// 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 = 100F;
            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);
            };

            IGLTexture array2d = items.Add(new GLTexture2DArray(new Bitmap[] { Properties.Resources.mipmap, Properties.Resources.mipmap2,
                                                                               Properties.Resources.mipmap3, Properties.Resources.mipmap4 }, SizedInternalFormat.Rgba8, 9), "2DArray2");

            if (true)
            {
                items.Add(new GLMultipleTexturedBlended(false, 2), "ShaderPos");
                items.Shader("ShaderPos").StartAction += (s, m) =>
                {
                    array2d.Bind(1);
                };

                Vector4[] instancepositions = new Vector4[4];
                instancepositions[0] = new Vector4(-25, 0, -40, 0);      // last is image index..
                instancepositions[1] = new Vector4(-25, 0, 0, 0);
                instancepositions[2] = new Vector4(-25, 0, 40, 2);
                instancepositions[3] = new Vector4(-25, 0, 80, 2);

                GLRenderState rt = GLRenderState.Tri(cullface: false);
                rObjects.Add(items.Shader("ShaderPos"),
                             GLRenderableItem.CreateVector4Vector2Vector4(items, PrimitiveType.Triangles, rt,
                                                                          GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, 20.0f),
                                                                          instancepositions, ic: 4, separbuf: true
                                                                          ));
            }

            // Shader MAT

            if (true)
            {
                IGLProgramShader smat = items.Add(new GLMultipleTexturedBlended(true, 2), "ShaderMat");
                smat.StartAction += (s, m) =>
                {
                    array2d.Bind(1);
                };

                Matrix4[] pos2 = new Matrix4[3];
                pos2[0]     = Matrix4.CreateRotationY(-80f.Radians());
                pos2[0]    *= Matrix4.CreateTranslation(new Vector3(25, 0, -40));
                pos2[0].M44 = 0;        // this is the image number

                pos2[1]     = Matrix4.CreateRotationY(-70f.Radians());
                pos2[1]    *= Matrix4.CreateTranslation(new Vector3(25, 0, 0));
                pos2[1].M44 = 2;        // this is the image number

                pos2[2]     = Matrix4.CreateRotationZ(-60f.Radians());
                pos2[2]    *= Matrix4.CreateTranslation(new Vector3(25, 0, 40));
                pos2[2].M44 = 0;        // this is the image number

                GLRenderState rq = GLRenderState.Quads(cullface: false);
                rObjects.Add(items.Shader("ShaderMat"),
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(20.0f, 20.0f, new Vector3(-90f.Radians(), 0, 0)), GLShapeObjectFactory.TexQuadCW,
                                                                          pos2, ic: 3, separbuf: false
                                                                          ));
            }

            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.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f;
            gl3dcontroller.ZoomDistance = 40F;
            gl3dcontroller.MouseRotateAmountPerPixel = 0.05f;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135, 0, 0), 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 })
                             );
            }

            // Number markers using instancing and 2d arrays, each with its own transform
            {
                Bitmap[]  numbers   = new Bitmap[20];
                Matrix4[] numberpos = new Matrix4[20];

                Font fnt = new Font("Arial", 44);

                for (int i = 0; i < numbers.Length; i++)
                {
                    int v = -100 + i * 10;
                    numbers[i] = new Bitmap(100, 100);
                    GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue);
                    numberpos[i]  = Matrix4.CreateScale(1);
                    numberpos[i] *= Matrix4.CreateRotationX(-80f.Radians());
                    numberpos[i] *= Matrix4.CreateTranslation(new Vector3(20, 0, v));
                }

                GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true);
                items.Add(array, "Nums");
                items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2");

                GLRenderState       rq = GLRenderState.Quads(cullface: false);
                GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums"));

                rObjects.Add(items.Shader("IC-2"), "1-b",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(1.0f), GLShapeObjectFactory.TexQuadCW, numberpos, rt,
                                                                          numberpos.Length));
            }

