private void UpdateSelection(Point loc) { var g = GridRowCol(loc); if (g != null) { GLDataGridView dgv = Parent as GLDataGridView; // get the min/max ranges of selection, which can be the minimum/max of start/end and current loc int minrow = ObjectExtensionsNumbersBool.Min(lastselectionstart.Row, lastselectionend.Row, g.Row); int maxrow = ObjectExtensionsNumbersBool.Max(lastselectionstart.Row, lastselectionend.Row, g.Row); int mincol = ObjectExtensionsNumbersBool.Min(lastselectionstart.Column, lastselectionend.Column, g.Column); int maxcol = ObjectExtensionsNumbersBool.Max(lastselectionstart.Column, lastselectionend.Column, g.Column); //System.Diagnostics.Debug.WriteLine($"Cursor {loc} at {g.Row} {g.Column} minr {minrow} maxr {maxrow}"); for (int row = minrow; row <= maxrow; row++) { for (int col = mincol; col <= maxcol && col < dgv.Rows[row].CellCount; col++) { bool selrow = g.Row < selectionstart.Row ? row >= g.Row && row <= selectionstart.Row : row >= selectionstart.Row && row <= g.Row; bool selcol = g.Column < selectionstart.Column ? col >= g.Column && col <= selectionstart.Column : col >= selectionstart.Column && col <= g.Column; // System.Diagnostics.Debug.WriteLine($"{col} {row} = {selrow} {selcol}"); dgv.Rows[row].Cells[col].Selected = selrow && selcol; } } lastselectionstart = selectionstart; lastselectionend = g; } }
/// <summary> generate noise </summary> public static float noiseA(Vector2 p) { Vector2 ip = p.Floor(); Vector2 u = p.Fract(); u = u * u * (new Vector2(3, 3) - 2.0f * u); float res = ObjectExtensionsNumbersBool.Mix( ObjectExtensionsNumbersBool.Mix(randA(ip), randA(ip + new Vector2(1.0f, 0.0f)), u.X), ObjectExtensionsNumbersBool.Mix(randA(ip + new Vector2(0.0f, 1.0f)), randA(ip + new Vector2(1.0f, 1.0f)), u.X), u.Y); return(res * res); }
public void SetUniforms(Vector3 target, int gridwidth, int lines) { Vector3 start; float sy = ObjectExtensionsNumbersBool.Clamp(target.Y, -yclamp, yclamp); // need it floating to stop integer giggle at high res if (gridwidth == 10000) { start = new Vector3(-50000, sy, -20000); } else { int horzlines = lines / 2; int gridstart = (horzlines - 1) * gridwidth / 2; int width = (horzlines - 1) * gridwidth; int sx = (int)(target.X) / gridwidth * gridwidth - gridstart; if (sx < -50000) { sx = -50000; } else if (sx + width > 50000) { sx = 50000 - width; } int sz = (int)(target.Z) / gridwidth * gridwidth - gridstart; if (sz < -20000) { sz = -20000; } else if (sz + width > 70000) { sz = 70000 - width; } start = new Vector3(sx, sy, sz); } if (Compiled) { GL.ProgramUniform1(this.Id, 10, lines); GL.ProgramUniform1(this.Id, 11, gridwidth); GL.ProgramUniform3(this.Id, 12, ref start); } }
private void UpdateSelection(Point p) { var g = contentpanel.GridRowCol(p); if (g != null) { GLDataGridView dgv = Parent as GLDataGridView; int minrow = ObjectExtensionsNumbersBool.Min(lastselectionstart, lastselectionend, g.Row); int maxrow = ObjectExtensionsNumbersBool.Max(lastselectionstart, lastselectionend, g.Row); for (int i = minrow; i <= maxrow; i++) { dgv.Rows[i].Selected = g.Row < selectionstart ? i >= g.Row && i <= selectionstart : i >= selectionstart && i <= g.Row; } lastselectionstart = selectionstart; lastselectionend = g.Row; // System.Diagnostics.Debug.WriteLine($"Selection {lastselectionstart}..{selectionstart}..{lastselectionend}"); } }
private void ImageViewer_MouseMove(object sender, MouseEventArgs e) { if (displayedlist != null && imageViewer.PositionFromMouse(e.Location, out Point pos)) // 0,0 is top left { PointF lypos = currentimage.TransformCoordinate(pos, false); // System.Diagnostics.Debug.WriteLine("Point " + pos + " " + lypos); const int lydistance = 50; // from 90000ly/4096 pixes, 22 ly per pixel, allow a pixel error HashSet <string> displayedit = new HashSet <string>(); string list = ""; foreach (var he in displayedlist) { if (!displayedit.Contains(he.System.Name) && ObjectExtensionsNumbersBool.Length(lypos.X, lypos.Y, he.System.X, he.System.Z) < lydistance) { list = list.AppendPrePad($"{he.System.Name} @ {he.System.X.ToString("N2")},{he.System.Y.ToString("N2")},{he.System.Z.ToString("N2")}", Environment.NewLine); displayedit.Add(he.System.Name); if (displayedit.Count > 10) // too many, truncate, happens around sol { list += Environment.NewLine + "..."; break; } } } if (list.HasChars()) { controltooltip.SetToolTip(imageViewer, list); } else { controltooltip.Hide(imageViewer); } } }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 100000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.PosCamera.ZoomMin = 0.1f; gl3dcontroller.PosCamera.ZoomScaling = 1.1f; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10)); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; boundingbox = 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), }; 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), }; { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } { items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "solmarker"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rq = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0)) )); items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899)) )); items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269)) )); } if (false) // galaxy { volumetricblock = new GLVolumetricUniformBlock(); 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); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(3); }; csn.Run(); // compute noise 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, 4); gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); }; gsn.Run(); // compute noise GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); //float[] gdata = gaussiantex.GetTextureImageAsFloats(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check //for( int i = 0; i < gdata.Length; i++ ) //{ // double v = ((float)i / gdata.Length-0.5)*2*2; // double r = ObjectExtensionsNumbersBool.GaussianDist(v, 2, 1.4); // // System.Diagnostics.Debug.WriteLine(i + ":" + gdata[i] + ": " + r); //} // 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, "gal"); GalaxyShader gs = new GalaxyShader(); items.Add(gs, "Galaxy"); // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader gs.StartAction = (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); }; // shader requires these, so bind using shader GLRenderState rt = GLRenderState.Tri(); galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rt); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("Galaxy"), galaxy); } if (true) // star points { 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 = new GLBuffer(16 * 500000); // 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; int ii = i * i * i; if (ii > 32 * 32 * 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(ii / 140000, 0), 20); dist *= 2000; GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i); points += c; System.Diagnostics.Debug.Assert(points < buf.Length / 16); } } } buf.StopReadWrite(); items.Add(new GalaxyStarDots(), "SD"); GLRenderState rp = GLRenderState.Points(1); rp.DepthTest = false; rObjects.Add(items.Shader("SD"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, buf, points)); System.Diagnostics.Debug.WriteLine("Stars " + points); } if (true) // point sprite { items.Add(new GLTexture2D(Properties.Resources.StarFlare2, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLPointSpriteShader(items.Tex("lensflare"), 64, 40), "PS1"); var p = GLPointsFactory.RandomStars4(1000, 0, 25899, 10000, 1000, -1000); GLRenderState rps = GLRenderState.PointSprites(); rps.DepthTest = false; rObjects.Add(items.Shader("PS1"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rps, p, new Color4[] { Color.White })); } { items.Add(new DynamicGridVertexShader(Color.Cyan), "PLGRIDVertShader"); items.Add(new GLPLFragmentShaderVSColor(), "PLGRIDFragShader"); GLRenderState rl = GLRenderState.Lines(1); rl.DepthTest = false; items.Add(new GLShaderPipeline(items.PLShader("PLGRIDVertShader"), items.PLShader("PLGRIDFragShader")), "DYNGRID"); rObjects.Add(items.Shader("DYNGRID"), "DYNGRIDRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.Lines, rl, drawcount: 2)); } { items.Add(new DynamicGridCoordVertexShader(), "PLGRIDBitmapVertShader"); items.Add(new GLPLFragmentShaderTexture2DIndexed(0), "PLGRIDBitmapFragShader"); // binding GLRenderState rl = GLRenderState.Tri(cullface: false); rl.DepthTest = false; gridtexcoords = new GLTexture2DArray(); items.Add(gridtexcoords, "PLGridBitmapTextures"); GLShaderPipeline sp = new GLShaderPipeline(items.PLShader("PLGRIDBitmapVertShader"), items.PLShader("PLGRIDBitmapFragShader")); items.Add(sp, "DYNGRIDBitmap"); rObjects.Add(items.Shader("DYNGRIDBitmap"), "DYNGRIDBitmapRENDER", GLRenderableItem.CreateNullVertex(PrimitiveType.TriangleStrip, rl, drawcount: 4, instancecount: 9)); } }
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; gl3dcontroller = new Controller3D(); gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 100000f; gl3dcontroller.ZoomDistance = 5000F; gl3dcontroller.YHoldMovement = true; gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 10.0f); }; gl3dcontroller.MatrixCalc.InPerspectiveMode = true; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000; boundingbox = 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), }; 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), }; { items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("LINEYELLOW"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines)); } Bitmap[] numbitmaps = new Bitmap[116]; { Font fnt = new Font("Arial", 20); for (int i = 0; i < numbitmaps.Length; i++) { int v = -45000 + 1000 * i; // range from -45000 to +70000 numbitmaps[i] = new Bitmap(100, 100); GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbitmaps[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue); } GLTexture2DArray numtextures = new GLTexture2DArray(numbitmaps, SizedInternalFormat.Rgba8, ownbmp: true); items.Add(numtextures, "Nums"); Matrix4[] numberposx = new Matrix4[(right - left) / 1000 + 1]; for (int i = 0; i < numberposx.Length; i++) { numberposx[i] = Matrix4.CreateScale(1); numberposx[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberposx[i] *= Matrix4.CreateTranslation(new Vector3(left + 1000 * i, 0, front)); } GLShaderPipeline numshaderx = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)); items.Add(numshaderx, "IC-X"); GLRenderState rq = GLRenderState.Quads(cullface: false); GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums")); rObjects.Add(numshaderx, "xnum", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposx, rt, numberposx.Length)); Matrix4[] numberposz = new Matrix4[(back - front) / 1000 + 1]; for (int i = 0; i < numberposz.Length; i++) { numberposz[i] = Matrix4.CreateScale(1); numberposz[i] *= Matrix4.CreateRotationX(-25f.Radians()); numberposz[i] *= Matrix4.CreateTranslation(new Vector3(right + 1000, 0, front + 1000 * i)); } GLShaderPipeline numshaderz = new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(25)); items.Add(numshaderz, "IC-Z"); rObjects.Add(numshaderz, "ynum", GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberposz, rt, numberposz.Length)); } items.Add(new GLColorShaderWorld(), "COSW"); float h = 50; if (h != -1) { GLRenderState rl = GLRenderState.Lines(1); int dist = 1000; //20? Color cr = Color.FromArgb(50, Color.Red); rObjects.Add(items.Shader("COSW"), // 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("COSW"), 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 }) ); } { items.Add(new GLTexture2D(numbitmaps[45], SizedInternalFormat.Rgba8), "solmarker"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rq = GLRenderState.Quads(cullface: false); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 1000, 0)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, -1000, 0)) )); items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "sag"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, 2000, 25899)) )); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("sag"), new Vector3(25.2f, -2000, 25899)) )); items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "bp"); rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1000.0f, 1000.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW, new GLRenderDataTranslationRotationTexture(items.Tex("bp"), new Vector3(-1111f, 0, 65269)) )); } if (true) // galaxy { volumetricblock = new GLVolumetricUniformBlock(); 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); // must be a multiple of localgroupsize in csn csn.StartAction += (A, m) => { noise3d.BindImage(3); }; csn.Run(); // compute noise 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, 4); gsn.StartAction += (A, m) => { gaussiantex.BindImage(4); }; gsn.Run(); // compute noise GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); //float[] gdata = gaussiantex.GetTextureImageAsFloats(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check //for( int i = 0; i < gdata.Length; i++ ) //{ // double v = ((float)i / gdata.Length-0.5)*2*2; // double r = ObjectExtensionsNumbersBool.GaussianDist(v, 2, 1.4); // // System.Diagnostics.Debug.WriteLine(i + ":" + gdata[i] + ": " + r); //} // 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, "gal"); GalaxyShader gs = new GalaxyShader(); items.Add(gs, "Galaxy"); // bind the galaxy texture, the 3dnoise, and the gaussian 1-d texture for the shader gs.StartAction = (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); }; // shader requires these, so bind using shader GLRenderState rt = GLRenderState.Tri(); galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rt); // no vertexes, all data from bound volumetric uniform, no instances as yet rObjects.Add(items.Shader("Galaxy"), galaxy); } if (true) // star points { 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); if (false) // heat map checkout debug { List <Vector4> points = new List <Vector4>(); int xcw = (right - left) / heat.Width; int zch = (back - front) / heat.Height; for (int x = 0; x < heat.Width; x++) { for (int z = 0; z < heat.Height; z++) { int gx = left + x * xcw + xcw / 2; int gz = front + z * zch + zch / 2; Color px = heat.GetPixel(x, z); //System.Diagnostics.Debug.WriteLine(x + "," + z + " = " + gx + "," + gz + " : " + px.R); points.Add(new Vector4(gx, 2000, gz, px.R)); } } items.Add(new GLHeatMapIntensity(), "ShP"); GLRenderState rp = GLRenderState.Points(); rp.DepthTest = false; rObjects.Add(items.Shader("ShP"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, points.ToArray())); } if (false) // v1 via array { List <Vector4> points = new List <Vector4>(); Random rnd = new Random(23); int xcw = (right - left) / heat.Width; int zch = (back - front) / heat.Height; for (int x = 0; x < heat.Width; x++) { for (int z = 0; z < heat.Height; z++) { int i = heat.GetPixel(x, z).R; int ii = i * i * i; if (ii > 32 * 32 * 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(ii / 100000, 0), 20); dist *= 2000; var rs = GLPointsFactory.RandomStars4(c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i); if (z == heat.Height / 2) { System.Diagnostics.Debug.WriteLine(gx + "," + gz + "; " + dx + "," + dz + " = " + i + " " + c + " " + d + "=h " + dist); } //var rs = GLPointsFactory.RandomStars4(500, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w:i); points.AddRange(rs); } } } items.Add(new GalaxyStarDots(), "SD"); GLRenderState rp = GLRenderState.Points(1); rp.DepthTest = false; rObjects.Add(items.Shader("SD"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, points.ToArray())); } if (true) //v2 direct to buffer { Random rnd = new Random(23); GLBuffer buf = new GLBuffer(16 * 500000); // 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; int ii = i * i * i; if (ii > 32 * 32 * 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(ii / 140000, 0), 40); dist *= 2000; GLPointsFactory.RandomStars4(buf, c, gx, gx + xcw, gz, gz + zch, (int)dist, (int)-dist, rnd, w: i); points += c; System.Diagnostics.Debug.Assert(points < buf.Length / 16); } } } buf.StopReadWrite(); items.Add(new GalaxyStarDots(), "SD"); GLRenderState rp = GLRenderState.Points(1); rp.DepthTest = false; rObjects.Add(items.Shader("SD"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, buf, points)); System.Diagnostics.Debug.WriteLine("Stars " + points); } } if (true) // point sprite { items.Add(new GLTexture2D(Properties.Resources.star_grey64, SizedInternalFormat.Rgba8), "lensflare"); items.Add(new GLPointSpriteShader(items.Tex("lensflare")), "PS1"); int dist = 20000; var p = GLPointsFactory.RandomStars4(100, -dist, dist, 25899 - dist, 25899 + dist, 2000, -2000); GLRenderState rps = GLRenderState.PointSprites(); rps.DepthTest = false; rObjects.Add(items.Shader("PS1"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Points, rps, p, new Color4[] { Color.White })); } }
// understand parsekeys above public static string ParseKeys(Queue <SKEvent> events, string s, int defdelay, int defshiftdelay, int defupdelay, IAdditionalKeyParser additionalkeyparser = null, int d1def = -1, int d2def = -1, int d3def = -1, KeyPressMode kmddef = KeyPressMode.Press) { s = s.Trim(); while (s.Length > 0) { int d1 = d1def; // reset dx's to their default values int d2 = d2def; int d3 = d3def; if (s.Length >= 1 && s[0] == '[') { if (!s.Contains(']')) { return("Missing closing ] in delay"); } s = s.Substring(1); string word = ObjectExtensionsStrings.FirstWord(ref s, new char[] { ']', ',' }); if (!word.InvariantParse(out d1)) { return("Delay not properly given"); } if (s.Length >= 1 && s[0] == ',') { s = s.Substring(1); word = ObjectExtensionsStrings.FirstWord(ref s, new char[] { ']', ',' }); if (!word.InvariantParse(out d2)) { return("Second Delay not properly given"); } } if (s.Length >= 1 && s[0] == ',') { s = s.Substring(1); word = ObjectExtensionsStrings.FirstWord(ref s, new char[] { ']' }); if (!word.InvariantParse(out d3)) { return("Third Delay not properly given"); } } if (s.Length >= 1 && s[0] == ']') { s = s.Substring(1); } else { return("Missing closing ] in delay"); } } int repeat = 1; // repeat is always 1 - it does not carry down the tree if (s.Length >= 1 && s[0] == '#') { s = s.Substring(1); var r = ObjectExtensionsNumbersBool.ReadDecimalInt(ref s); if (r == null || r < 1) { return("Missing/Invalid decimal count after #"); } s = s.TrimStart(); repeat = r.Value; } KeyPressMode kmd = kmddef; // set keymode to its default. if (s[0] == '^' || s[0] == '<') { kmd = KeyPressMode.Up; s = s.Substring(1); } else if (s[0] == '!' || s[0] == '>') { kmd = KeyPressMode.Down; s = s.Substring(1); } else if (s[0] == '&') { kmd = KeyPressMode.Press; s = s.Substring(1); } string repeatarea = s; // keep it pristine for repeats for (int rpc = 0; rpc < repeat; rpc++) // and repeat.. { s = repeatarea; var replace = additionalkeyparser?.Parse(ref s) ?? null; // try a replace if (replace != null) // if found { if (replace.Item2.HasChars()) // report errors { return(replace.Item2); } // recurse in. note no additionalparser so no recursion below, and pass in the collected dx and kmd values to the level down string res = ParseKeys(events, replace.Item1, defdelay, defshiftdelay, defupdelay, null, d1, d2, d3, kmd); if (res.HasChars()) { return(res); } } else { string res = KeyCore(events, ref s, defdelay, defshiftdelay, defupdelay, d1, d2, d3, kmd); // key core processing with these values if (res.HasChars()) { return(res); } } } } //foreach (BaseUtils.EnhancedSendKeysParser.SKEvent x in events) System.Diagnostics.Debug.WriteLine($"Event {x.wm} {x.sc} {x.vkey} {x.delay}"); return(""); }
void ReadyToDisplay() { panelVScroll.RemoveAllControls(); mgr = new VersioningManager(); int[] edversion = ObjectExtensionsNumbersBool.GetEDVersion(); System.Diagnostics.Debug.Assert(edversion != null); mgr.ReadLocalFiles(Tools.GetAppDataDirectory(), "Actions", "*.act", "Action File"); mgr.ReadInstallFiles(downloadactfolder, Tools.GetAppDataDirectory(), "*.act", edversion, "Action File"); #if DEBUG mgr.ReadInstallFiles(downloadactdebugfolder, Tools.GetAppDataDirectory(), "*.act", edversion, "Action File"); #endif mgr.ReadLocalFiles(Tools.GetAppDataDirectory(), "Flights", "*.vid", "Video File"); mgr.ReadInstallFiles(downloadflightfolder, Tools.GetAppDataDirectory(), "*.vid", edversion, "Video File"); mgr.Sort(); panelVScroll.SuspendLayout(); int[] tabs = { 0, 100, 260, 340, 550, 730, 820, 900 }; panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[0] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Type" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[1] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Name" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[2] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Version" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[3] + panelleftmargin, panelheightmargin), Size = new Size(120, 24), Text = "Description" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[4] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Status" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[5] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Action" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[6] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Delete" }); panelVScroll.Controls.Add(new Label() { Location = new Point(tabs[7] + panelleftmargin, panelheightmargin), Size = new Size(80, 24), Text = "Enabled" }); int vpos = panelheightmargin + 30; foreach (VersioningManager.DownloadItem di in mgr.downloaditems) { Group g = new Group(); g.di = di; g.panel = new Panel(); g.panel.BorderStyle = BorderStyle.FixedSingle; g.panel.Tag = g; g.panel.MouseEnter += MouseEnterControl; g.type = new Label(); g.type.Location = new Point(tabs[0], labelheightmargin); // 8 spacing, allow 8*4 to indent g.type.Size = new Size(tabs[1] - tabs[0], 24); g.type.Text = di.itemtype; g.panel.Controls.Add(g.type); g.info = new ExtendedControls.ButtonExt(); g.info.Location = new Point(tabs[1], labelheightmargin + 2); // 8 spacing, allow 8*4 to indent g.info.Size = new Size(16, 16); g.info.Text = "i"; g.info.Click += Info_Click; g.info.Tag = g; g.panel.Controls.Add(g.info); g.name = new Label(); g.name.Location = new Point(tabs[1] + 18, labelheightmargin); // 8 spacing, allow 8*4 to indent g.name.Size = new Size(tabs[2] - tabs[1] - 18, 24); g.name.Text = di.itemname; g.panel.Controls.Add(g.name); g.version = new Label(); g.version.Location = new Point(tabs[2], labelheightmargin); // 8 spacing, allow 8*4 to indent g.version.Size = new Size(tabs[3] - tabs[2], 24); g.version.Text = (di.localversion != null) ? di.localversion.ToString(".") : "N/A"; g.panel.Controls.Add(g.version); g.shortdesc = new Label(); g.shortdesc.Location = new Point(tabs[3], labelheightmargin); // 8 spacing, allow 8*4 to indent g.shortdesc.Size = new Size(tabs[4] - tabs[3], 24); g.shortdesc.Text = di.ShortLocalDescription; if (g.shortdesc.Text.Length == 0) { g.shortdesc.Text = "N/A"; } g.panel.Controls.Add(g.shortdesc); string text; if (di.state == VersioningManager.ItemState.EDOutOfDate) { text = "Newer EDD required"; } else if (di.state == VersioningManager.ItemState.UpToDate) { text = (di.localmodified) ? "Locally modified" : "Up to Date"; } else if (di.state == VersioningManager.ItemState.LocalOnly) { text = "Local Only"; } else if (di.state == VersioningManager.ItemState.NotPresent) { text = "Version " + di.downloadedversion.ToString(".") + ((di.localmodified) ? "*" : ""); } else { text = "New version " + di.downloadedversion.ToString(".") + ((di.localmodified) ? "*" : ""); } g.actionlabel = new Label(); g.actionlabel.Location = new Point(tabs[4], labelheightmargin); // 8 spacing, allow 8*4 to indent g.actionlabel.Size = new Size(tabs[5] - tabs[4], 24); g.actionlabel.Text = text; g.panel.Controls.Add(g.actionlabel); if (text.Contains("ersion")) // cheap and nasty way { g.actionbutton = new ExtendedControls.ButtonExt(); g.actionbutton.Location = new Point(tabs[5], labelheightmargin - 4); // 8 spacing, allow 8*4 to indent g.actionbutton.Size = new Size(80, 24); g.actionbutton.Text = (di.state == VersioningManager.ItemState.NotPresent) ? "Install" : "Update"; g.actionbutton.Click += Actionbutton_Click; g.actionbutton.Tag = g; g.panel.Controls.Add(g.actionbutton); } if (di.HasLocalCopy) { g.deletebutton = new ExtendedControls.ButtonExt(); g.deletebutton.Location = new Point(tabs[6], labelheightmargin - 4); // 8 spacing, allow 8*4 to indent g.deletebutton.Size = new Size(24, 24); g.deletebutton.Text = "X"; g.deletebutton.Click += Deletebutton_Click; g.deletebutton.Tag = g; g.panel.Controls.Add(g.deletebutton); } if (di.localenable.HasValue) { g.enabled = new ExtendedControls.CheckBoxCustom(); g.enabled.Location = new Point(tabs[7], labelheightmargin); g.enabled.Size = new Size(100, 20); g.enabled.Text = "Enabled"; g.enabled.Checked = di.localenable.Value; g.enabled.Click += Enabled_Click; g.enabled.Tag = g; g.panel.Controls.Add(g.enabled); } int panelwidth = Math.Max(panelVScroll.Width - panelVScroll.ScrollBarWidth, 10) - panelleftmargin * 2; g.panel.Location = new Point(panelleftmargin, vpos); g.panel.Size = new Size(panelwidth, 32); vpos += g.panel.Height + 4; panelVScroll.Controls.Add(g.panel); } EDDiscovery.EDDTheme theme = EDDiscovery.EDDTheme.Instance; if (theme != null) { theme.ApplyToControls(panelVScroll, font); } panelVScroll.ResumeLayout(); }