コード例 #1
0
        private void Update(Context context)
        {
            if (_dirtyLength)
            {
                VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position", 6);
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(_length, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, _length, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, _length));

                VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color", 6);
                colorAttribute.AddColor(Color.Red);
                colorAttribute.AddColor(Color.Red);
                colorAttribute.AddColor(Color.Green);
                colorAttribute.AddColor(Color.Green);
                colorAttribute.AddColor(Color.Blue);
                colorAttribute.AddColor(Color.Blue);

                Mesh mesh = new Mesh();
                mesh.PrimitiveType = PrimitiveType.Lines;
                mesh.Attributes.Add(positionAttribute);
                mesh.Attributes.Add(colorAttribute);

                _polyline.Set(context, mesh);

                _dirtyLength = false;
            }

            _polyline.Width = Width;
        }
コード例 #2
0
ファイル: Axes.cs プロジェクト: jpespartero/OpenGlobe
        private void Update(Context context)
        {
            if (_dirtyLength)
            {
                VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position", 6);
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(_length, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, _length, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, 0));
                positionAttribute.Values.Add(new Vector3D(0, 0, _length));

                VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color", 6);
                colorAttribute.AddColor(Color.Red);
                colorAttribute.AddColor(Color.Red);
                colorAttribute.AddColor(Color.Green);
                colorAttribute.AddColor(Color.Green);
                colorAttribute.AddColor(Color.Blue);
                colorAttribute.AddColor(Color.Blue);

                Mesh mesh = new Mesh();
                mesh.PrimitiveType = PrimitiveType.Lines;
                mesh.Attributes.Add(positionAttribute);
                mesh.Attributes.Add(colorAttribute);

                _polyline.Set(context, mesh);

                _dirtyLength = false;
            }

            _polyline.Width = Width;
        }
コード例 #3
0
ファイル: BoxTessellator.cs プロジェクト: kring/OpenGlobe
        public static Mesh Compute(Vector3D length)
        {
            if (length.X < 0 || length.Y < 0 || length.Z < 0)
            {
                throw new ArgumentOutOfRangeException("length");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", 8);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedShort indices = new IndicesUnsignedShort(24);
            mesh.Indices = indices;

            //
            // 8 corner points
            //
            IList<Vector3D> positions = positionsAttribute.Values;

            Vector3D corner = 0.5 * length;
            positions.Add(new Vector3D(-corner.X, -corner.Y, -corner.Z));
            positions.Add(new Vector3D(corner.X, -corner.Y, -corner.Z));
            positions.Add(new Vector3D(corner.X, corner.Y, -corner.Z));
            positions.Add(new Vector3D(-corner.X, corner.Y, -corner.Z));
            positions.Add(new Vector3D(-corner.X, -corner.Y, corner.Z));
            positions.Add(new Vector3D(corner.X, -corner.Y, corner.Z));
            positions.Add(new Vector3D(corner.X, corner.Y, corner.Z));
            positions.Add(new Vector3D(-corner.X, corner.Y, corner.Z));

            //
            // 6 faces, 2 triangles each
            //
            indices.AddTriangle(new TriangleIndicesUnsignedShort(4, 5, 6));    // Top: plane z = corner.Z
            indices.AddTriangle(new TriangleIndicesUnsignedShort(4, 6, 7));
            indices.AddTriangle(new TriangleIndicesUnsignedShort(1, 0, 3));    // Bottom: plane z = -corner.Z
            indices.AddTriangle(new TriangleIndicesUnsignedShort(1, 3, 2));
            indices.AddTriangle(new TriangleIndicesUnsignedShort(1, 6, 5));    // Side: plane x = corner.X
            indices.AddTriangle(new TriangleIndicesUnsignedShort(1, 2, 6));
            indices.AddTriangle(new TriangleIndicesUnsignedShort(2, 3, 7));    // Side: plane y = corner.Y
            indices.AddTriangle(new TriangleIndicesUnsignedShort(2, 7, 6));
            indices.AddTriangle(new TriangleIndicesUnsignedShort(3, 0, 4));    // Side: plane x = -corner.X
            indices.AddTriangle(new TriangleIndicesUnsignedShort(3, 4, 7));
            indices.AddTriangle(new TriangleIndicesUnsignedShort(0, 1, 5));    // Side: plane y = -corner.Y
            indices.AddTriangle(new TriangleIndicesUnsignedShort(0, 5, 4));

            return mesh;
        }
コード例 #4
0
        public static Mesh Compute(int numberOfSubdivisions)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3(
                "position", SubdivisionUtility.NumberOfVertices(numberOfSubdivisions));
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));
            mesh.Indices = indices;

            //
            // Initial tetrahedron
            //
            double negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird = -1.0 / 3.0;
            double rootSixOverThree = Math.Sqrt(6.0) / 3.0;

            IList<Vector3D> positions = positionsAttribute.Values;
            positions.Add(new Vector3D(0, 0, 1));
            positions.Add(new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird));
            positions.Add(new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird));
            positions.Add(new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird));

            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(positions, indices, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return mesh;
        }
コード例 #5
0
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSlicePartitions, int numberOfStackPartitions, GeographicGridEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSlicePartitions < 3)
            {
                throw new ArgumentOutOfRangeException("numberOfSlicePartitions");
            }

            if (numberOfStackPartitions < 2)
            {
                throw new ArgumentOutOfRangeException("numberOfStackPartitions");
            }

            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Position) != GeographicGridEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfSlicePartitions, numberOfStackPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfSlicePartitions, numberOfStackPartitions));
            mesh.Indices = indices;

            IList<Vector3H> normals = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.Normal) == GeographicGridEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                normals = normalsAttribute.Values;
            }

            IList<Vector2H> textureCoordinates = null;
            if ((vertexAttributes & GeographicGridEllipsoidVertexAttributes.TextureCoordinate) == GeographicGridEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                textureCoordinates = textureCoordinateAttribute.Values;
            }

            //
            // Create lookup table
            //
            double[] cosTheta = new double[numberOfSlicePartitions];
            double[] sinTheta = new double[numberOfSlicePartitions];

            for (int j = 0; j < numberOfSlicePartitions; ++j)
            {
                double theta = Trig.TwoPi * (((double)j) / numberOfSlicePartitions);
                cosTheta[j] = Math.Cos(theta);
                sinTheta[j] = Math.Sin(theta);
            }

