Пример #1
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            countbuffer.ZeroBuffer();

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            GLMemoryBarrier.Vertex();

            int count = countbuffer.ReadInt(0);

            Vector4[] d = rejectedbuffer.ReadVector4s(0, count);
            for (int i = 0; i < count; i++)
            {
                System.Diagnostics.Debug.WriteLine(i + " = " + d[i]);
            }

            redraw.DrawCount = count;                                               // render passed back ones using red from vecoutbuffer
            rObjects2.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
Пример #2
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            IGLRenderableItem       i = rObjects["DYNGRIDRENDER"];
            DynamicGridVertexShader s = items.PLShader("PLGRIDVertShader") as DynamicGridVertexShader;

            if (Math.Abs(lasteyedistance - gl3dcontroller.MatrixCalc.EyeDistance) > 10)     // a little histerisis
            {
                i.InstanceCount = s.ComputeGridSize(gl3dcontroller.MatrixCalc.EyeDistance, out lastgridwidth);
                lasteyedistance = gl3dcontroller.MatrixCalc.EyeDistance;
            }

            s.SetUniforms(gl3dcontroller.MatrixCalc.LookAt, lastgridwidth, i.InstanceCount);

            DynamicGridCoordVertexShader bs = items.PLShader("PLGRIDBitmapVertShader") as DynamicGridCoordVertexShader;

            bs.ComputeUniforms(lastgridwidth, gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.CameraDirection, Color.Yellow, Color.Transparent);

            solmarker.Position = gl3dcontroller.MatrixCalc.LookAt;
            solmarker.Scale    = gl3dcontroller.MatrixCalc.EyeDistance / 20;

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.PosCamera.ZoomFactor;
        }
Пример #3
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;

            //GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
            //Vector4[] databack = dataoutbuffer.ReadVector4(0, 4);
            //for (int i = 0; i < databack.Length; i += 1)
            //{
            //   // databack[i] = databack[i] / databack[i].W;
            //   // databack[i].X = databack[i].X * gl3dcontroller.glControl.Width / 2 + gl3dcontroller.glControl.Width/2;
            //   // databack[i].Y = gl3dcontroller.glControl.Height - databack[i].Y * gl3dcontroller.glControl.Height;
            //    System.Diagnostics.Debug.WriteLine("{0}={1}", i, databack[i].ToStringVec(true));
            //}
            //GLStatics.Check();
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            float zeroone10s = ((float)(time % 10000)) / 10000.0f;
            float zeroone5s  = ((float)(time % 5000)) / 5000.0f;
            float zerotwo5s  = ((float)(time % 5000)) / 2500.0f;
            float degrees    = zeroone10s * 360;

            // matrixbuffer.Write(Matrix4.CreateTranslation(new Vector3(zeroone * 20, 50, 0)),0,true);

            if (items.Contains("ShaderPos"))
            {
                ((GLMultipleTexturedBlended)items.Shader("ShaderPos")).CommonTransform.YRotDegrees = degrees;
                ((GLMultipleTexturedBlended)items.Shader("ShaderPos")).Blend = zerotwo5s;
            }

            if (items.Contains("ShaderMat"))
            {
                ((GLMultipleTexturedBlended)items.Shader("ShaderMat")).CommonTransform.ZRotDegrees = degrees;
                ((GLMultipleTexturedBlended)items.Shader("ShaderMat")).Blend = zerotwo5s;
            }

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            vecoutbuffer.ZeroBuffer();
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            int count = vecoutbuffer.ReadInt(0);

            if (count > 0)
            {
                float[] values = vecoutbuffer.ReadFloats(4, Math.Min(2000, count), true);
                System.Diagnostics.Debug.WriteLine("Count " + count + " min " + values.Min() + " max " + values.Max());
                for (int i = 0; i < count; i = i + 4)
                {
                    Vector3 pos = new Vector3(values[i], values[i + 1], values[i + 2]);
                    System.Diagnostics.Debug.Write("    " + i / 4 + " = " + pos + " : " + values[i + 3]);

                    Vector3 up    = new Vector3(0, 1, 0);
                    float   value = Vector3.Dot(up, pos);
                    value = 0.0f + value;
                    System.Diagnostics.Debug.WriteLine("        -> dotp" + value);
                }
            }

