protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };


            items.Add(new GLColorShaderWorld(), "COSW");
            GLRenderState rl1 = GLRenderState.Lines(1);

            {
                rObjects.Add(items.Shader("COSW"), "L1",   // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(-100, 0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Gray })
                             );


                rObjects.Add(items.Shader("COSW"),    // vertical
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 0, -100), new Vector3(100, 0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Gray })
                             );
            }

            items.Add(new GLTexture2D(Properties.Resources.galheightmap7, SizedInternalFormat.Rgba8), "gal");

            items.Add(new GLGalShader(), "TEX-NC");

            GLRenderState rg = GLRenderState.Quads(cullface: false);

            rObjects.Add(items.Shader("TEX-NC"),
                         GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rg,
                                                               GLShapeObjectFactory.CreateQuad(200.0f, 200.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                               new GLRenderDataTranslationRotationTexture(items.Tex("gal"), new Vector3(0, 0, 0))
                                                               ));

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // create a matrix uniform block
        }
Exemplo n.º 2
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));
            }
        }
Exemplo n.º 3
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;


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

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

            displaycontrol.Paint += (o, ts) =>        // subscribing after start means we paint over the scene, letting transparency work
            {
                // MCUB set up by Controller3DDraw which did the work first
                displaycontrol.Render(glwfc.RenderState, ts);
            };


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

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

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

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

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

            plus.MouseClick += (e1, m1) => { currentjd += 365; };
            displaycontrol.Add(plus);
            status = new GLLabel("state", new Rectangle(200, 0, 400, 20), "Label", Color.DarkOrange);
            displaycontrol.Add(status);
            datalabel           = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange);
            datalabel.TextAlign = ContentAlignment.TopLeft;
            displaycontrol.Add(datalabel);


            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 3000F;
            gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 0.025F);
            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 100.0f);
            };

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

            items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "golden");
            items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon");

            #region coloured lines

            int gridsize = (int)(worldsize * mscaling);
            int markers  = gridsize / 20;

            {
                GLRenderState lines = GLRenderState.Lines(1);

                Color gridcolour = Color.FromArgb(255, 60, 60, 60);
                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(markers, 0, 0), gridsize / markers * 2 + 1),
                                                                  new Color4[] { gridcolour })
                             );


                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, markers), gridsize / markers * 2 + 1),
                                                                  new Color4[] { gridcolour }));
            }

            rObjects.Add(new GLOperationClearDepthBuffer());

            {
                GLRenderState rt = GLRenderState.Tri();

                float sunscaled = sunradiusm * mscaling * sunscaleup;
                rObjects.Add(items.Shader("TEXOCT"), "sun",
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt,
                                                                   GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, sunscaled),
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("golden"), new Vector3(0, 0, 0))
                                                                   ));
            }


            #endregion

            {   // debug check
                DateTime t  = new DateTime(2000, 1, 1, 12, 0, 0);
                double   jd = t.ToJulianDate();
                DateTime t2 = jd.JulianToDateTime();
                System.Diagnostics.Debug.WriteLine($"Date time {t} JD {jd} back to {t2}");
            }


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

            currentjd     = KeplerOrbitElements.J2000;
            jdscaling     = 0;
            bodies        = new KeplerOrbitElements[4];
            bodypositions = new GLRenderDataTranslationRotationTexture[4];

            // earth
            bodies[0] = new KeplerOrbitElements(true, semimajoraxiskm: 0.38709893 * AU,  // https://nssdc.gsfc.nasa.gov/planetary/factsheet/mercuryfact.html
                                                eccentricity: 0.20563069,
                                                inclination: 7.00487,
                                                longitudeofascendingnode: 48.33167,
                                                longitudeofperihelion: 77.45645,
                                                meanlongitude: 252.25084,
                                                currentjd);
            bodies[1] = new KeplerOrbitElements(true, semimajoraxiskm: 0.72333199 * AU,  // https://nssdc.gsfc.nasa.gov/planetary/factsheet/venusfact.html
                                                eccentricity: 0.00677323,
                                                inclination: 3.39471,
                                                longitudeofascendingnode: 76.68069,
                                                longitudeofperihelion: 131.53298,
                                                meanlongitude: 181.97973,
                                                currentjd);
            bodies[2] = new KeplerOrbitElements(true, semimajoraxiskm: 1.49596E+08,  // https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html
                                                eccentricity: 0.0167086,
                                                inclination: 0.00005,
                                                longitudeofascendingnode: -11.26064,
                                                longitudeofperihelion: 102.94719,
                                                meanlongitude: 100.46435,
                                                currentjd);
            bodies[3] = new KeplerOrbitElements(true, semimajoraxiskm: 1.52366231 * AU,  // https://nssdc.gsfc.nasa.gov/planetary/factsheet/marsfact.html
                                                eccentricity: 0.09341233,
                                                inclination: 1.85061,
                                                longitudeofascendingnode: 49.57854,
                                                longitudeofperihelion: 336.04084,
                                                meanlongitude: 355.45332,
                                                currentjd);

            float planetsize = earthradiusm * mscaling * planetscaleup;

            for (int i = 0; i < bodies.Length; i++)
            {
                bodies[i].CentralMass = Msol;

                System.Diagnostics.Debug.WriteLine($"{i} {bodies[i].OrbitalPeriodS/60/60/24} {bodies[i].CalculateMass(bodies[i].OrbitalPeriodS)}");

                bodypositions[i] = new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0));

                GLRenderState rt = GLRenderState.Tri();
                rObjects.Add(items.Shader("TEXOCT"), "Body" + i,
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt,
                                                                   GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, planetsize), bodypositions[i]));

                Vector4[] orbit = bodies[i].Orbit(currentjd, 1, mscaling);