            {
                int       left = -40, right = 40, bottom = -20, top = +20, front = -40, back = 40;
                Vector4[] lines2 = new Vector4[]
                {
                    new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1),
                    new Vector4(left, top, front, 1), new Vector4(right, top, front, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1),

                    new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1),
                    new Vector4(left, top, back, 1), new Vector4(right, top, back, 1),
                    new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1),

                    new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1),
                    new Vector4(left, top, front, 1), new Vector4(left, top, back, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, top, back, 1),
                };

                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2));
            }


            items.Add(new ShaderV2(), "V2");

            Vector4[] points = new Vector4[]
            {
                new Vector4(-40, -20, -40, 1),
                new Vector4(+40, +20, +40, 1),
            };

            GLRenderState rltot = GLRenderState.Tri();

            rObjects.Add(items.Shader("V2"), GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rltot, points, ic: 1));

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

            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back

            atomicbuffer = items.NewAtomicBlock(6);
            atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy);
        }
Exemplo n.º 3
0
        private void CreateBodies(StarScan.ScanNode node, int subnode)
        {
            rBodyObjects.Clear();

            bodyinfo = new List <BodyInfo>();

            bool sysenabled = false;

            if (subnode > 0 && node.NodeType == StarScan.ScanNodeType.barycentre && node.Children != null)
            {
                node       = node.Children.Values[subnode - 1];
                sysenabled = true;
            }

            displaycontrol.ApplyToControlOfName("sys*", (c) => { c.Visible = sysenabled; });

            BodyInfo.CreateInfoTree(node, null, -1, 0, bodyinfo);

            foreach (var o in bodyinfo)
            {
                System.Diagnostics.Debug.Write($"Body {o.scannode.OwnName} {o.scannode.scandata?.StarType} {o.scannode.scandata?.PlanetClass} Lvl {o.scannode.Level} ");

                if (o.kepler != null)
                {
                    System.Diagnostics.Debug.Write($"SMA {o.kepler.SemiMajorAxis / oneAU_m} AU {o.kepler.SemiMajorAxis / 1000} km " +
                                                   $" Ecc {o.kepler.Eccentricity} Orbital Period {o.kepler.OrbitalPeriodS / 24 / 60 / 60 / 365} Y Radius {o.scannode.scandata.nRadius} m CM {o.kepler.CentralMass} axt {o.scannode.scandata.nAxialTilt}");
                }

                System.Diagnostics.Debug.WriteLine("");

                if (o.kepler != null)
                {
                    Vector4[]     orbit = o.kepler.Orbit(currentjd, 0.1, mscaling);
                    GLRenderState lines = GLRenderState.Lines(1);
                    lines.DepthTest = false;

                    o.orbitpos.ColorIndex = node.scandata?.nRadius != null ? 0 : 1;

                    var riol = GLRenderableItem.CreateVector4(items, PrimitiveType.LineStrip, lines, orbit, o.orbitpos);
                    rBodyObjects.Add(orbitlineshader, riol);

                    GLRenderState quad = GLRenderState.Quads(cullface: false);
                    quad.DepthTest = false;
                    var s       = 100000e3f * mscaling;
                    var quadpos = new Vector4[] { new Vector4(-s, 0, -s, 1), new Vector4(-s, 0, +s, 1), new Vector4(+s, 0, +s, 1), new Vector4(+s, 0, -s, 1) };
                    var plane   = GLRenderableItem.CreateVector4(items, PrimitiveType.Quads, quad, quadpos, o.bodypos);
                    rBodyObjects.Add(bodyplaneshader, plane);
                }
            }

            int bodies = bodyinfo.Count;

            // hold planet and barycentre positions/sizes/imageno
            bodymatrixbuffer.AllocateBytes(GLBuffer.Mat4size * bodies);