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #7
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            float zeroone10000s = ((float)(time % 10000000)) / 10000000.0f;
            float zeroone5000s  = ((float)(time % 5000000)) / 5000000.0f;
            float zeroone1000s  = ((float)(time % 1000000)) / 1000000.0f;
            float zeroone500s   = ((float)(time % 500000)) / 500000.0f;
            float zeroone100s   = ((float)(time % 100000)) / 100000.0f;
            float zeroone10s    = ((float)(time % 10000)) / 10000.0f;
            float zeroone5s     = ((float)(time % 5000)) / 5000.0f;
            float zerotwo5s     = ((float)(time % 5000)) / 2500.0f;
            float timediv10s    = (float)time / 10000.0f;
            float timediv100s   = (float)time / 100000.0f;


            if (items.Contains("STAR"))
            {
                int vid = items.Shader("STAR").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader).Id;
                ((GLRenderDataTranslationRotation)(rObjects["sun"].RenderData)).RotationDegrees = new Vector3(0, -zeroone100s * 360, 0);
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("STAR-M2"))
            {
                var vid = items.Shader("STAR-M2").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.VertexShader);
                ((GLPLVertexShaderModelCoordWorldAutoscale)vid).ModelTranslation = Matrix4.CreateRotationY((float)(-zeroone10s * Math.PI * 2));
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR-M2").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("STAR-M3"))
            {
                var vid = items.Shader("STAR-M3").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.VertexShader);
                ((GLPLVertexShaderModelCoordWorldAutoscale)vid).ModelTranslation = Matrix4.CreateRotationY((float)(-zeroone10s * Math.PI * 2));
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR-M3").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("CORONA"))
            {
                ((GLShaderStarCorona)items.Shader("CORONA")).TimeDelta = (float)time / 100000f;
            }

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);


            this.Text = //"Freq " + frequency.ToString("#.#########") + " unRadius " + unRadius + " scutoff" + scutoff + " BD " + blackdeepness + " CE " + concentrationequator
                        "    Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #8
0
        private void Controller3dDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).SetFull(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.PosCamera.ZoomFactor;
        }
        private void ControllerDraw(Controller3D mc, long time)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            rObjects.Render(gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.TargetPosition + " dir " + gl3dcontroller.Pos.CameraDirection + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
            GL.MemoryBarrier(MemoryBarrierFlags.VertexAttribArrayBarrierBit);
        }
Пример #11
0
        // called on Paint of scene
        private void Draw(object mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(matrixcalc);                       // need to store the matrixcalc information into the uniform block

            rObjects.Render(glwfc.RenderState, matrixcalc); // execute render
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #13
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            float degrees   = ((float)time / 5000.0f * 360.0f) % 360f;
            float degreesd2 = ((float)time / 10000.0f * 360.0f) % 360f;

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.PosCamera.LookAt);
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            pointblock.StartWrite(0, pointblock.Length);
            float minzv = float.MaxValue, maxzv = float.MinValue;

            for (int i = 0; i < 8; i++)
            {
                Vector4 p = Vector4.Transform(boundingbox[i], mc.MatrixCalc.ModelMatrix);
                if (p.Z < minzv)
                {
                    minzv = p.Z;
                }
                if (p.Z > maxzv)
                {
                    maxzv = p.Z;
                }
                pointblock.Write(p);
            }

            pointblock.Write(minzv);
            pointblock.Write(maxzv);
            pointblock.Write(Vector4.Transform(new Vector4(mc.MatrixCalc.EyePosition, 0), mc.MatrixCalc.ModelMatrix));
            float slicedist  = (maxzv - minzv) / (float)slices;
            float slicestart = (maxzv - minzv) / ((float)slices * 2);

            pointblock.Write(slicestart); //slicestart
            pointblock.Write(slicedist);  //slicedist

            //     System.Diagnostics.Debug.WriteLine("slice start {0} dist {1}", slicestart, slicedist);
            // for (int ic = 0; ic < slices; ic++)
            //    System.Diagnostics.Debug.WriteLine("slice {0} {1} {2}", minzv, maxzv, minzv + slicestart + slicedist * ic);
            pointblock.StopReadWrite();

            dataoutbuffer.ZeroBuffer();
            atomicbuffer.ZeroBuffer();

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

            Vector4[] databack = dataoutbuffer.ReadVector4s(0, 5);

            //  System.Diagnostics.Debug.WriteLine("avg {0} txtavg {1}", databack[0].ToStringVec(), databack[1].ToStringVec());

            for (int i = 0; i < databack.Length; i += 1)
            {
                //       System.Diagnostics.Debug.WriteLine("db "+databack[i].ToStringVec());
            }

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            if (galaxy != null)
            {
                galaxy.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, boundingbox, 10.0f);        // set up the volumentric uniform
            }
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);