                GLRenderState lines = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.LineStrip, lines, orbit, new Color4[] { Color.FromArgb(255, 128, 0, 0) }));
            }

            systemtimer.Interval = 25;
            systemtimer.Tick    += new EventHandler(SystemTick);
            systemtimer.Start();
        }
Exemplo n.º 4
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            // operate matrixcalc in +Z away mode (default), in perspective mode (default)

            matrixcalc = new GLMatrixCalc();                                                   // must make after GL window is made
            matrixcalc.ResizeViewPort(this, glwfc.Size);                                       // inform matrix calc of window size
            matrixcalc.CalculateModelMatrix(new Vector3(0, 0, 0), new Vector2(135, 0), 50, 0); // set up the lookat position, the camera direction, the distance and rotation
            matrixcalc.CalculateProjectionMatrix();                                            // and set the project matrix

            glwfc.Paint += Draw;                                                               // register for draw

            // disposable items are stored in GLItemsList, so they can be cleanly disposed of at the end

            // make three stock shaders with names

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

            // make a texture from resources called dotted2

            items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2");

            // render state for lines
            GLRenderState lines = GLRenderState.Lines(1);

            // make a set of vertices from the shape factory
            var rs1 = GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21);

            // make a array of colours for the vertexes (note do not need a full set, the render creator will repeat them automatically)
            var rc1 = new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed };

            // make a render item, indicating type (Lines), vertexes (rs1) and colours (rc1)
            var ri1 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, rs1, rc1);

            // add to render list - paint with this shader, and this render
            rObjects.Add(items.Shader("COSW"), ri1);

            // do more..

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

            // render state for triangles

            GLRenderState rc = GLRenderState.Tri();

            rc.CullFace = false;

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

            rObjects.Add(items.Shader("COSOT"), "scopen2",
                         GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                              GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                              new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                              new GLRenderDataTranslationRotation(new Vector3(10, 0, 10))
                                                              ));

            // render state for quads

            GLRenderState rq = GLRenderState.Quads();

            rObjects.Add(items.Shader("TEXOT"),
                         GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                               GLShapeObjectFactory.CreateQuad(5.0f, 5.0f, new Vector3(0f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                               new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0))
                                                               ));

            // make a Uniformblock to hold matrix info

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");     // def binding of 0
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            glwfc.EnsureCurrentContext();       // paranoid check

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

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

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

            items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "dotted");
            items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2");
            items.Add(new GLTexture2D(Properties.Resources.Logo8bpp, SizedInternalFormat.Rgba8), "logo8bpp");
            items.Add(new GLTexture2D(Properties.Resources.smile5300_256x256x8, SizedInternalFormat.Rgba8), "smile");

            #region coloured lines

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

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


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

            #endregion

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

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));

                rObjects.Add(items.Shader("COSOT"), "scopen2",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                                  new GLRenderDataTranslationRotation(new Vector3(-10, -3, -20))
                                                                  ));
            }

            #endregion
            #region textures
            if (true)
            {
                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1.0f, 1.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0))
                                                                   ));
            }

            #endregion


            #region Matrix Calc Uniform

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

            #endregion


            //new Thread(() => new Window2().ShowDialog()).Start();       // in another thread, it works

            frm = new Window2();
            frm.Show();
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            var ext = GLStatics.Extensions();

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

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

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

            items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT");

            {
                Bitmap bmp       = new Bitmap(Properties.Resources.dotted2); // demo argb copy
                byte[] argbbytes = bmp.GetARGBBytes();
                Bitmap copy      = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(bmp.Width, bmp.Height, argbbytes);
                var    tex       = new GLTexture2D(copy, SizedInternalFormat.Rgba8);
                items.Add(tex, "dotted2");
                Bitmap bmp2 = tex.GetBitmap(inverty: false);
                bmp2.Save(@"c:\code\dotted2.bmp");
            }

            #region coloured lines

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(5);

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

                GLRenderState lines2 = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed }));
            }
            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(1);

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

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

            #endregion

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

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));
            }

            #endregion

            #region Matrix Calc Uniform

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

            #endregion

            #region FB

            GLTexture2D ctex = new GLTexture2D();
            items.Add(ctex, "drawnbitmap");

            if (true)
            {
                int width = 1024, height = 768;

                // set up FB
                // NOTE: things end up inverted in Y in the texture, this is because textures are bottom up structures - seems the internet agrees

                GLFrameBuffer fb = new GLFrameBuffer();

                // attach a texture to draw to
                ctex.CreateOrUpdateTexture(width, height, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, 1);
                ctex.SetMinMagLinear();
                fb.AttachColor(ctex, 0, 0);

                GLRenderBuffer rb = new GLRenderBuffer();
                items.Add(rb);
                rb.Allocate(RenderbufferStorage.DepthComponent32f, ctex.Width, ctex.Height);
                fb.AttachDepth(rb);

                // bind Framebuffer to system for it to be the target to draw to, with a default back colour
                fb.BindColor(new OpenTK.Graphics.Color4(40, 40, 40, 255));

                GLMatrixCalc mc = new GLMatrixCalc();
                mc.PerspectiveNearZDistance = 1f;
                mc.PerspectiveFarZDistance  = 1000f;
                mc.ResizeViewPort(this, new Size(ctex.Width, ctex.Height));
                Vector3 lookat    = new Vector3(0, 0, 0);
                Vector2 camerapos = new Vector2(110f, 0);
                mc.CalculateModelMatrix(lookat, camerapos, 20F, 0);
                mc.CalculateProjectionMatrix();

                ((GLMatrixCalcUniformBlock)items.UB("MCUB")).SetFull(mc);

                var renderState = GLRenderState.Start();

                Vector4[] p = new Vector4[4];

                int size   = 64;
                int offset = 10;
                p[0] = new Vector4(offset, offset, 0, 1);               // topleft - correct winding for our system. For dotted, red/blue at top as dots
                p[1] = new Vector4(offset, offset + size, 0, 1);        // bottomleft
                p[2] = new Vector4(offset + size, offset, 0, 1);        // topright
                p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright

                items.Add(new GLDirect(), "fbds1");

                GLRenderState       rts = GLRenderState.Tri();
                GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2"));
                var ri = GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt);
                ri.Execute(items.Shader("fbds1"), renderState, mc);