            GLRenderState rt = GLRenderState.Tri();

            rt.DepthTest = false;
            var ribody = GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Triangles, rt, spherebuffer, spheretexcobuffer, bodymatrixbuffer,
                                                                      spherebuffer.Length / sizeof(float) / 4,
                                                                      ic: bodies, matrixdivisor: 1);

            rBodyObjects.Add(bodyshader, ribody);

            rifind = GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Triangles, GLRenderState.Tri(), spherebuffer, spheretexcobuffer, bodymatrixbuffer,
                                                                  spherebuffer.Length / sizeof(float) / 4,
                                                                  ic: bodies, matrixdivisor: 1);
        }
Exemplo n.º 4
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            //GLStatics.EnableDebug(DebugProc);

            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(135f, 0, 0), 0.31622F);


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

            float h = -1;

            if (h != -1)
            {
                Color cr = Color.FromArgb(60, Color.Gray);
                rObjects.Add(items.Shader("COS-1L"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(-35000, h, 35000), new Vector3(1000, 0, 0), 70),
                                                                  new Color4[] { cr })
                             );

                rObjects.Add(items.Shader("COS-1L"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(35000, h, -35000), new Vector3(0, 0, 1000), 70),
                                                                  new Color4[] { cr })
                             );
            }

            int hsize = 35000, vsize = 2000, zsize = 35000;

            {
                int       left = -hsize, right = hsize, bottom = -vsize, top = +vsize, front = -zsize, back = zsize;
                Vector4[] lines2 = new Vector4[]
                {
                    new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1),
                    new Vector4(left, top, front, 1), new Vector4(right, top, front, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1),

                    new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1),
                    new Vector4(left, top, back, 1), new Vector4(right, top, back, 1),
                    new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1),

                    new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1),
                    new Vector4(left, top, front, 1), new Vector4(left, top, back, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, top, back, 1),
                };

                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2));
            }

            // bounding box

            boundingbox = new Vector4[]
            {
                new Vector4(-hsize, -vsize, -zsize, 1),
                new Vector4(-hsize, vsize, -zsize, 1),
                new Vector4(hsize, vsize, -zsize, 1),
                new Vector4(hsize, -vsize, -zsize, 1),

                new Vector4(-hsize, -vsize, zsize, 1),
                new Vector4(-hsize, vsize, zsize, 1),
                new Vector4(hsize, vsize, zsize, 1),
                new Vector4(hsize, -vsize, zsize, 1),
            };

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

            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back

            atomicbuffer = items.NewAtomicBlock(6);
            atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy);

            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 256, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back

            volumetricblock = new GLVolumetricUniformBlock();
            items.Add(volumetricblock, "VB");

            {
                Bitmap[]  numbers    = new Bitmap[70];
                Matrix4[] numberpos  = new Matrix4[numbers.Length];
                Matrix4[] numberpos2 = new Matrix4[numbers.Length];

                Font fnt = new Font("Arial", 20);

                for (int i = 0; i < numbers.Length; i++)
                {
                    int v = -35000 + i * 1000;
                    numbers[i] = new Bitmap(100, 100);
                    GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue);

                    numberpos[i]   = Matrix4.CreateScale(1);
                    numberpos[i]  *= Matrix4.CreateRotationX(-25f.Radians());
                    numberpos[i]  *= Matrix4.CreateTranslation(new Vector3(35500, 0, v));
                    numberpos2[i]  = Matrix4.CreateScale(1);
                    numberpos2[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberpos2[i] *= Matrix4.CreateTranslation(new Vector3(v, 0, -35500));
                }

                GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true);
                items.Add(array, "Nums");
                items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2");

                GLRenderState       rq = GLRenderState.Quads(cullface: false);
                GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums"));

                rObjects.Add(items.Shader("IC-2"), "1-b",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos,
                                                                          rt, numberpos.Length));

                rObjects.Add(items.Shader("IC-2"), "1-b2",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos2,
                                                                          rt, numberpos.Length));
            }

            GLTexture3D noise3d = new GLTexture3D(1024, 64, 1024, OpenTK.Graphics.OpenGL4.SizedInternalFormat.R32f); // red channel only