            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.PosCamera.ZoomFactor;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Main Window Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
Пример #17
0
        private void ControllerDraw(Controller3Dd mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Controller Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);
            rBodyObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);

            if (jdscaling != 0 && lasttime != ulong.MaxValue)
            {
                var diff = time - lasttime;                              // ms between calls
                currentjd += diff / (60.0 * 60 * 24 * 1000) * jdscaling; // convert ms delta to days, with scaling
            }
            lasttime = time;
        }
Пример #18
0
        private void ControllerDraw(Controller3D c3d, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            IGLRenderableItem       i = rObjects["DYNGRIDRENDER"];
            DynamicGridVertexShader s = items.PLShader("PLGRIDVertShader") as DynamicGridVertexShader;

            if (Math.Abs(lasteyedistance - gl3dcontroller.MatrixCalc.EyeDistance) > 10)     // a little histerisis
            {
                i.InstanceCount = s.ComputeGridSize(gl3dcontroller.MatrixCalc.EyeDistance, out lastgridwidth);
                lasteyedistance = gl3dcontroller.MatrixCalc.EyeDistance;
            }

            s.SetUniforms(gl3dcontroller.MatrixCalc.LookAt, lastgridwidth, i.InstanceCount);

            float dist = c3d.MatrixCalc.EyeDistance;
            float d1   = dist - lastgridwidth;
            float suc  = d1 / (9.0f * lastgridwidth);
            float cf   = 1.0f - suc.Clamp(0f, 1f);
            float a    = 0.7f * cf;

            float coordfade = lastgridwidth == 10000 ? (0.7f - (c3d.MatrixCalc.EyeDistance / 20000).Clamp(0.0f, 0.7f)) : 0.7f;
            Color coordscol = Color.FromArgb(coordfade < 0.05 ? 0 : 150, Color.Cyan);

            System.Diagnostics.Debug.WriteLine("Dist {0} grid {1} suc {2} cf {3} a {4} coord {5} {6}", dist, lastgridwidth, suc, cf, a, coordfade, coordscol);

            DynamicGridCoordVertexShader bs = items.PLShader("PLGRIDBitmapVertShader") as DynamicGridCoordVertexShader;

            bs.ComputeUniforms(lastgridwidth, gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.CameraDirection, coordscol, Color.Transparent);

            if (galaxy != null)
            {
                galaxy.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, boundingbox, 50.0f);        // set up the volumentric uniform

                IGLProgramShader p = items.Shader("Galaxy");
                var fsgalaxy       = p.GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader) as GalaxyFragmentPipeline;
                fsgalaxy.SetFader(c3d.MatrixCalc.EyeDistance);
            }

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);


            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.PosCamera.ZoomFactor;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            dataoutbuffer.ZeroBuffer();
            atomicbuffer.ZeroBuffer();

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

            Vector4[] databack = dataoutbuffer.ReadVector4s(0, 2);
            for (int i = 0; i < databack.Length; i++)
            {
                System.Diagnostics.Debug.WriteLine(i + " = " + databack[i].ToString());
            }

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #20
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);

            if (jdscaling != 0 && lasttime != ulong.MaxValue)
            {
                var diff = time - lasttime;                              // ms between calls
                currentjd += diff / (60.0 * 60 * 24 * 1000) * jdscaling; // convert ms delta to days, with scaling
            }
            lasttime = time;

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
Пример #21
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);             // set the matrix unform block to the controller 3d matrix calc.

            galaxy.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, boundingbox, 100); // set up the volumentric uniform

            dataoutbuffer.ZeroBuffer();
            atomicbuffer.ZeroBuffer();

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);

            Vector4[] databack = dataoutbuffer.ReadVector4s(0, 10);

            //System.Diagnostics.Debug.WriteLine("avg {0} txtavg {1}", databack[0].ToStringVec(), databack[1].ToStringVec());

            for (int i = 0; i < databack.Length; i += 1)
            {
                System.Diagnostics.Debug.WriteLine("db " + databack[i].ToStringVec());
            }

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.PosCamera.ZoomFactor;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            ((GLMatrixCalcUniformBlock)items.UB("MCUB")).Set(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.