                GLRenderState lines = GLRenderState.Lines(1);

                var l1 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                              new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed });

                l1.Execute(items.Shader("COSW"), renderState, mc);

                var l2 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                              new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed });

                l2.Execute(items.Shader("COSW"), renderState, mc);

                var l3 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                              new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange });

                l3.Execute(items.Shader("COSW"), renderState, mc);
                var l4 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                              new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange });
                l4.Execute(items.Shader("COSW"), renderState, mc);

                GLRenderState rc = GLRenderState.Tri();
                rc.CullFace = false;
                var ri2 = GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                               GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                               new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                               new GLRenderDataTranslationRotation(new Vector3(10, 3, 20)));
                ri2.Execute(items.Shader("COSOT"), renderState, mc);

                GLRenderState rq = GLRenderState.Quads();

                var ri3 = GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rq,
                                                                GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0)));

                ri3.Execute(items.Shader("TEXOT"), renderState, mc);

                GLFrameBuffer.UnBind();
                gl3dcontroller.MatrixCalc.SetViewPort();        // restore the view port

                byte[] texdatab = ctex.GetTextureImageAs <byte>(OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, 0, true);
                Bitmap bmp      = GLOFC.Utils.BitMapHelpers.CreateBitmapFromARGBBytes(ctex.Width, ctex.Height, texdatab);
                bmp.Save(@"c:\code\out.bmp");
            }

            #endregion


            if (true)
            {
                Vector4[] p = new Vector4[4];

                int size   = 128;
                int offset = 10;
                p[0] = new Vector4(offset, offset, 0, 1);               // topleft - correct winding for our system. For dotted, red/blue at top as dots
                p[1] = new Vector4(offset, offset + size, 0, 1);        // bottomleft
                p[2] = new Vector4(offset + size, offset, 0, 1);        // topright
                p[3] = new Vector4(offset + size, offset + size, 0, 1); // botright

                items.Add(new GLDirect(), "ds1");

                GLRenderState       rts = GLRenderState.Tri();
                GLRenderDataTexture rdt = new GLRenderDataTexture(items.Tex("dotted2"));

                rObjects.Add(items.Shader("ds1"), "ds1", GLRenderableItem.CreateVector4(items, PrimitiveType.TriangleStrip, rts, p, rdt));
            }

            if (true)
            {
                GLRenderState rq = GLRenderState.Quads();

                float width  = 20F;
                float height = 20F / ctex.Width * ctex.Height;

                // TexQuadInv corrects for the inverted FB texture
                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(width, height, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCCW,
                                                                   new GLRenderDataTranslationRotationTexture(ctex, new Vector3(-15, 0, 10))
                                                                   ));
            }

            if (true)
            {
                GLRenderState rq = GLRenderState.Quads();
                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(5f, 5f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(10, 0, 0))
                                                                   ));
            }


            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 100F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            glwfc.BackColor = Color.FromArgb(0, 0, 20);
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F);
            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 20.0f);
            };

            // this bit is eye candy just to show its working

            items.Add(new GLColorShaderWorld(), "COSW");
            GLRenderState rl = GLRenderState.Lines(1);

            rObjects.Add(items.Shader("COSW"),
                         GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9),
                                                              new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                         );


            rObjects.Add(items.Shader("COSW"),
                         GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                              GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9),
                                                              new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                         );


            items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon");
            items.Add(new GLTexturedShaderObjectTranslation(), "TEX");

            GLRenderState rt = GLRenderState.Tri();

            rObjects.Add(items.Shader("TEX"), "sphere7",
                         GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt,
                                                               GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 20.0f),
                                                               new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0))
                                                               ));


            // Pass vertex data thru a vertex shader which stores into a block

            items.Add(new GLShaderPipeline(new GLVertexShaderCompute()), "N1");

            vecoutbuffer = new GLStorageBlock(1);                                                                                // new storage block on binding index 1 which the vertex shader uses
            vecoutbuffer.AllocateBytes(sizeof(float) * 2048 + sizeof(int), OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); // set size of vec buffer

            //Vector4[] data = new Vector4[] {
            //    new Vector4(1, 2, 3, 0),
            //    new Vector4(4, 5, 6, 0)
            //};

            Vector4[] data = GLSphereObjectFactory.CreateSphereFromTriangles(0, 1.0f);

            GLRenderState rp = GLRenderState.Points();

            rObjects.Add(items.Shader("N1"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, data));

            for (double ang = -Math.PI / 2; ang <= Math.PI / 2 + 0.1; ang += 0.1)
            {
                Vector3 pos         = new Vector3((float)Math.Cos(ang), (float)Math.Sin(ang), 0);
                Vector3 up          = new Vector3(0, 1, 0);
                float   dotp        = Vector3.Dot(up, pos);
                float   lens        = (float)(up.Length * pos.Length);
                double  computedang = Math.Acos(dotp / lens);
                System.Diagnostics.Debug.WriteLine(ang.Degrees() + " " + pos + "-> dotp" + dotp + " " + computedang.Degrees());
            }

            items.Add(new GLMatrixCalcUniformBlock(), "MCUB");      // def binding of 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 }));
            }
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 21000f;
            gl3dcontroller.MouseTranslateAmountAtZoom1PerPixel = 0.5f;
            gl3dcontroller.ZoomDistance = 50F;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 1F);

            bool useopenglcoords = true;        // true for +Z towards viewer. OFC is using mostly +Z away from viewer

            if (useopenglcoords)
            {
                gl3dcontroller.MatrixCalc.ModelAxisPositiveZAwayFromViewer = false;
                gl3dcontroller.SetPositionCamera(new Vector3(0, 0, 0), new Vector3(0, 0, 100), 0f);
                gl3dcontroller.RecalcMatrices();
            }

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

            // create stock shaders

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

            // create stock textures

            items.Add(new GLTexture2D(Properties.Resources.dotted, SizedInternalFormat.Rgba8), "dotted");
            items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2");
            items.Add(new GLTexture2D(Properties.Resources.Logo8bpp, SizedInternalFormat.Rgba8), "logo8bpp");
            items.Add(new GLTexture2D(Properties.Resources.smile5300_256x256x8, SizedInternalFormat.Rgba8), "smile");

            #region coloured lines

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

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


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

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

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

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

            #endregion

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

                var cube1pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 2.5f, 10));
                var cube1dtr = new GLRenderDataTranslationRotation(new Vector3(0, 0, 0));

                // these are on positive Z and x

                rObjects.Add(items.Shader("COSOT"), "scopen",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube1pos,
                                                                  new Color4[] { Color4.Green, Color4.Green, Color4.Blue, Color4.Blue, Color4.Cyan, Color4.Cyan },
                                                                  cube1dtr

                                                                  ));

                var cube2pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 2.5f, 50));
                rObjects.Add(items.Shader("COSOT"), "scopen1",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube2pos,
                                                                  new Color4[] { Color4.Green, Color4.Green, Color4.Blue, Color4.Blue, Color4.Cyan, Color4.Cyan },
                                                                  cube1dtr

                                                                  ));

                // this one above cube2 for use in testing ortho mode

                var cube3pos = GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f, new Vector3(10, 10.25f, 50));
                rObjects.Add(items.Shader("COSOT"), "scopen2",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  cube3pos,
                                                                  new Color4[] { Color4.Yellow },
                                                                  cube1dtr

                                                                  ));

                // negative z and x

                rObjects.Add(items.Shader("COSOT"), "scopen3",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                                  new GLRenderDataTranslationRotation(new Vector3(-10, -2.5f, -10))
                                                                  ));

                rObjects.Add(items.Shader("COSOT"), "scopen4",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red, Color4.Red },
                                                                  new GLRenderDataTranslationRotation(new Vector3(-10, -2.5f, -20))
                                                                  ));
            }

            #endregion

            #region textures
            if (true)
            {
                // texture facing upwards, culled if viewer below it

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("TEXOT"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(5.0f, 5.0f, new Vector3(-0f.Radians(), 0, 0), ccw: gl3dcontroller.MatrixCalc.ModelAxisPositiveZAwayFromViewer), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(0, 0, 0))
                                                                   ));
            }

            #endregion


            #region Matrix Calc Uniform

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

            #endregion
        }
Exemplo n.º 10
0
        // Demonstrate buffer feedback AND geo shader add vertex/dump vertex



        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 20F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            glwfc.BackColor = Color.FromArgb(0, 0, 60);
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 20.0f);
            };

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

            {
                items.Add(new GLColorShaderWorld(), "COS");
                GLRenderState rl = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COS"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );


                rObjects.Add(items.Shader("COS"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, null,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9),
                                                                  new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green })
                             );
            }

            {
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon");

                GLRenderState rt = GLRenderState.Tri();

                rObjects.Add(items.Shader("TEX"), "sphere7",
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt,
                                                                   GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 10.0f),
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(-30, 0, 0))
                                                                   ));
            }

            {
                var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) });

                items.Add(new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()), "STAR");

                GLRenderState rt = GLRenderState.Tri();

                rObjects.Add(items.Shader("STAR"), "sun",
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Triangles,
                                                            rt,
                                                            GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f),
                                                            new GLRenderDataTranslationRotation(new Vector3(20, 0, 0)),
                                                            ic: 1));

                items.Add(new GLShaderStarCorona(), "CORONA");

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("CORONA"), GLRenderableItem.CreateVector4(items, PrimitiveType.Quads,
                                                                                    rq,
                                                                                    GLShapeObjectFactory.CreateQuad(1f),
                                                                                    new GLRenderDataTranslationRotation(new Vector3(20, 0, 0), new Vector3(0, 0, 0), 20f, calclookat: true)));
            }

            if (true)
            {
                Vector4[] pos = new Vector4[3];
                pos[0] = new Vector4(-20, 0, 10, 0);
                pos[1] = new Vector4(0, 0, 10, 1);
                pos[2] = new Vector4(20, 0, 10, 2);

                var shape = GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f);

                GLRenderState    rt = GLRenderState.Tri();
                GLRenderableItem ri = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt, shape, pos, null, pos.Length, 1);

                var vertshader = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Red, Color.Green, Color.Blue });
                var shader     = new GLShaderPipeline(vertshader, new GLPLStarSurfaceFragmentShader());
                items.Add(shader, "STAR-M2");
                rObjects.Add(shader, ri);
            }

            GLOFC.GLStatics.Check();

            GL.Enable(EnableCap.DepthClamp);
        }
Exemplo n.º 11
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

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

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 100.0f);
            };

            items.Add(new GLTexturedShaderObjectTranslation(), "TEXOT");
            items.Add(new GLTexturedShaderObjectTranslation(), "TEXOTNoRot");
            items.Add(new GLColorShaderWorld(), "COSW");
            items.Add(new GLColorShaderObjectTranslation(), "COSOT");
            items.Add(new GLFixedColorShaderObjectTranslation(Color.Goldenrod), "FCOSOT");
            items.Add(new GLTexturedShaderObjectCommonTranslation(), "TEXOCT");

            items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted");
            items.Add(new GLTexture2D(Properties.Resources.Logo8bpp, SizedInternalFormat.Rgba8), "logo8bpp");

            items.Add(new GLTexture2D(Properties.Resources.wooden, SizedInternalFormat.Rgba8), "wooden");
            items.Add(new GLTexture2D(Properties.Resources.shoppinglist, SizedInternalFormat.Rgba8), "shoppinglist");
            items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "golden");
            items.Add(new GLTexture2D(Properties.Resources.smile5300_256x256x8, SizedInternalFormat.Rgba8), "smile");
            items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon");


            #region coloured lines

            GLRenderState def = new GLRenderState()
            {
                DepthTest = false
            };                                                                  // set up default state for fixed values - no depth test, rely on stencil

            if (true)
            {
                rObjects.Add(new GLOperationSetStencil());      // set default stencil

                GLRenderState rq = GLRenderState.Quads(def);