            //
            // Create positions
            //
            IList<Vector3D> positions = positionsAttribute.Values;
            positions.Add(new Vector3D(0, 0, ellipsoid.Radii.Z));

            for (int i = 1; i < numberOfStackPartitions; ++i)
            {
                double phi = Math.PI * (((double)i) / numberOfStackPartitions);
                double sinPhi = Math.Sin(phi);

                double xSinPhi = ellipsoid.Radii.X * sinPhi;
                double ySinPhi = ellipsoid.Radii.Y * sinPhi;
                double zCosPhi = ellipsoid.Radii.Z * Math.Cos(phi);

                for (int j = 0; j < numberOfSlicePartitions; ++j)
                {
                    positions.Add(new Vector3D(cosTheta[j] * xSinPhi, sinTheta[j] * ySinPhi, zCosPhi));
                }
            }
            positions.Add(new Vector3D(0, 0, -ellipsoid.Radii.Z));

            if ((normals != null) || (textureCoordinates != null))
            {
                for (int i = 0; i < positions.Count; ++i)
                {
                    Vector3D deticSurfaceNormal = ellipsoid.GeodeticSurfaceNormal(positions[i]);

                    if (normals != null)
                    {
                        normals.Add(deticSurfaceNormal.ToVector3H());
                    }

                    if (textureCoordinates != null)
                    {
                        textureCoordinates.Add(SubdivisionUtility.ComputeTextureCoordinate(deticSurfaceNormal));
                    }
                }
            }

            //
            // Triangle fan top row
            //
            for (int j = 1; j < numberOfSlicePartitions; ++j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(0, j, j + 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(0, numberOfSlicePartitions, 1));

            //
            // Middle rows are triangle strips
            //
            for (int i = 0; i < numberOfStackPartitions - 2; ++i)
            {
                int topRowOffset = (i * numberOfSlicePartitions) + 1;
                int bottomRowOffset = ((i + 1) * numberOfSlicePartitions) + 1;

                for (int j = 0; j < numberOfSlicePartitions - 1; ++j)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, bottomRowOffset + j + 1, topRowOffset + j + 1));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + j, topRowOffset + j + 1, topRowOffset + j));
                }
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, bottomRowOffset, topRowOffset));
                indices.AddTriangle(new TriangleIndicesUnsignedInt(bottomRowOffset + numberOfSlicePartitions - 1, topRowOffset, topRowOffset + numberOfSlicePartitions - 1));
            }

            //
            // Triangle fan bottom row
            //
            int lastPosition = positions.Count - 1;
            for (int j = lastPosition - 1; j > lastPosition - numberOfSlicePartitions; --j)
            {
                indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, j, j - 1));
            }
            indices.AddTriangle(new TriangleIndicesUnsignedInt(lastPosition, lastPosition - numberOfSlicePartitions, lastPosition - 1));

            return mesh;
        }
コード例 #6
0
        public PolygonShapefile(
            Shapefile shapefile,
            Context context,
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            _polyline = new OutlinedPolylineTexture();
            _polygons = new List <Polygon>();

            VertexAttributeDoubleVector3 positionAttribute     = new VertexAttributeDoubleVector3("position");
            VertexAttributeRGBA          colorAttribute        = new VertexAttributeRGBA("color");
            VertexAttributeRGBA          outlineColorAttribute = new VertexAttributeRGBA("outlineColor");
            IndicesUnsignedInt           indices = new IndicesUnsignedInt();

            Random           r         = new Random(3);
            IList <Vector3D> positions = new List <Vector3D>();

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polygon)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolygonShape polygonShape = (PolygonShape)shape;

                for (int j = 0; j < polygonShape.Count; ++j)
                {
                    Color color = Color.FromArgb(127, r.Next(256), r.Next(256), r.Next(256));

                    positions.Clear();

                    ShapePart part = polygonShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positions.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));

                        //
                        // For polyline
                        //
                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(color);
                        outlineColorAttribute.AddColor(Color.Black);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }

                    try
                    {
                        Polygon p = new Polygon(context, globeShape, positions);
                        p.Color = color;
                        _polygons.Add(p);
                    }
                    catch (ArgumentOutOfRangeException) // Not enough positions after cleaning
                    {
                    }
                }
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
        }
コード例 #7
0
        public void VertexAttributeDoubleVector3()
        {
            Mesh mesh = new Mesh();

            VertexAttributeDoubleVector3 attribute = new VertexAttributeDoubleVector3("position");
            mesh.Attributes.Add(attribute);
            Assert.AreEqual("position", mesh.Attributes["position"].Name);
            Assert.AreEqual(VertexAttributeType.EmulatedDoubleVector3, mesh.Attributes["position"].Datatype);
        }
コード例 #8
0
ファイル: Polygon.cs プロジェクト: zhongnanshan/OpenGlobe
        public Polygon(Context context, Ellipsoid globeShape, IEnumerable <Vector3D> positions)
        {
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            //
            // Pipeline Stage 1a:  Clean up - Remove duplicate positions
            //
            List <Vector3D> cleanPositions = (List <Vector3D>)SimplePolygonAlgorithms.Cleanup(positions);

            //
            // Pipeline Stage 1b:  Clean up - Swap winding order
            //
            EllipsoidTangentPlane  plane            = new EllipsoidTangentPlane(globeShape, cleanPositions);
            ICollection <Vector2D> positionsOnPlane = plane.ComputePositionsOnPlane(cleanPositions);

            if (SimplePolygonAlgorithms.ComputeWindingOrder(positionsOnPlane) == PolygonWindingOrder.Clockwise)
            {
                cleanPositions.Reverse();
                //((List<Vector2D>)positionsOnPlane).Reverse();
            }

            //
            // Pipeline Stage 2:  Triangulate
            //
            IndicesUnsignedInt indices = EarClippingOnEllipsoid.Triangulate(cleanPositions);
            //IndicesInt32 indices = EarClipping.Triangulate(positionsOnPlane);

            //
            // Pipeline Stage 3:  Subdivide
            //
            TriangleMeshSubdivisionResult result = TriangleMeshSubdivision.Compute(cleanPositions, indices, Trig.ToRadians(1));

            //
            // Pipeline Stage 4:  Set height
            //
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3(
                "position", (result.Indices.Values.Count / 3) + 2);

            foreach (Vector3D position in result.Positions)
            {
                positionsAttribute.Values.Add(globeShape.ScaleToGeocentricSurface(position));
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;
            mesh.Attributes.Add(positionsAttribute);
            mesh.Indices = result.Indices;

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonFS.glsl"));

            ((Uniform <Vector3F>)sp.Uniforms["u_globeOneOverRadiiSquared"]).Value = globeShape.OneOverRadiiSquared.ToVector3F();
            _colorUniform = (Uniform <Vector4F>)sp.Uniforms["u_color"];

            _drawState = new DrawState();
            _drawState.RenderState.Blending.Enabled                = true;
            _drawState.RenderState.Blending.SourceRGBFactor        = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.SourceAlphaFactor      = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.DestinationRGBFactor   = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.RenderState.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.ShaderProgram = sp;
            _meshBuffers             = Device.CreateMeshBuffers(mesh, _drawState.ShaderProgram.VertexAttributes, BufferHint.StaticDraw);