            Vector4[] modelboundingbox = boundingbox.Transform(gl3dcontroller.MatrixCalc.ModelMatrix);

            for (int i = 0; i < boundingbox.Length; i++)
            {
                System.Diagnostics.Debug.WriteLine(i + " = " + modelboundingbox[i].ToStringVec());
            }

            modelboundingbox.MinMaxZ(out int minz, out int maxz);

            System.Diagnostics.Debug.WriteLine("min " + minz + " max " + maxz);
            indicatorlinebuffer.StartWrite(0, sizeof(float) * 4 * 2);
            indicatorlinebuffer.Write(boundingbox[minz]);
            indicatorlinebuffer.Write(boundingbox[maxz]);
            indicatorlinebuffer.StopReadWrite();

            float percent = 0.2f;
            float zdist   = modelboundingbox[maxz].Z - modelboundingbox[minz].Z;

            {
                float zpoint = modelboundingbox[maxz].Z - zdist * percent;
                //System.Diagnostics.Debug.WriteLine("Zpoint is" + zpoint);

                Vector4[] intercepts = new Vector4[6];
                int       count      = 0;
                modelboundingbox[0].FindVectorFromZ(modelboundingbox[1], ref intercepts, ref count, zpoint);
                modelboundingbox[1].FindVectorFromZ(modelboundingbox[2], ref intercepts, ref count, zpoint);
                modelboundingbox[2].FindVectorFromZ(modelboundingbox[3], ref intercepts, ref count, zpoint);
                modelboundingbox[3].FindVectorFromZ(modelboundingbox[0], ref intercepts, ref count, zpoint);

                modelboundingbox[4].FindVectorFromZ(modelboundingbox[5], ref intercepts, ref count, zpoint);
                modelboundingbox[5].FindVectorFromZ(modelboundingbox[6], ref intercepts, ref count, zpoint);
                modelboundingbox[6].FindVectorFromZ(modelboundingbox[7], ref intercepts, ref count, zpoint);
                modelboundingbox[7].FindVectorFromZ(modelboundingbox[4], ref intercepts, ref count, zpoint);

                modelboundingbox[0].FindVectorFromZ(modelboundingbox[4], ref intercepts, ref count, zpoint);
                modelboundingbox[1].FindVectorFromZ(modelboundingbox[5], ref intercepts, ref count, zpoint);
                modelboundingbox[2].FindVectorFromZ(modelboundingbox[6], ref intercepts, ref count, zpoint);
                modelboundingbox[3].FindVectorFromZ(modelboundingbox[7], ref intercepts, ref count, zpoint);

                // texturecoords can be worked out by zpercent and knowing its direction (x,y,z)..

                if (count >= 3)
                {
                    Vector4 avg    = intercepts.Average();
                    float[] angles = new float[6];
                    for (int i = 0; i < count; i++)
                    {
                        angles[i] = -(float)Math.Atan2(intercepts[i].Y - avg.Y, intercepts[i].X - avg.X);        // all on the same z plane, so x/y only need be considered
                        System.Diagnostics.Debug.WriteLine("C" + intercepts[i].ToStringVec() + " " + angles[i].Degrees());
                    }

                    Array.Sort(angles, intercepts, 0, count);       // sort by angles, sorting intercepts, from 0 to count

                    for (int i = 0; i < count; i++)
                    {
                        //    System.Diagnostics.Debug.WriteLine(intercepts[i].ToStringVec() + " " + angles[i].Degrees());
                    }

                    interceptpointbuffer.StartWrite(0, sizeof(float) * 4 * count);
                    int ji = 0;
                    for (; ji < count; ji++)
                    {
                        interceptpointbuffer.Write(intercepts[ji]);
                    }
                    interceptpointbuffer.StopReadWrite();
                    interceptri.DrawCount = count;

                    surfacebuffer.StartWrite(0, sizeof(float) * 4 * (2 + count));
                    surfacebuffer.Write(avg);
                    for (ji = 0; ji < count; ji++)
                    {
                        surfacebuffer.Write(intercepts[ji]);
                    }

                    surfacebuffer.Write(intercepts[0]);
                    surfacebuffer.StopReadWrite();

                    surfaceri.DrawCount = count + 2;
                }
            }

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #23
0
        private void Controller3DDraw(Controller3D c3d, ulong time)
        {
            long t1 = hptimer.ElapsedTicks;
            //TBD
            //    GL.Finish();      // use GL finish to ensure last frame is done - if we are operating above sys tick rate, this will be small time. If we are rendering too much, it will stall
            long t2 = hptimer.ElapsedTicks;

            GLMatrixCalcUniformBlock mcb = ((GLMatrixCalcUniformBlock)items.UB("MCUB"));

            mcb.SetFull(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            // set up the grid shader size

            if (gridrenderable != null)
            {
                gridrenderable.InstanceCount = gridvertshader.ComputeGridSize(gl3dcontroller.MatrixCalc.EyeDistance, out lastgridwidth);
                lasteyedistance = gl3dcontroller.MatrixCalc.EyeDistance;

                gridvertshader.SetUniforms(gl3dcontroller.MatrixCalc.LookAt, lastgridwidth, gridrenderable.InstanceCount);
            }

            if (gridbitmapvertshader != null)
            {
                float coordfade = lastgridwidth == 10000 ? (0.7f - (c3d.MatrixCalc.EyeDistance / 20000).Clamp(0.0f, 0.7f)) : 0.7f;
                Color coordscol = Color.FromArgb(coordfade < 0.05 ? 0 : 150, Color.Cyan);
                gridbitmapvertshader.ComputeUniforms(lastgridwidth, gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.CameraDirection, coordscol, Color.Transparent);
            }

            if (edsmgalmapregions != null)
            {
                edsmgalmapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y);
            }

            if (elitemapregions != null)
            {
                elitemapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y);
            }