                IGLProgramShader s = items.Shader("TEXOT");

                rObjects.Add(s, "Quad",
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(5.0f, 5.0f, new Vector3(-90F.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted"), new Vector3(-2, 3, -6))
                                                                   ));

                rObjects.Add(new GLOperationStencilOnlyIfEqual());
            }

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

                rObjects.Add(items.Shader("COSOT"), "Tri",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc,
                                                                  GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f),
                                                                  new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange },
                                                                  new GLRenderDataTranslationRotation(new Vector3(10, 3, 20))
                                                                  ));
            }

            if (true)
            {
                GLRenderState lines = GLRenderState.Lines(def, 5);

                rObjects.Add(items.Shader("COSW"), "L1",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.White, Color.Red, Color.DarkRed, Color.DarkRed })
                             );

                GLRenderState lines2 = GLRenderState.Lines(def, 1);

                rObjects.Add(items.Shader("COSW"), "L2",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Orange, Color.Blue, Color.DarkRed, Color.DarkRed }));

                rObjects.Add(items.Shader("COSW"), "L3",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(-100, 10, 100), new Vector3(10, 0, 0), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );

                rObjects.Add(items.Shader("COSW"), "L4",
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines2,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-100, 10, -100), new Vector3(100, 10, -100), new Vector3(0, 0, 10), 21),
                                                                  new Color4[] { Color.Yellow, Color.Orange, Color.Yellow, Color.Orange })
                             );
            }

            #endregion


            #endregion

            #region Matrix Calc Uniform

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

            #endregion
        }
        /// <summary>
        /// Create from waveform objects items to paint
        /// May use multiple creates on the same GLWaveFormObject object
        /// Ignore objects without materials or vertexes
        /// </summary>
        /// <param name="objects">List of waveform objects</param>
        /// <param name="worldpos">World position to offset objects to </param>
        /// <param name="rotationradians">Rotation to apply </param>
        /// <param name="scale">Scaling of objects</param>
        /// <returns>true if successfully created, else false if a material is not found</returns>

        public bool Create(List <GLWaveformObject> objects, Vector3 worldpos, Vector3 rotationradians, float scale = 1.0f)
        {
            if (objects == null)
            {
                return(false);
            }

            GLBuffer      vert = null;
            GLRenderState rts  = GLRenderState.Tri();
            bool          okay = false;

            foreach (var obj in objects)
            {
                if (obj.Material.HasChars() && obj.Vertices.Vertices.Count > 0)
                {
                    if (vert == null)
                    {
                        vert = items.NewBuffer();
                        vert.AllocateFill(obj.Vertices.Vertices.ToArray(), obj.Vertices.TextureVertices2.ToArray());    // store all vertices and textures into
                    }

                    bool textured = obj.Indices.TextureIndices.Count > 0;

                    string name = obj.ObjectName != null ? obj.ObjectName : obj.GroupName; // name to use for texture/colour

                    if (textured)                                                          // using textures need texture indicies
                    {
                        IGLTexture tex = items.Contains(obj.Material) ? items.Tex(obj.Material) : null;

                        if (tex == null)
                        {
                            return(false);
                        }

                        if (shadertexture == null)
                        {
                            shadertexture = new GLTexturedShaderObjectTranslation();
                            items.Add(shadertexture);
                        }

                        obj.Indices.RefactorVertexIndicesIntoTriangles();

                        var ri = GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rts, vert, vert.Positions[0], vert.Positions[1], 0,
                                                                       new GLRenderDataTranslationRotationTexture(tex, worldpos, rotationradians, scale)); // renderable item pointing to vert for vertexes

                        ri.CreateElementIndex(items.NewBuffer(), obj.Indices.VertexIndices.ToArray(), 0);                                                  // using the refactored indexes, create an index table and use

                        rlist.Add(shadertexture, name, ri);
                        okay = true;
                    }
                    else
                    {                   // use the name as a colour.
                        Color c = Color.FromName(obj.Material);

                        if (c.A == 0 && c.R == 0 && c.G == 0 && c.B == 0)
                        {
                            if (DefaultColor != Color.Transparent)
                            {
                                c = DefaultColor;
                            }
                            else
                            {
                                return(false);
                            }
                        }

                        if (shadercolor == null)
                        {
                            shadercolor = new GLUniformColorShaderObjectTranslation();
                            items.Add(shadercolor);
                        }

                        obj.Indices.RefactorVertexIndicesIntoTriangles();

                        var ri = GLRenderableItem.CreateVector4(items, PrimitiveType.Triangles, rts, vert, 0, 0, new GLRenderDataTranslationRotationColor(c, worldpos, rotationradians, scale)); // renderable item pointing to vert for vertexes
                        ri.CreateElementIndex(items.NewBuffer(), obj.Indices.VertexIndices.ToArray(), 0);                                                                                        // using the refactored indexes, create an index table and use

                        rlist.Add(shadercolor, name, ri);
                        okay = true;
                    }
                }
            }

            return(okay);
        }
Exemplo n.º 13
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 500000f;
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;
            gl3dcontroller.PaintObjects  = ControllerDraw;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 1.0f * Math.Min(eyedist / 1000, 10));
            };

            gl3dcontroller.PosCamera.ZoomScaling = 1.1f;

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), 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;

            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 GLFixedColorShaderWorld(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.dotted, SizedInternalFormat.Rgba8), "solmarker");
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                GLRenderState rq = GLRenderState.Quads(cullface: false);
                solmarker = new GLRenderDataTranslationRotationTexture(items.Tex("solmarker"), new Vector3(0, 0, 0));
                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                   GLShapeObjectFactory.CreateQuad(1.0f, 1.0f, new Vector3(0, 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                   solmarker
                                                                   ));
            }



            {
                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 1

                GLRenderState rl = GLRenderState.Tri(cullface: false);
                rl.DepthTest = false;


                texcoords = new GLTexture2DArray();
                items.Add(texcoords, "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));
            }
        }
Exemplo n.º 14
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.ZoomDistance = 100F;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F);

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms / 20.0f);
            };

            {
                items.Add(new GLColorShaderWorld(), "COS");
                GLRenderState rl = GLRenderState.Lines(1);

                rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                                       GLShapeObjectFactory.CreateBox(400, 200, 40, new Vector3(0, 0, 0), new Vector3(0, 0, 0)),
                                                                                       new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }));
            }