            _primitiveType = mesh.PrimitiveType;

            Color = Color.White;
        }
コード例 #9
0
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfSubdivisions, SubdivisionEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfSubdivisions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfSubdivisions");
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Position) != SubdivisionEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = SubdivisionUtility.NumberOfVertices(numberOfSubdivisions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * SubdivisionUtility.NumberOfTriangles(numberOfSubdivisions));
            mesh.Indices = indices;

            SubdivisionMesh subdivisionMesh = new SubdivisionMesh();
            subdivisionMesh.Ellipsoid = ellipsoid;
            subdivisionMesh.Positions = positionsAttribute.Values;
            subdivisionMesh.Indices = indices;

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.Normal) == SubdivisionEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                subdivisionMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & SubdivisionEllipsoidVertexAttributes.TextureCoordinate) == SubdivisionEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                subdivisionMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial tetrahedron
            //
            double negativeRootTwoOverThree = -Math.Sqrt(2.0) / 3.0;
            const double negativeOneThird = -1.0 / 3.0;
            double rootSixOverThree = Math.Sqrt(6.0) / 3.0;

            Vector3D n0 = new Vector3D(0, 0, 1);
            Vector3D n1 = new Vector3D(0, (2.0 * Math.Sqrt(2.0)) / 3.0, negativeOneThird);
            Vector3D n2 = new Vector3D(-rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);
            Vector3D n3 = new Vector3D(rootSixOverThree, negativeRootTwoOverThree, negativeOneThird);

            Vector3D p0 = n0.MultiplyComponents(ellipsoid.Radii);
            Vector3D p1 = n1.MultiplyComponents(ellipsoid.Radii);
            Vector3D p2 = n2.MultiplyComponents(ellipsoid.Radii);
            Vector3D p3 = n3.MultiplyComponents(ellipsoid.Radii);
            
            subdivisionMesh.Positions.Add(p0);
            subdivisionMesh.Positions.Add(p1);
            subdivisionMesh.Positions.Add(p2);
            subdivisionMesh.Positions.Add(p3);

            if ((subdivisionMesh.Normals != null) || (subdivisionMesh.TextureCoordinate != null))
            {
                Vector3D d0 = ellipsoid.GeodeticSurfaceNormal(p0);
                Vector3D d1 = ellipsoid.GeodeticSurfaceNormal(p1);
                Vector3D d2 = ellipsoid.GeodeticSurfaceNormal(p2);
                Vector3D d3 = ellipsoid.GeodeticSurfaceNormal(p3);

                if (subdivisionMesh.Normals != null)
                {
                    subdivisionMesh.Normals.Add(d0.ToVector3H());
                    subdivisionMesh.Normals.Add(d1.ToVector3H());
                    subdivisionMesh.Normals.Add(d2.ToVector3H());
                    subdivisionMesh.Normals.Add(d3.ToVector3H());
                }

                if (subdivisionMesh.TextureCoordinate != null)
                {
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d0));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d1));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d2));
                    subdivisionMesh.TextureCoordinate.Add(SubdivisionUtility.ComputeTextureCoordinate(d3));
                }
            }

            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 1, 2), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 2, 3), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(0, 3, 1), numberOfSubdivisions);
            Subdivide(subdivisionMesh, new TriangleIndicesUnsignedInt(1, 3, 2), numberOfSubdivisions);

            return mesh;
        }
コード例 #10
0
        public static MeshBuffers CreateMeshBuffers(Mesh mesh, ShaderVertexAttributeCollection shaderAttributes, BufferHint usageHint)
        {
            if (mesh == null)
            {
                throw new ArgumentNullException("mesh");
            }

            if (shaderAttributes == null)
            {
                throw new ArgumentNullException("shaderAttributes");
            }

            MeshBuffers meshBuffers = new MeshBuffers();

            if (mesh.Indices != null)
            {
                if (mesh.Indices.Datatype == IndicesType.UnsignedShort)
                {
                    IList <ushort> meshIndices = ((IndicesUnsignedShort)mesh.Indices).Values;

                    ushort[] indices = new ushort[meshIndices.Count];
                    for (int j = 0; j < meshIndices.Count; ++j)
                    {
                        indices[j] = meshIndices[j];
                    }

                    IndexBuffer indexBuffer = Device.CreateIndexBuffer(usageHint, indices.Length * sizeof(ushort));
                    indexBuffer.CopyFromSystemMemory(indices);
                    meshBuffers.IndexBuffer = indexBuffer;
                }
                else if (mesh.Indices.Datatype == IndicesType.UnsignedInt)
                {
                    IList <uint> meshIndices = ((IndicesUnsignedInt)mesh.Indices).Values;

                    uint[] indices = new uint[meshIndices.Count];
                    for (int j = 0; j < meshIndices.Count; ++j)
                    {
                        indices[j] = meshIndices[j];
                    }

                    IndexBuffer indexBuffer = Device.CreateIndexBuffer(usageHint, indices.Length * sizeof(uint));
                    indexBuffer.CopyFromSystemMemory(indices);
                    meshBuffers.IndexBuffer = indexBuffer;
                }
                else
                {
                    throw new NotSupportedException("mesh.Indices.Datatype " +
                                                    mesh.Indices.Datatype.ToString() + " is not supported.");
                }
            }

            //
            // Emulated double precision vectors are a special case:  one mesh vertex attribute
            // yields two shader vertex attributes.  As such, these are handled separately before
            // normal attributes.
            //
            HashSet <string> ignoreAttributes = new HashSet <string>();

            foreach (VertexAttribute attribute in mesh.Attributes)
            {
                if (attribute is VertexAttributeDoubleVector3)
                {
                    VertexAttributeDoubleVector3 emulated = (VertexAttributeDoubleVector3)attribute;

                    int highLocation = -1;
                    int lowLocation  = -1;

                    foreach (ShaderVertexAttribute shaderAttribute in shaderAttributes)
                    {
                        if (shaderAttribute.Name == emulated.Name + "High")
                        {
                            highLocation = shaderAttribute.Location;
                        }
                        else if (shaderAttribute.Name == emulated.Name + "Low")
                        {
                            lowLocation = shaderAttribute.Location;
                        }

                        if ((highLocation != -1) && (lowLocation != -1))
                        {
                            break;
                        }
                    }

                    if ((highLocation == -1) && (lowLocation == -1))
                    {
                        //
                        // The shader did not have either attribute.  No problem.
                        //
                        continue;
                    }
                    else if ((highLocation == -1) || (lowLocation == -1))
                    {
                        throw new ArgumentException("An emulated double vec3 mesh attribute requires both " + emulated.Name + "High and " + emulated.Name + "Low vertex attributes, but the shader only contains one matching attribute.");
                    }

