteLine($"Open menu row header at {g.Row} {g.Column} {g.Location}"); }; dgv.ContextMenuRowHeaders = cm; } dgv.MouseClickOnGrid += (r, c, e1) => { System.Diagnostics.Debug.WriteLine($"Mouse click on grid {r} {c}"); }; dgv.SelectedRow += (rw, state) => { System.Diagnostics.Debug.WriteLine($"Row Selected {rw.Index} {state}"); var rowset = dgv.GetSelectedRows(); foreach (var r in rowset) { System.Diagnostics.Debug.WriteLine($".. Row {r.Index} selected"); } }; dgv.SelectedCell += (cell, state) => { System.Diagnostics.Debug.WriteLine($"Cell Selected {cell.RowParent.Index} {cell.Index} "); var cellset = dgv.GetSelectedCells(); foreach (var c in cellset) { System.Diagnostics.Debug.WriteLine($".. Cell {c.RowParent.Index} {c.Index} "); } }; dgv.SelectionCleared += () => { System.Diagnostics.Debug.WriteLine($"Selection cleared"); }; pform.Add(dgv); } { GLToolTip tip = new GLToolTip("ToolTip"); displaycontrol.Add(tip); } gl3dcontroller = new Controller3D(); gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = Controller3dDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; if (displaycontrol != null) { gl3dcontroller.Start(mc, displaycontrol, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { //System.Diagnostics.Debug.WriteLine(ts + " Render"); displaycontrol.Render(glwfc.RenderState, ts); // we use the same matrix calc as done in controller 3d draw }; } else { gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }