コード例 #1
0
        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;
            }
        }
コード例 #2
0
        /// <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);
        }
コード例 #3
0
ファイル: ShaderGrid.cs プロジェクト: EDDiscovery/EDDiscovery
        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);
            }
        }
コード例 #4
0
        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}");
            }
        }
コード例 #5
0
        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);
                }
            }
        }
コード例 #6
0
        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));
            }
        }
コード例 #7
0
        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])
                                                                      ));
                }
            }
        }
コード例 #8
0
        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 }));
            }
        }
コード例 #9
0
        // 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("");
        }
コード例 #10
0
        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();
        }