            {
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");

                using (var bmp = BitMapHelpers.DrawTextIntoAutoSizedBitmap("200,100", new Size(200, 100), new Font("Arial", 10.0f), System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Yellow, Color.Blue))
                {
                    items.Add(new GLTexture2D(bmp, SizedInternalFormat.Rgba8), "200,100");
                }

                using (var bmp = GLOFC.Utils.BitMapHelpers.DrawTextIntoAutoSizedBitmap("-200,-100", new Size(200, 100), new Font("Arial", 10.0f), System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Yellow, Color.Blue))
                {
                    items.Add(new GLTexture2D(bmp, SizedInternalFormat.Rgba8), "-200,-100");
                }

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                                        GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                                        new GLRenderDataTranslationRotationTexture(items.Tex("200,100"), new Vector3(200, 0, 100))));

                rObjects.Add(items.Shader("TEX"), GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Quads, rq,
                                                                                        GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                                        new GLRenderDataTranslationRotationTexture(items.Tex("-200,-100"), new Vector3(-200, 0, -100))));
            }

            {
                items.Add(new GLStarPoints(), "STARS");

                Vector3[] stars = GLPointsFactory.RandomStars(10000, -200, 200, -100, 100, 20, -20);

                GLRenderState rp = GLRenderState.PointsByProgram();

                rObjects.Add(items.Shader("STARS"), "Stars", GLRenderableItem.CreateVector3Packed2(items, PrimitiveType.Points, rp,
                                                                                                   stars, new Vector3(50000, 50000, 50000), 16));
            }


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

            Closed += ShaderTest_Closed;
        }
Exemplo n.º 15
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

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

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            Vector4[] displaylines = new Vector4[]
            {
                new Vector4(left, -vsize, front, 1), new Vector4(left, +vsize, front, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(right, +vsize, front, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, -vsize, front, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(left, -vsize, front, 1),

                new Vector4(left, -vsize, back, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(left, +vsize, back, 1), new Vector4(right, +vsize, back, 1),
                new Vector4(right, +vsize, back, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, -vsize, back, 1), new Vector4(left, -vsize, back, 1),

                new Vector4(left, -vsize, front, 1), new Vector4(left, -vsize, back, 1),
                new Vector4(left, +vsize, front, 1), new Vector4(left, +vsize, back, 1),
                new Vector4(right, -vsize, front, 1), new Vector4(right, -vsize, back, 1),
                new Vector4(right, +vsize, front, 1), new Vector4(right, +vsize, back, 1),
            };

            GLRenderState rl       = GLRenderState.Lines(1);

            {
                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl, displaylines));
            }

            float h = 0;

            if (h != -1)
            {
                items.Add(new GLColorShaderWorld(), "COS-1L");

                int   dist = 1000;
                Color cr   = Color.FromArgb(100, Color.White);
                rObjects.Add(items.Shader("COS-1L"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1),
                                                                  new Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COS-1L"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1),
                                                                  new Color4[] { cr })
                             );
            }


            {
                items.Add(new GLTexturedShaderObjectTranslation(), "TEX");
                items.Add(new GLTexture2D(Properties.Resources.dotted2, SizedInternalFormat.Rgba8), "dotted2");

                GLRenderState rt = GLRenderState.Tri();

                rObjects.Add(items.Shader("TEX"),
                             GLRenderableItem.CreateVector4Vector2(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt,
                                                                   GLCubeObjectFactory.CreateSolidCubeFromTriangles(2000f), GLCubeObjectFactory.CreateCubeTexTriangles(),
                                                                   new GLRenderDataTranslationRotationTexture(items.Tex("dotted2"), new Vector3(-2, 0, 0))
                                                                   ));
            }

            {
                items.Add(new GLFixedColorShaderWorld(Color.FromArgb(150, Color.Green)), "FCS1");
                items.Add(new GLFixedColorShaderWorld(Color.FromArgb(80, Color.Red)), "FCS2");

                GLRenderState rq = GLRenderState.Quads();

                rObjects.Add(items.Shader("FCS1"),
                             GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Quads, rq,
                                                            GLShapeObjectFactory.CreateQuad(1000, pos: new Vector3(4000, 500, 0))));
                rObjects.Add(items.Shader("FCS2"),
                             GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Quads, rq,
                                                            GLShapeObjectFactory.CreateQuad(1000, pos: new Vector3(4000, 1000, 0))));
            }

            MatrixCalcSpecial mc = new MatrixCalcSpecial();

            mc.PerspectiveNearZDistance = 1f;
            mc.PerspectiveFarZDistance  = 500000f;

            mc.ResizeViewPort(this, glwfc.Size);                               // must establish size before starting

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

            GLForm pform = new GLForm("Form1", "GL Control demonstration", new Rectangle(0, 0, 1000, 850));

            // pform.BackColor = Color.FromArgb(200, Color.Red);
            //pform.BackColorGradientDir = 90;
            //pform.BackColorGradientAlt = Color.FromArgb(200, Color.Yellow);

            displaycontrol.Add(pform);

            if (true)
            {
                GLPanel p1 = new GLPanel("P3", new Size(150, 150), DockingType.TopLeft, 0);
                p1.SetMarginBorderWidth(new MarginType(1), 1, Color.Black, new PaddingType(1));
                pform.Add(p1);
            }

            if (true)
            {
                GLTableLayoutPanel ptable = new GLTableLayoutPanel("tablelayout", new Rectangle(5, 200, 190, 190));
                ptable.Margin      = new MarginType(2);
                ptable.Padding     = new PaddingType(2);
                ptable.BorderWidth = 1;
                ptable.Rows        = new List <GLTableLayoutPanel.Style> {
                    new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50), new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50)
                };
                ptable.Columns = new List <GLTableLayoutPanel.Style> {
                    new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50), new GLTableLayoutPanel.Style(GLTableLayoutPanel.Style.SizeTypeEnum.Weight, 50)
                };
                pform.Add(ptable);
                GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted);
                pti1.Column = 0; pti1.Row = 0; pti1.Dock = DockingType.Fill;
                ptable.Add(pti1);
                GLImage pti2 = new GLImage("PTI2", new Rectangle(100, 0, 24, 24), Properties.Resources.dotted2);
                pti2.Column = 1; pti1.Row = 0;
                ptable.Add(pti2);
                GLImage pti3 = new GLImage("PTI3", new Rectangle(100, 0, 48, 48), Properties.Resources.ImportSphere);
                pti3.Column = 0; pti3.Row = 1; pti3.Dock = DockingType.LeftCenter; pti3.ImageStretch = true;
                ptable.Add(pti3);
                GLImage pti4 = new GLImage("PTI4", new Rectangle(100, 0, 64, 64), Properties.Resources.Logo8bpp);
                pti4.Column = 1; pti4.Row = 1; pti4.Dock = DockingType.Center;
                ptable.Add(pti4);
            }