                    //
                    // Copy both high and low parts into a single vertex buffer.
                    //
                    IList <Vector3D> values = ((VertexAttribute <Vector3D>)attribute).Values;

                    Vector3F[] vertices = new Vector3F[2 * values.Count];

                    int j = 0;
                    for (int i = 0; i < values.Count; ++i)
                    {
                        EmulatedVector3D v = new EmulatedVector3D(values[i]);
                        vertices[j++] = v.High;
                        vertices[j++] = v.Low;
                    }

                    VertexBuffer vertexBuffer = Device.CreateVertexBuffer(usageHint, ArraySizeInBytes.Size(vertices));
                    vertexBuffer.CopyFromSystemMemory(vertices);

                    int stride = 2 * SizeInBytes <Vector3F> .Value;
                    meshBuffers.Attributes[highLocation] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 3, false, 0, stride);
                    meshBuffers.Attributes[lowLocation] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 3, false, SizeInBytes <Vector3F> .Value, stride);

                    ignoreAttributes.Add(emulated.Name + "High");
                    ignoreAttributes.Add(emulated.Name + "Low");
                }
            }

            // TODO:  Not tested exhaustively
            foreach (ShaderVertexAttribute shaderAttribute in shaderAttributes)
            {
                if (ignoreAttributes.Contains(shaderAttribute.Name))
                {
                    continue;
                }

                if (!mesh.Attributes.Contains(shaderAttribute.Name))
                {
                    throw new ArgumentException("Shader requires vertex attribute \"" + shaderAttribute.Name + "\", which is not present in mesh.");
                }

                VertexAttribute attribute = mesh.Attributes[shaderAttribute.Name];


                if (attribute.Datatype == VertexAttributeType.EmulatedDoubleVector3)
                {
                    IList <Vector3D> values = ((VertexAttribute <Vector3D>)attribute).Values;

                    Vector3F[] valuesArray = new Vector3F[values.Count];
                    for (int i = 0; i < values.Count; ++i)
                    {
                        valuesArray[i] = values[i].ToVector3F();
                    }

                    VertexBuffer vertexBuffer = Device.CreateVertexBuffer(usageHint, ArraySizeInBytes.Size(valuesArray));
                    vertexBuffer.CopyFromSystemMemory(valuesArray);
                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 3);
                }
                else if (attribute.Datatype == VertexAttributeType.HalfFloat)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Half>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.HalfFloat, 1);
                }
                else if (attribute.Datatype == VertexAttributeType.HalfFloatVector2)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector2H>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.HalfFloat, 2);
                }
                else if (attribute.Datatype == VertexAttributeType.HalfFloatVector3)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector3H>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.HalfFloat, 3);
                }
                else if (attribute.Datatype == VertexAttributeType.HalfFloatVector4)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector4H>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.HalfFloat, 4);
                }
                else if (attribute.Datatype == VertexAttributeType.Float)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <float>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 1);
                }
                else if (attribute.Datatype == VertexAttributeType.FloatVector2)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector2F>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 2);
                }
                else if (attribute.Datatype == VertexAttributeType.FloatVector3)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector3F>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 3);
                }
                else if (attribute.Datatype == VertexAttributeType.FloatVector4)
                {
                    VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <Vector4F>)attribute).Values, usageHint);

                    meshBuffers.Attributes[shaderAttribute.Location] =
                        new VertexBufferAttribute(vertexBuffer, ComponentDatatype.Float, 4);
                }
                else if (attribute.Datatype == VertexAttributeType.UnsignedByte)
                {
                    if (attribute is VertexAttributeRGBA)
                    {
                        VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <byte>)attribute).Values, usageHint);

                        meshBuffers.Attributes[shaderAttribute.Location] =
                            new VertexBufferAttribute(vertexBuffer, ComponentDatatype.UnsignedByte, 4, true, 0, 0);
                    }

                    else if (attribute is VertexAttributeRGB)
                    {
                        VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <byte>)attribute).Values, usageHint);

                        meshBuffers.Attributes[shaderAttribute.Location] =
                            new VertexBufferAttribute(vertexBuffer, ComponentDatatype.UnsignedByte, 3, true, 0, 0);
                    }
                    else
                    {
                        VertexBuffer vertexBuffer = CreateVertexBuffer(((VertexAttribute <byte>)attribute).Values, usageHint);

                        meshBuffers.Attributes[shaderAttribute.Location] =
                            new VertexBufferAttribute(vertexBuffer, ComponentDatatype.UnsignedByte, 1);
                    }
                }
                else
                {
                    Debug.Fail("attribute.Datatype");
                }
            }

            return(meshBuffers);
        }
コード例 #11
0
        public TriangleMeshTerrainTile(Context context, TerrainTile tile)
        {
            ShaderProgram silhouetteSP = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteFS.glsl"));

            Uniform <float> fillDistance = (Uniform <float>)silhouetteSP.Uniforms["u_fillDistance"];

            fillDistance.Value            = 1.5f;
            _silhouetteHeightExaggeration = (Uniform <float>)silhouetteSP.Uniforms["u_heightExaggeration"];

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainFS.glsl"));

            _tileMinimumHeight = tile.MinimumHeight;
            _tileMaximumHeight = tile.MaximumHeight;

            _heightExaggeration = (Uniform <float>)sp.Uniforms["u_heightExaggeration"];
            _minimumHeight      = (Uniform <float>)sp.Uniforms["u_minimumHeight"];
            _maximumHeight      = (Uniform <float>)sp.Uniforms["u_maximumHeight"];
            HeightExaggeration  = 1;

            ///////////////////////////////////////////////////////////////////

            Mesh mesh = new Mesh();

            mesh.PrimitiveType         = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = tile.Resolution.X * tile.Resolution.Y;
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfPositions);
            IList <Vector3D>             positions          = positionsAttribute.Values;

            mesh.Attributes.Add(positionsAttribute);

            int numberOfPartitionsX    = tile.Resolution.X - 1;
            int numberOfPartitionsY    = tile.Resolution.Y - 1;
            int numberOfIndices        = (numberOfPartitionsX * numberOfPartitionsY) * 6;
            IndicesUnsignedInt indices = new IndicesUnsignedInt(numberOfIndices);

            mesh.Indices = indices;