            // set the coords fader


            // set the galaxy volumetric block

            if (galaxyrenderable != null)
            {
                galaxyrenderable.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, volumetricboundingbox, gl3dcontroller.MatrixCalc.InPerspectiveMode ? 50.0f  : 0);        // set up the volumentric uniform
                //System.Diagnostics.Debug.WriteLine("GI {0}", galaxyrendererable.InstanceCount);
                galaxyshader.SetDistance(gl3dcontroller.MatrixCalc.InPerspectiveMode ? c3d.MatrixCalc.EyeDistance : -1f);
            }

            long t3 = hptimer.ElapsedTicks;

            if (travelpath != null)
            {
                travelpath.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galmapobjects != null)
            {
                galmapobjects.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galaxystars != null)
            {
                galaxystars.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galaxystars != null && gl3dcontroller.MatrixCalc.EyeDistance < 400)
            {
                galaxystars.Request9BoxConditional(gl3dcontroller.PosCamera.LookAt);
            }


            long t4 = hptimer.ElapsedTicks;

            //int[] queryID = new int[2];
            //GL.GenQueries(2, queryID);
            //GL.QueryCounter(queryID[0], QueryCounterTarget.Timestamp);

            var tmr1 = new GLOperationQueryTimeStamp();
            var tmr2 = new GLOperationQueryTimeStamp();

            tmr1.Execute(null);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, verbose: false);
            tmr2.Execute(null);

            // GL.QueryCounter(queryID[1], QueryCounterTarget.Timestamp);

            //   GL.Flush(); // ensure everything is in the grapghics pipeline

            //while (tmr2.IsAvailable() == false)
            //    ;

            long a = tmr1.GetCounter();
            long b = tmr2.GetCounter();

            //int done = 0;
            //while (done == 0)
            //{
            //    GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResultAvailable, out done);
            //}

            //GL.GetQueryObject(queryID[0], GetQueryObjectParam.QueryResult, out long a);
            //GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResult, out long b);
            //System.Diagnostics.Debug.WriteLine($"timer {a} {b} {b-a}" );

            long t5 = hptimer.ElapsedTicks;

            if (debugbuffer != null)
            {
                GLMemoryBarrier.All();
                Vector4[] debugout = debugbuffer.ReadVector4s(0, 4);
                System.Diagnostics.Debug.WriteLine("{0},{1},{2},{3}", debugout[0], debugout[1], debugout[2], debugout[3]);
            }

            long t    = hptimer.ElapsedMilliseconds;
            long diff = t - lastms;

            for (int i = frametimes.Length - 1; i > 0; i--)
            {
                frametimes[i] = frametimes[i - 1];
            }

            frametimes[0] = diff;

            lastms = t;
            double fps = (1000.0 / diff);

            if (fpsavg <= 1)
            {
                fpsavg = fps;
            }
            else
            {
                fpsavg = (fpsavg * 0.95) + fps * 0.05;
            }

            tmr1.Dispose();
            tmr2.Dispose();
            if (diff > 0)
            {
//                System.Diagnostics.Debug.Write($"Frame {hptimer.ElapsedMilliseconds,6} {diff,3} fps {fpsavg:#.0} frames {frametimes[0],3} {frametimes[1],3} {frametimes[2],3} {frametimes[3],3} {frametimes[4],3} {frametimes[5],3} sec {galaxystars.Sectors,3}");
//                System.Diagnostics.Debug.WriteLine($" finish {(t2 - t1) * 1000000 / Stopwatch.Frequency,5} t3 {(t3 - t2) * 1000000 / Stopwatch.Frequency,4} t4 {(t4 - t3) * 1000000 / Stopwatch.Frequency,4} render {(t5 - t4) * 1000000 / Stopwatch.Frequency,5} tot {(t5 - t1) * 1000000 / Stopwatch.Frequency,5}");
            }
            //            this.Text = "FPS " + fpsavg.ToString("N0") + " Looking at " + gl3dcontroller.MatrixCalc.TargetPosition + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.Pos.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.Pos.ZoomFactor;
        }