            //{     // shows program fill
            //    for (int ly = 0; ly < noise3d.Depth; ly++)
            //    {
            //        float[] fd = new float[noise3d.Width * noise3d.Height];
            //        float[] fdi = new float[noise3d.Width * noise3d.Height];
            //        for (int x = 0; x < noise3d.Width; x++)
            //        {
            //            for (int y = 0; y < noise3d.Height; y++)
            //            {
            //                int p = (y * noise3d.Width + x) * 1;

            //                float xv = (float)x / (float)noise3d.Width;
            //                float yv = (float)y / (float)noise3d.Height;

            //                var c = ((Math.Sin(2 * Math.PI * xv) / 2) + 0.5);
            //                c += ((Math.Cos(2 * Math.PI * yv) / 2) + 0.5);

            //                c /= 2;

            //                fd[p + 0] = (float)(c);
            //                fdi[p + 0] = 1.0f-(float)(c);
            //            }
            //        }

            //        noise3d.StoreZPlane(ly, 0, 0, noise3d.Width, noise3d.Height, fd, OpenTK.Graphics.OpenGL4.PixelFormat.Red);        // only a single float per pixel, stored in RED

            //    }
            //}

            ShaderNoiseDisplay ns = new ShaderNoiseDisplay();

            ns.StartAction += (a, m) => { noise3d.Bind(3); };
            items.Add(ns, "NS");
            GLRenderState rv = GLRenderState.Tri();

            noisebox = GLRenderableItem.CreateNullVertex(OpenTK.Graphics.OpenGL4.PrimitiveType.Points, rv);   // no vertexes, all data from bound volumetric uniform, no instances as yet

            rObjects.Add(items.Shader("NS"), noisebox);

            // make a compute shader noise and run it, to fill up noise3d buffer

            ComputeShaderNoise csn = new ComputeShaderNoise(noise3d.Width, noise3d.Height, noise3d.Depth, 32, 4, 32);       // must be a multiple of localgroupsize in csn

            csn.StartAction += (A, m) => { noise3d.BindImage(3); };
            items.Add(csn, "CE1");
            GLComputeShaderList p = new GLComputeShaderList();      // demonstrate a render list holding a compute shader.

            p.Add(csn);
            p.Run();        // run the shader to compute into the noise3d block the noise.
        }
        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 }));
            }
        }
Exemplo n.º 6
0
        protected override void OnLoad(EventArgs e)
        {
            base.OnLoad(e);
            Closed += ShaderTest_Closed;

            //GLStatics.EnableDebug(DebugProc);

            gl3dcontroller = new Controller3D();
            gl3dcontroller.PaintObjects = ControllerDraw;
            gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f;
            gl3dcontroller.MatrixCalc.PerspectiveFarZDistance  = 500000f;
            gl3dcontroller.ZoomDistance = 500F;

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

            //gl3dcontroller.MatrixCalc.InPerspectiveMode = false;
            gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(135f, 0, 0), 0.01F);

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

            float h = 0;
            {
                rObjects.Add(items.Shader("COSW"),    // horizontal
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(-35000, h, 35000), new Vector3(1000, 0, 0), 70),
                                                                  new Color4[] { Color.Gray })
                             );

                rObjects.Add(items.Shader("COSW"),
                             GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl1,
                                                                  GLShapeObjectFactory.CreateLines(new Vector3(-35000, h, -35000), new Vector3(35000, h, -35000), new Vector3(0, 0, 1000), 70),
                                                                  new Color4[] { Color.Gray })
                             );
            }

            int hsize = 35000, vsize = 2000, zsize = 35000;