            //
            // Positions
            //
            Vector2D lowerLeft    = tile.Extent.LowerLeft;
            Vector2D toUpperRight = tile.Extent.UpperRight - lowerLeft;

            int heightIndex = 0;

            for (int y = 0; y <= numberOfPartitionsY; ++y)
            {
                double deltaY   = y / (double)numberOfPartitionsY;
                double currentY = lowerLeft.Y + (deltaY * toUpperRight.Y);

                for (int x = 0; x <= numberOfPartitionsX; ++x)
                {
                    double deltaX   = x / (double)numberOfPartitionsX;
                    double currentX = lowerLeft.X + (deltaX * toUpperRight.X);
                    positions.Add(new Vector3D(currentX, currentY, tile.Heights[heightIndex++]));
                }
            }

            //
            // Indices
            //
            int rowDelta = numberOfPartitionsX + 1;
            int i        = 0;

            for (int y = 0; y < numberOfPartitionsY; ++y)
            {
                for (int x = 0; x < numberOfPartitionsX; ++x)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, i + 1, rowDelta + (i + 1)));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, rowDelta + (i + 1), rowDelta + i));
                    i += 1;
                }
                i += 1;
            }

            _drawState = new DrawState();
            _drawState.RenderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;
            _drawState.ShaderProgram = sp;
            _drawState.VertexArray   = context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);

            _silhouetteDrawState = new DrawState();
            _silhouetteDrawState.RenderState.FacetCulling.Enabled = false;
            _silhouetteDrawState.RenderState.DepthMask            = false;
            _silhouetteDrawState.VertexArray   = _drawState.VertexArray;
            _silhouetteDrawState.ShaderProgram = silhouetteSP;

            _primitiveType = mesh.PrimitiveType;

            _clearColor         = new ClearState();
            _clearColor.Buffers = ClearBuffers.ColorBuffer;

            //
            // Only depth needs to be cleared but include stencil for speed.
            //
            _clearDepthStencil         = new ClearState();
            _clearDepthStencil.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;
        }
コード例 #12
0
        public PolylineShapefile(
            Shapefile shapefile,
            Context context,
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);
            Verify.ThrowIfNull(appearance);

            _polyline = new OutlinedPolylineTexture();

            int positionsCount = 0;
            int indicesCount   = 0;

            PolylineCapacities(shapefile, out positionsCount, out indicesCount);

            VertexAttributeDoubleVector3 positionAttribute     = new VertexAttributeDoubleVector3("position", positionsCount);
            VertexAttributeRGBA          colorAttribute        = new VertexAttributeRGBA("color", positionsCount);
            VertexAttributeRGBA          outlineColorAttribute = new VertexAttributeRGBA("outlineColor", positionsCount);
            IndicesUnsignedInt           indices = new IndicesUnsignedInt(indicesCount);

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polyline)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolylineShape polylineShape = (PolylineShape)shape;

                for (int j = 0; j < polylineShape.Count; ++j)
                {
                    ShapePart part = polylineShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(appearance.PolylineColor);
                        outlineColorAttribute.AddColor(appearance.PolylineOutlineColor);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }
                }
            }

            Mesh mesh = new Mesh();

            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
            _polyline.Width        = appearance.PolylineWidth;
            _polyline.OutlineWidth = appearance.PolylineOutlineWidth;
        }
コード例 #13
0
        public PolygonShapefile(
            Shapefile shapefile, 
            Context context, 
            Ellipsoid globeShape,
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            _polyline = new OutlinedPolylineTexture();
            _polygons = new List<Polygon>();

            VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position");
            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color");
            VertexAttributeRGBA outlineColorAttribute = new VertexAttributeRGBA("outlineColor");
            IndicesUnsignedInt indices = new IndicesUnsignedInt();

            Random r = new Random(3);
            IList<Vector3D> positions = new List<Vector3D>();

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polygon)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolygonShape polygonShape = (PolygonShape)shape;

                for (int j = 0; j < polygonShape.Count; ++j)
                {
                    Color color = Color.FromArgb(127, r.Next(256), r.Next(256), r.Next(256));

                    positions.Clear();

                    ShapePart part = polygonShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positions.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));

                        //
                        // For polyline
                        //
                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(color);
                        outlineColorAttribute.AddColor(Color.Black);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }

                    try
                    {
                        Polygon p = new Polygon(context, globeShape, positions);
                        p.Color = color;
                        _polygons.Add(p);
                    }
                    catch (ArgumentOutOfRangeException) // Not enough positions after cleaning
                    {
                    }
                }
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
        }
コード例 #14
0
        public TriangleMeshTerrainTile(Context context, TerrainTile tile)
        {
            ShaderProgram silhouetteSP = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteFS.glsl"));

            Uniform<float> fillDistance = (Uniform<float>)silhouetteSP.Uniforms["u_fillDistance"];
            fillDistance.Value = 1.5f;
            _silhouetteHeightExaggeration = (Uniform<float>)silhouetteSP.Uniforms["u_heightExaggeration"];

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.TerrainFS.glsl"));

            _tileMinimumHeight = tile.MinimumHeight;
            _tileMaximumHeight = tile.MaximumHeight;

            _heightExaggeration = (Uniform<float>)sp.Uniforms["u_heightExaggeration"];
            _minimumHeight = (Uniform<float>)sp.Uniforms["u_minimumHeight"];
            _maximumHeight = (Uniform<float>)sp.Uniforms["u_maximumHeight"];
            HeightExaggeration = 1;

            ///////////////////////////////////////////////////////////////////

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfPositions = tile.Resolution.X * tile.Resolution.Y;
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfPositions);
            IList<Vector3D> positions = positionsAttribute.Values;
            mesh.Attributes.Add(positionsAttribute);

            int numberOfPartitionsX = tile.Resolution.X - 1;
            int numberOfPartitionsY = tile.Resolution.Y - 1;
            int numberOfIndices = (numberOfPartitionsX * numberOfPartitionsY) * 6;
            IndicesUnsignedInt indices = new IndicesUnsignedInt(numberOfIndices);
            mesh.Indices = indices;

            //
            // Positions
            //
            Vector2D lowerLeft = tile.Extent.LowerLeft;
            Vector2D toUpperRight = tile.Extent.UpperRight - lowerLeft;

            int heightIndex = 0;
            for (int y = 0; y <= numberOfPartitionsY; ++y)
            {
                double deltaY = y / (double)numberOfPartitionsY;
                double currentY = lowerLeft.Y + (deltaY * toUpperRight.Y);

                for (int x = 0; x <= numberOfPartitionsX; ++x)
                {
                    double deltaX = x / (double)numberOfPartitionsX;
                    double currentX = lowerLeft.X + (deltaX * toUpperRight.X);
                    positions.Add(new Vector3D(currentX, currentY, tile.Heights[heightIndex++]));
                }
            }

            //
            // Indices
            //
            int rowDelta = numberOfPartitionsX + 1;
            int i = 0;
            for (int y = 0; y < numberOfPartitionsY; ++y)
            {
                for (int x = 0; x < numberOfPartitionsX; ++x)
                {
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, i + 1, rowDelta + (i + 1)));
                    indices.AddTriangle(new TriangleIndicesUnsignedInt(i, rowDelta + (i + 1), rowDelta + i));
                    i += 1;
                }
                i += 1;
            }

            _drawState = new DrawState();
            _drawState.RenderState.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;
            _drawState.ShaderProgram = sp;
            _drawState.VertexArray = context.CreateVertexArray(mesh, sp.VertexAttributes, BufferHint.StaticDraw);

            _silhouetteDrawState = new DrawState();
            _silhouetteDrawState.RenderState.FacetCulling.Enabled = false;
            _silhouetteDrawState.RenderState.DepthMask = false;
            _silhouetteDrawState.VertexArray = _drawState.VertexArray;
            _silhouetteDrawState.ShaderProgram = silhouetteSP;

            _primitiveType = mesh.PrimitiveType;

            _clearColor = new ClearState();
            _clearColor.Buffers = ClearBuffers.ColorBuffer;
            
            //
            // Only depth needs to be cleared but include stencil for speed.
            //
            _clearDepthStencil = new ClearState();
            _clearDepthStencil.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;
        }
コード例 #15
0
        public void Set(Context context, IList<Vector3D> positions)
        {
            //
            // This method expects that the positions are ordered in a repeated pattern of 
            // below terrain, above terrain pairs.
            //
            // Wall mesh
            //
            Mesh wallMesh = new Mesh();
            wallMesh.PrimitiveType = PrimitiveType.TriangleStrip;

            //
            // Positions
            //
            int numberOfLineSegments = (positions.Count / 2) - 1;
            int numberOfVertices = 2 + numberOfLineSegments + numberOfLineSegments;
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            IList<Vector3D> tempPositions = positionsAttribute.Values;
            wallMesh.Attributes.Add(positionsAttribute);
            foreach (Vector3D v in positions)
            {
                tempPositions.Add(v);
            }

            //
            // Vertex array
            //
            _wallVA = context.CreateVertexArray(wallMesh, _wallSP.VertexAttributes, BufferHint.StaticDraw);

            //
            // Line mesh
            //
            Mesh lineMesh = new Mesh();
            lineMesh.PrimitiveType = PrimitiveType.LineStrip;

            //
            // Positions
            //
            positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            tempPositions = positionsAttribute.Values;
            lineMesh.Attributes.Add(positionsAttribute);
            foreach (Vector3D v in positions)
            {
                tempPositions.Add(v);
            }

            //
            // Indices
            //
            int numIndices = 4 * numberOfLineSegments;
            ushort[] indices = new ushort[numIndices];
            int baseIndex = 1;
            for (int i = 0; i < numIndices; i += 4, baseIndex += 2)
            {
                indices[i] = (ushort)baseIndex;
                indices[i + 1] = (ushort)(baseIndex - 1);
                indices[i + 2] = (ushort)(baseIndex + 1);
                indices[i + 3] = (ushort)(baseIndex + 2);
            }
            IndexBuffer indexBuffer = Device.CreateIndexBuffer(BufferHint.StaticDraw, numIndices * sizeof(ushort));
            indexBuffer.CopyFromSystemMemory(indices);

            //
            // Vertex array
            //
            _lineVA = context.CreateVertexArray(lineMesh, _wallSP.VertexAttributes, BufferHint.StaticDraw);
            _lineVA.IndexBuffer = indexBuffer;

            //
            // State
            //
            _wallDrawState = new DrawState();
            _wallDrawState.RenderState.FacetCulling.Enabled = false;
            _wallDrawState.RenderState.DepthTest.Enabled = false;
            _wallDrawState.RenderState.DepthMask = false;
            _wallDrawState.VertexArray = _lineVA;
            _wallDrawState.ShaderProgram = _wallSP;

            _shadowVolumePassOne = new DrawState();
            _shadowVolumePassOne.VertexArray = _lineVA;
            _shadowVolumePassOne.ShaderProgram = _shadowVolumeSP;
            _shadowVolumePassOne.RenderState.FacetCulling.Enabled = false;
            _shadowVolumePassOne.RenderState.DepthMask = false;
            _shadowVolumePassOne.RenderState.ColorMask = new ColorMask(false, false, false, false);
            StencilTest stOne = _shadowVolumePassOne.RenderState.StencilTest;
            stOne.Enabled = true;
            stOne.FrontFace.DepthFailStencilPassOperation = StencilOperation.Decrement;
            stOne.BackFace.DepthFailStencilPassOperation = StencilOperation.Increment;

            _shadowVolumePassTwo = new DrawState();
            _shadowVolumePassTwo.VertexArray = _lineVA;
            _shadowVolumePassTwo.ShaderProgram = _shadowVolumeSP;
            _shadowVolumePassTwo.RenderState.DepthMask = false;
            StencilTest stTwo = _shadowVolumePassTwo.RenderState.StencilTest;
            stTwo.Enabled = true;
            stTwo.FrontFace.DepthFailStencilPassOperation = StencilOperation.Zero;
            stTwo.FrontFace.DepthPassStencilPassOperation = StencilOperation.Zero;
            stTwo.FrontFace.Function = StencilTestFunction.NotEqual;
            stTwo.BackFace.DepthFailStencilPassOperation = StencilOperation.Zero;
            stTwo.BackFace.DepthPassStencilPassOperation = StencilOperation.Zero;
            stTwo.BackFace.Function = StencilTestFunction.NotEqual;
        }
コード例 #16
0
ファイル: Polygon.cs プロジェクト: jpespartero/OpenGlobe
        public Polygon(Context context, Ellipsoid globeShape, IEnumerable<Vector3D> positions)
        {
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);

            //
            // Pipeline Stage 1a:  Clean up - Remove duplicate positions
            //
            List<Vector3D> cleanPositions = (List<Vector3D>)SimplePolygonAlgorithms.Cleanup(positions);

            //
            // Pipeline Stage 1b:  Clean up - Swap winding order
            //
            EllipsoidTangentPlane plane = new EllipsoidTangentPlane(globeShape, cleanPositions);
            ICollection<Vector2D> positionsOnPlane = plane.ComputePositionsOnPlane(cleanPositions);
            if (SimplePolygonAlgorithms.ComputeWindingOrder(positionsOnPlane) == PolygonWindingOrder.Clockwise)
            {
                cleanPositions.Reverse();
                //((List<Vector2D>)positionsOnPlane).Reverse();
            }
            
            //
            // Pipeline Stage 2:  Triangulate
            //
            IndicesUnsignedInt indices = EarClippingOnEllipsoid.Triangulate(cleanPositions);
            //IndicesInt32 indices = EarClipping.Triangulate(positionsOnPlane);