            if (true)
            {
                GLFlowLayoutPanel pflow1 = new GLFlowLayoutPanel("flowlayout", new Rectangle(5, 400, 190, 190));
                pflow1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2));
                pflow1.FlowPadding = new PaddingType(10, 5, 0, 0);
                pform.Add(pflow1);
                GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted);
                pflow1.Add(pti1);
                GLImage pti2 = new GLImage("PTI2", new Rectangle(100, 0, 32, 32), Properties.Resources.dotted2);
                pflow1.Add(pti2);
                GLImage pti3 = new GLImage("PTI3", new Rectangle(100, 0, 48, 48), Properties.Resources.ImportSphere);
                pflow1.Add(pti3);
                GLImage pti4 = new GLImage("PTI4", new Rectangle(100, 0, 64, 64), Properties.Resources.Logo8bpp);
                pflow1.Add(pti4);
            }

            if (true)
            {
                GLScrollPanel sp1 = new GLScrollPanel("VSP1", new Rectangle(5, 600, 200, 200));
                sp1.BorderWidth = 1;
                sp1.BackColor   = Color.Yellow;
                // sp1.SetMarginBorderWidth(new Margin(2), 1, Color.Black, new GLOFC.GL4.Controls.Padding(2));
                pform.Add(sp1);
                GLImage sp1i1 = new GLImage("SP1I1", new Rectangle(0, 0, 190, 100), Properties.Resources.dotted);
                sp1.Add(sp1i1);
                GLImage sp1i2 = new GLImage("SP1I22", new Rectangle(10, 150, 100, 100), Properties.Resources.dotted);
                sp1.Add(sp1i2);
                GLImage sp1i3 = new GLImage("SP1I23", new Rectangle(100, 100, 200, 200), Properties.Resources.dotted2);
                sp1.Add(sp1i3);
                sp1.VertScrollPos = 0;
                sp1.HorzScrollPos = 0;

                GLScrollBar sb1 = new GLScrollBar("SB1", new Rectangle(220, 600, 20, 100), 0, 200);
                sb1.Scroll += (c, s1e) => sp1.VertScrollPos = s1e.NewValue;
                pform.Add(sb1);

                GLScrollBar sb2 = new GLScrollBar("SB2", new Rectangle(260, 600, 100, 20), 0, 200);
                sb2.HorizontalScroll = true;
                sb2.Scroll          += (c, s1e) => sp1.HorzScrollPos = s1e.NewValue;
                pform.Add(sb2);
            }

            int col2 = 200;

            if (true)
            {
                GLScrollPanelScrollBar spb1 = new GLScrollPanelScrollBar("CSPan", new Rectangle(col2, 5, 190, 190));
                spb1.ScrollBackColor = Color.Yellow;
                spb1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2));
                pform.Add(spb1);
                GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted);
                spb1.Add(spb1i1);
                GLButton but = new GLButton("SPB1BUT1", new Rectangle(40, 120, 40, 20), "But1");
                but.Click += (en, eb) => { System.Diagnostics.Debug.WriteLine("Click on SP Button"); };
                spb1.Add(but);
                GLImage spb1i2 = new GLImage("SPB1I2", new Rectangle(10, 150, 100, 100), Properties.Resources.dotted);
                spb1.Add(spb1i2);
                spb1.EnableHorzScrolling = false;
            }

            {
                GLButton but = new GLButton("ButExample", new Rectangle(40, 160, 40, 20), "But1");
                but.Click += (en, eb) => { System.Diagnostics.Debug.WriteLine("Click on SP Button"); };
                pform.Add(but);
            }
            int col3 = 400;

            if (true)
            {
                GLScrollPanelScrollBar spb1 = new GLScrollPanelScrollBar("CSPan2", new Rectangle(col3, 5, 190, 190));
                spb1.ScrollBackColor = Color.Blue;
                spb1.ScrollBarTheme.ThumbButtonColor = Color.Red;
                spb1.SetMarginBorderWidth(new MarginType(2), 1, Color.Black, new PaddingType(2));
                pform.Add(spb1);
                GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted);
                spb1.Add(spb1i1);
                GLImage spb1i2 = new GLImage("SPB1I2", new Rectangle(10, 120, 100, 100), Properties.Resources.dotted);
                spb1.Add(spb1i2);
                GLImage spb1i3 = new GLImage("SPB1I3", new Rectangle(150, 50, 100, 100), Properties.Resources.dotted2);
                spb1.Add(spb1i3);
            }

            if (true)
            {
                //GLGroupBox p3 = new GLGroupBox("GB1", "Group Box Very Long Title", new Rectangle(col2,200,190,190));
                GLGroupBox p3 = new GLGroupBox("GB1", "Group Box", new Rectangle(col2, 200, 190, 190));
                p3.TextAlign = ContentAlignment.MiddleRight;
                p3.AutoSize  = true;
                GLImage spb1i1 = new GLImage("SPB1I1", new Rectangle(10, 10, 100, 100), Properties.Resources.dotted);
                p3.Add(spb1i1);
                pform.Add(p3);
            }

            if (true)
            {
                GLTabControl tc = new GLTabControl("Tabc", new Rectangle(col2, 400, 200, 190));
                tc.TabNotSelectedColor = Color.Yellow;
                tc.TabSelectedColor    = Color.Red;
                tc.TabStyle            = new TabStyleRoundedEdge();
                //tc.TabStyle = new TabStyleSquare();
                //tc.TabStyle = new TabStyleAngled();
                tc.Font = new Font("Ms Sans Serif", 9);