            {
                int       left = -hsize, right = hsize, bottom = -vsize, top = +vsize, front = -zsize, back = zsize;
                Vector4[] lines2 = new Vector4[]
                {
                    new Vector4(left, bottom, front, 1), new Vector4(left, top, front, 1),
                    new Vector4(left, top, front, 1), new Vector4(right, top, front, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, bottom, front, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(left, bottom, front, 1),

                    new Vector4(left, bottom, back, 1), new Vector4(left, top, back, 1),
                    new Vector4(left, top, back, 1), new Vector4(right, top, back, 1),
                    new Vector4(right, top, back, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, bottom, back, 1), new Vector4(left, bottom, back, 1),

                    new Vector4(left, bottom, front, 1), new Vector4(left, bottom, back, 1),
                    new Vector4(left, top, front, 1), new Vector4(left, top, back, 1),
                    new Vector4(right, bottom, front, 1), new Vector4(right, bottom, back, 1),
                    new Vector4(right, top, front, 1), new Vector4(right, top, back, 1),
                };

                items.Add(new GLFixedShader(System.Drawing.Color.Yellow), "LINEYELLOW");
                rObjects.Add(items.Shader("LINEYELLOW"),
                             GLRenderableItem.CreateVector4(items, PrimitiveType.Lines, rl1, lines2));
            }

            {
                Bitmap[]  numbers   = new Bitmap[70];
                Matrix4[] numberpos = new Matrix4[numbers.Length];

                Font fnt = new Font("Arial", 20);

                for (int i = 0; i < numbers.Length; i++)
                {
                    int v = -35000 + i * 1000;
                    numbers[i] = new Bitmap(100, 100);
                    GLOFC.Utils.BitMapHelpers.DrawTextCentreIntoBitmap(ref numbers[i], v.ToString(), fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.Red, Color.AliceBlue);
                    numberpos[i]  = Matrix4.CreateScale(1);
                    numberpos[i] *= Matrix4.CreateRotationX(-25f.Radians());
                    numberpos[i] *= Matrix4.CreateTranslation(new Vector3(35500, 0, v));
                }

                GLTexture2DArray array = new GLTexture2DArray(numbers, SizedInternalFormat.Rgba8, ownbmp: true);
                items.Add(array, "Nums");
                items.Add(new GLShaderPipeline(new GLPLVertexShaderModelMatrixTexture(), new GLPLFragmentShaderTexture2DIndexed(0)), "IC-2");
                items.Shader("IC-2").StartAction  += (s, m) => { items.Tex("Nums").Bind(1); GL.Disable(EnableCap.CullFace); };
                items.Shader("IC-2").FinishAction += (s) => { GL.Enable(EnableCap.CullFace); };

                // investigate why its wrapping when we asked for it TexQUAD 1 which should interpolate over surface..

                GLRenderState       rq = GLRenderState.Quads(cullface: false);
                GLRenderDataTexture rt = new GLRenderDataTexture(items.Tex("Nums"));

                rObjects.Add(items.Shader("IC-2"), "1-b",
                             GLRenderableItem.CreateVector4Vector2Matrix4(items, PrimitiveType.Quads, rq,
                                                                          GLShapeObjectFactory.CreateQuad(500.0f), GLShapeObjectFactory.TexQuadCW, numberpos, rt,
                                                                          numberpos.Length));
            }

            // bounding box

            boundingbox = new Vector4[]
            {
                new Vector4(-hsize, -vsize, -zsize, 1),
                new Vector4(-hsize, vsize, -zsize, 1),
                new Vector4(hsize, vsize, -zsize, 1),
                new Vector4(hsize, -vsize, -zsize, 1),

                new Vector4(-hsize, -vsize, zsize, 1),
                new Vector4(-hsize, vsize, zsize, 1),
                new Vector4(hsize, vsize, zsize, 1),
                new Vector4(hsize, -vsize, zsize, 1),
            };

            items.Add(new ShaderV2(), "V2");
            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("V2"), galaxy);

            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back

            atomicbuffer = items.NewAtomicBlock(6);
            atomicbuffer.AllocateBytes(sizeof(float) * 32, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy);

            dataoutbuffer = items.NewStorageBlock(5);
            dataoutbuffer.AllocateBytes(sizeof(float) * 4 * 256, OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicRead);    // 32 vec4 back

            volumetricblock = new GLVolumetricUniformBlock();
            items.Add(volumetricblock, "VB");

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