            //
            // Pipeline Stage 3:  Subdivide
            //
            TriangleMeshSubdivisionResult result = TriangleMeshSubdivision.Compute(cleanPositions, indices, Trig.ToRadians(1));
            
            //
            // Pipeline Stage 4:  Set height
            //
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3(
                "position", (result.Indices.Values.Count / 3) + 2);
            foreach (Vector3D position in result.Positions)
            {
                positionsAttribute.Values.Add(globeShape.ScaleToGeocentricSurface(position));
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;
            mesh.Attributes.Add(positionsAttribute);
            mesh.Indices = result.Indices;

            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Renderables.Polygon.Shaders.PolygonFS.glsl"));
            ((Uniform<Vector3F>)sp.Uniforms["u_globeOneOverRadiiSquared"]).Value = globeShape.OneOverRadiiSquared.ToVector3F();
            _colorUniform = (Uniform<Vector4F>)sp.Uniforms["u_color"];

            _drawState = new DrawState();
            _drawState.RenderState.Blending.Enabled = true;
            _drawState.RenderState.Blending.SourceRGBFactor = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.SourceAlphaFactor = SourceBlendingFactor.SourceAlpha;
            _drawState.RenderState.Blending.DestinationRGBFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.RenderState.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            _drawState.ShaderProgram = sp;
            _meshBuffers = Device.CreateMeshBuffers(mesh, _drawState.ShaderProgram.VertexAttributes, BufferHint.StaticDraw);

            _primitiveType = mesh.PrimitiveType;

            Color = Color.White;
        }
コード例 #17
0
        public PolylineShapefile(
            Shapefile shapefile, 
            Context context, 
            Ellipsoid globeShape, 
            ShapefileAppearance appearance)
        {
            Verify.ThrowIfNull(shapefile);
            Verify.ThrowIfNull(context);
            Verify.ThrowIfNull(globeShape);
            Verify.ThrowIfNull(appearance);
            
            _polyline = new OutlinedPolylineTexture();

            int positionsCount = 0;
            int indicesCount = 0;
            PolylineCapacities(shapefile, out positionsCount, out indicesCount);

            VertexAttributeDoubleVector3 positionAttribute = new VertexAttributeDoubleVector3("position", positionsCount);
            VertexAttributeRGBA colorAttribute = new VertexAttributeRGBA("color", positionsCount);
            VertexAttributeRGBA outlineColorAttribute = new VertexAttributeRGBA("outlineColor", positionsCount);
            IndicesUnsignedInt indices = new IndicesUnsignedInt(indicesCount);

            foreach (Shape shape in shapefile)
            {
                if (shape.ShapeType != ShapeType.Polyline)
                {
                    throw new NotSupportedException("The type of an individual shape does not match the Shapefile type.");
                }

                PolylineShape polylineShape = (PolylineShape)shape;

                for (int j = 0; j < polylineShape.Count; ++j)
                {
                    ShapePart part = polylineShape[j];

                    for (int i = 0; i < part.Count; ++i)
                    {
                        Vector2D point = part[i];

                        positionAttribute.Values.Add(globeShape.ToVector3D(Trig.ToRadians(new Geodetic3D(point.X, point.Y))));
                        colorAttribute.AddColor(appearance.PolylineColor);
                        outlineColorAttribute.AddColor(appearance.PolylineOutlineColor);

                        if (i != 0)
                        {
                            indices.Values.Add((uint)positionAttribute.Values.Count - 2);
                            indices.Values.Add((uint)positionAttribute.Values.Count - 1);
                        }
                    }
                }
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Lines;
            mesh.Attributes.Add(positionAttribute);
            mesh.Attributes.Add(colorAttribute);
            mesh.Attributes.Add(outlineColorAttribute);
            mesh.Indices = indices;
            _polyline.Set(context, mesh);
            _polyline.Width = appearance.PolylineWidth;
            _polyline.OutlineWidth = appearance.PolylineOutlineWidth;
        }
コード例 #18
0
        public void Set(Context context, IList <Vector3D> positions)
        {
            //
            // This method expects that the positions are ordered in a repeated pattern of
            // below terrain, above terrain pairs.
            //
            // Wall mesh
            //
            Mesh wallMesh = new Mesh();

            wallMesh.PrimitiveType = PrimitiveType.TriangleStrip;

            //
            // Positions
            //
            int numberOfLineSegments = (positions.Count / 2) - 1;
            int numberOfVertices     = 2 + numberOfLineSegments + numberOfLineSegments;
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            IList <Vector3D>             tempPositions      = positionsAttribute.Values;

            wallMesh.Attributes.Add(positionsAttribute);
            foreach (Vector3D v in positions)
            {
                tempPositions.Add(v);
            }

            //
            // Vertex array
            //
            _wallVA = context.CreateVertexArray(wallMesh, _wallSP.VertexAttributes, BufferHint.StaticDraw);

            //
            // Line mesh
            //
            Mesh lineMesh = new Mesh();

            lineMesh.PrimitiveType = PrimitiveType.LineStrip;

            //
            // Positions
            //
            positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            tempPositions      = positionsAttribute.Values;
            lineMesh.Attributes.Add(positionsAttribute);
            foreach (Vector3D v in positions)
            {
                tempPositions.Add(v);
            }

            //
            // Indices
            //
            int numIndices = 4 * numberOfLineSegments;

            ushort[] indices   = new ushort[numIndices];
            int      baseIndex = 1;

            for (int i = 0; i < numIndices; i += 4, baseIndex += 2)
            {
                indices[i]     = (ushort)baseIndex;
                indices[i + 1] = (ushort)(baseIndex - 1);
                indices[i + 2] = (ushort)(baseIndex + 1);
                indices[i + 3] = (ushort)(baseIndex + 2);
            }
            IndexBuffer indexBuffer = Device.CreateIndexBuffer(BufferHint.StaticDraw, numIndices * sizeof(ushort));

            indexBuffer.CopyFromSystemMemory(indices);

            //
            // Vertex array
            //
            _lineVA             = context.CreateVertexArray(lineMesh, _wallSP.VertexAttributes, BufferHint.StaticDraw);
            _lineVA.IndexBuffer = indexBuffer;

            //
            // State
            //
            _wallDrawState = new DrawState();
            _wallDrawState.RenderState.FacetCulling.Enabled = false;
            _wallDrawState.RenderState.DepthTest.Enabled    = false;
            _wallDrawState.RenderState.DepthMask            = false;
            _wallDrawState.VertexArray   = _lineVA;
            _wallDrawState.ShaderProgram = _wallSP;