                GLTabPage tabp1 = new GLTabPage("tabp1", "TAB 1", Color.Blue);
                tc.Add(tabp1);

                GLButton tabp1b1 = new GLButton("B1", new Rectangle(5, 5, 80, 40), "Button 1");
                tabp1.Add(tabp1b1);
                tabp1b1.Click      += (c, ev) => { System.Diagnostics.Debug.WriteLine("On click for " + c.Name + " " + ev.Button); };
                tabp1b1.ToolTipText = "Button 1";

                GLTabPage tabp2   = new GLTabPage("tabp2", "TAB Page 2", Color.Yellow);
                GLButton  tabp2b1 = new GLButton("B2-2", new Rectangle(5, 25, 80, 40), "Button 2-2");
                tabp2.Add(tabp2b1);
                tc.Add(tabp2);

                GLTabPage tabp3 = new GLTabPage("tabp3", "TAB Page 3", Color.Green);
                tc.Add(tabp3);
                GLTabPage tabp4 = new GLTabPage("tabp4", "TAB Page 4", Color.Magenta);
                tc.Add(tabp4);

                pform.Add(tc);
                //     tc.SelectedTab = 0;

                GLButton tabselnone = new GLButton("BTSN", new Rectangle(col2 + 200 + 5, 400, 40, 15), "None");
                tabselnone.Click += (c12, ev2) => { tc.SelectedTab = -1; };
                pform.Add(tabselnone);
            }


            if (true)
            {
                GLPanel pouter = new GLPanel("outerflow", new Rectangle(col3, 200, 1300, 30));      // make it very wide, so the child has all the width it wants to flow into
                pouter.SetMarginBorderWidth(new MarginType(5), 1, Color.Blue, new PaddingType(5));
                pouter.AutoSize = true;

                GLFlowLayoutPanel pflow2;
                pflow2             = new GLFlowLayoutPanel("Flowlayout2", new Rectangle(0, 0, 10, 10));
                pflow2.AutoSize    = true;
                pflow2.Margin      = new MarginType(2);
                pflow2.Padding     = new PaddingType(2);
                pflow2.BorderWidth = 1;
                pflow2.FlowPadding = new PaddingType(10, 5, 0, 5);

                GLImage pti1 = new GLImage("PTI1", new Rectangle(0, 0, 24, 24), Properties.Resources.dotted2);
                pflow2.Add(pti1);
                GLImage pti2 = new GLImage("PTI2", new Rectangle(0, 0, 32, 32), Properties.Resources.dotted2);
                pflow2.Add(pti2);
                GLImage pti3 = new GLImage("PTI3", new Rectangle(0, 0, 48, 48), Properties.Resources.ImportSphere);
                pflow2.Add(pti3);

                for (int i = 0; i < 5; i++)
                {
                    GLImage pti4 = new GLImage("PTI00" + i, new Rectangle(0, 0, 64, 64), Properties.Resources.Logo8bpp);
                    pflow2.Add(pti4);
                }

                pouter.Add(pflow2);
                pform.Add(pouter);
            }

            {
                GLToolTip tip = new GLToolTip("ToolTip");
                displaycontrol.Add(tip);
            }

            gl3dcontroller = new Controller3D();
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;
            gl3dcontroller.PaintObjects  = Controller3dDraw;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 10.0f);
            };

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;

            if (displaycontrol != null)
            {
                gl3dcontroller.Start(mc, displaycontrol, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F); // HOOK the 3dcontroller to the form so it gets Form events

                displaycontrol.Paint += (o, ts) =>                                                                    // subscribing after start means we paint over the scene, letting transparency work
                {
                    //System.Diagnostics.Debug.WriteLine(ts + " Render");
                    displaycontrol.Render(glwfc.RenderState, ts);       // we use the same matrix calc as done in controller 3d draw
                };
            }
            else
            {
                gl3dcontroller.Start(glwfc, new Vector3(0, 0, 10000), new Vector3(140.75f, 0, 0), 0.5F);     // HOOK the 3dcontroller to the form so it gets Form events
            }
            systemtimer.Interval = 25;
            systemtimer.Tick    += new EventHandler(SystemTick);
            systemtimer.Start();
        }
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 500000f;
            gl3dcontroller.ZoomDistance  = 5000F;
            gl3dcontroller.YHoldMovement = true;

            gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) =>
            {
                return((float)ms * 10.0f);
            };

            gl3dcontroller.MatrixCalc.InPerspectiveMode = true;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, -35000), new Vector3(126.75f, 0, 0), 0.31622F);

            int front = -20000, back = front + 90000, left = -45000, right = left + 90000, vsize = 2000;

            items.Add(new GLColorShaderWorld(), "COSW");
            GLRenderState rl1 = GLRenderState.Lines(1);

            float h = -1;

            if (h != -1)
            {
                int   dist = 1000;
                Color cr   = Color.FromArgb(20, Color.Red);
                rObjects.Add(items.Shader("COS-1L"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(left, h, back), new Vector3(dist, 0, 0), (back - front) / dist + 1),
                                                                  new Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COS-1L"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(left, h, front), new Vector3(right, h, front), new Vector3(0, 0, dist), (right - left) / dist + 1),
                                                                  new Color4[] { cr })
                             );
            }

            {
                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 GLFixedColorShaderWorld(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, 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 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))
                                                                   ));
            }

            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),
            };

            if (true)
            {
                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

                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.GetTextureImageAs <float>(OpenTK.Graphics.OpenGL4.PixelFormat.Red); // read back check

                // 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");
                gs.StartAction += (a, m) => { galtex.Bind(1); noise3d.Bind(3); gaussiantex.Bind(4); };

                GLRenderState rv = GLRenderState.Tri();
                galaxy = GLRenderableItem.CreateNullVertex(PrimitiveType.Points, rv);   // no vertexes, all data from bound volumetric uniform, no instances as yet
                rObjects.Add(items.Shader("Galaxy"), galaxy);
            }

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