            _shadowVolumePassOne               = new DrawState();
            _shadowVolumePassOne.VertexArray   = _lineVA;
            _shadowVolumePassOne.ShaderProgram = _shadowVolumeSP;
            _shadowVolumePassOne.RenderState.FacetCulling.Enabled = false;
            _shadowVolumePassOne.RenderState.DepthMask            = false;
            _shadowVolumePassOne.RenderState.ColorMask            = new ColorMask(false, false, false, false);
            StencilTest stOne = _shadowVolumePassOne.RenderState.StencilTest;

            stOne.Enabled = true;
            stOne.FrontFace.DepthFailStencilPassOperation = StencilOperation.Decrement;
            stOne.BackFace.DepthFailStencilPassOperation  = StencilOperation.Increment;

            _shadowVolumePassTwo                       = new DrawState();
            _shadowVolumePassTwo.VertexArray           = _lineVA;
            _shadowVolumePassTwo.ShaderProgram         = _shadowVolumeSP;
            _shadowVolumePassTwo.RenderState.DepthMask = false;
            StencilTest stTwo = _shadowVolumePassTwo.RenderState.StencilTest;

            stTwo.Enabled = true;
            stTwo.FrontFace.DepthFailStencilPassOperation = StencilOperation.Zero;
            stTwo.FrontFace.DepthPassStencilPassOperation = StencilOperation.Zero;
            stTwo.FrontFace.Function = StencilTestFunction.NotEqual;
            stTwo.BackFace.DepthFailStencilPassOperation = StencilOperation.Zero;
            stTwo.BackFace.DepthPassStencilPassOperation = StencilOperation.Zero;
            stTwo.BackFace.Function = StencilTestFunction.NotEqual;
        }
コード例 #19
0
        public static Mesh Compute(Ellipsoid ellipsoid, int numberOfPartitions, CubeMapEllipsoidVertexAttributes vertexAttributes)
        {
            if (numberOfPartitions < 0)
            {
                throw new ArgumentOutOfRangeException("numberOfPartitions");
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Position) != CubeMapEllipsoidVertexAttributes.Position)
            {
                throw new ArgumentException("Positions must be provided.", "vertexAttributes");
            }

            Mesh mesh = new Mesh();
            mesh.PrimitiveType = PrimitiveType.Triangles;
            mesh.FrontFaceWindingOrder = WindingOrder.Counterclockwise;

            int numberOfVertices = NumberOfVertices(numberOfPartitions);
            VertexAttributeDoubleVector3 positionsAttribute = new VertexAttributeDoubleVector3("position", numberOfVertices);
            mesh.Attributes.Add(positionsAttribute);

            IndicesUnsignedInt indices = new IndicesUnsignedInt(3 * NumberOfTriangles(numberOfPartitions));
            mesh.Indices = indices;

            CubeMapMesh CubeMapMesh = new CubeMapMesh();
            CubeMapMesh.Ellipsoid = ellipsoid;
            CubeMapMesh.NumberOfPartitions = numberOfPartitions;
            CubeMapMesh.Positions = positionsAttribute.Values;
            CubeMapMesh.Indices = indices;

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.Normal) == CubeMapEllipsoidVertexAttributes.Normal)
            {
                VertexAttributeHalfFloatVector3 normalsAttribute = new VertexAttributeHalfFloatVector3("normal", numberOfVertices);
                mesh.Attributes.Add(normalsAttribute);
                CubeMapMesh.Normals = normalsAttribute.Values;
            }

            if ((vertexAttributes & CubeMapEllipsoidVertexAttributes.TextureCoordinate) == CubeMapEllipsoidVertexAttributes.TextureCoordinate)
            {
                VertexAttributeHalfFloatVector2 textureCoordinateAttribute = new VertexAttributeHalfFloatVector2("textureCoordinate", numberOfVertices);
                mesh.Attributes.Add(textureCoordinateAttribute);
                CubeMapMesh.TextureCoordinate = textureCoordinateAttribute.Values;
            }

            //
            // Initial cube.  In the plane, z = -1:
            //
            //                   +y
            //                    |
            //             Q2     * p3     Q1
            //                  / | \
            //              p0 *--+--* p2   +x
            //                  \ | /
            //             Q3     * p1     Q4
            //                    |
            //
            // Similarly, p4 to p7 are in the plane z = 1.
            //
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, -1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, -1));
            CubeMapMesh.Positions.Add(new Vector3D(-1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, -1, 1));
            CubeMapMesh.Positions.Add(new Vector3D(1, 0, 1));
            CubeMapMesh.Positions.Add(new Vector3D(0, 1, 1));

            //
            // Edges
            //
            // 0 -> 1, 1 -> 2, 2 -> 3, 3 -> 0.  Plane z = -1
            // 4 -> 5, 5 -> 6, 6 -> 7, 7 -> 4.  Plane z = 1
            // 0 -> 4, 1 -> 5, 2 -> 6, 3 -> 7.  From plane z = -1 to plane z - 1
            //
            int[] edge0to1 = AddEdgePositions(0, 1, CubeMapMesh);
            int[] edge1to2 = AddEdgePositions(1, 2, CubeMapMesh);
            int[] edge2to3 = AddEdgePositions(2, 3, CubeMapMesh);
            int[] edge3to0 = AddEdgePositions(3, 0, CubeMapMesh);

            int[] edge4to5 = AddEdgePositions(4, 5, CubeMapMesh);
            int[] edge5to6 = AddEdgePositions(5, 6, CubeMapMesh);
            int[] edge6to7 = AddEdgePositions(6, 7, CubeMapMesh);
            int[] edge7to4 = AddEdgePositions(7, 4, CubeMapMesh);

            int[] edge0to4 = AddEdgePositions(0, 4, CubeMapMesh);
            int[] edge1to5 = AddEdgePositions(1, 5, CubeMapMesh);
            int[] edge2to6 = AddEdgePositions(2, 6, CubeMapMesh);
            int[] edge3to7 = AddEdgePositions(3, 7, CubeMapMesh);

            AddFaceTriangles(edge0to4, edge0to1, edge1to5, edge4to5, CubeMapMesh); // Q3 Face
            AddFaceTriangles(edge1to5, edge1to2, edge2to6, edge5to6, CubeMapMesh); // Q4 Face
            AddFaceTriangles(edge2to6, edge2to3, edge3to7, edge6to7, CubeMapMesh); // Q1 Face
            AddFaceTriangles(edge3to7, edge3to0, edge0to4, edge7to4, CubeMapMesh); // Q2 Face
            AddFaceTriangles(ReversedArray(edge7to4), edge4to5, edge5to6, ReversedArray(edge6to7), CubeMapMesh); // Plane z = 1
            AddFaceTriangles(edge1to2, ReversedArray(edge0to1), ReversedArray(edge3to0), edge2to3, CubeMapMesh); // Plane z = -1

            CubeToEllipsoid(CubeMapMesh);
            return mesh;
        }