public void Create(GLItemsList items, GLRenderProgramSortedList rObjects, float sunsize, GLStorageBlock findbufferresults) { sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.FromArgb(255, 220, 220, 10), Color.FromArgb(255, 0, 0, 0) }, autoscale: 30, autoscalemin: 1, autoscalemax: 2, useeyedistance: false); sunshader = items.NewShaderPipeline(null, sunvertex, new GLPLStarSurfaceFragmentShader()); shapebuf = items.NewBuffer(false); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize); shapebuf.AllocateFill(shape); GLRenderState starrc = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear starrc.DepthTest = true; starrc.DepthClamp = true; var textrc = GLRenderState.Tri(); textrc.DepthTest = true; textrc.ClipDistanceEnable = 1; // we are going to cull primitives which are deleted int texunitspergroup = 16; textshader = items.NewShaderPipeline(null, new GLPLVertexShaderMatrixTriStripTexture(), new GLPLFragmentShaderTexture2DIndexMulti(0, 0, true, texunitspergroup)); slset = new GLSetOfObjectsWithLabels("SLSet", rObjects, texunitspergroup, 100, 10, sunshader, shapebuf, shape.Length, starrc, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, textshader, BitMapSize, textrc, SizedInternalFormat.Rgba8); items.Add(slset); var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16); findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null); }
private void IntCreatePath(GLItemsList items, GLRenderProgramSortedList rObjects, GLStorageBlock bufferfindresults) { HistoryEntry lastone = lastpos != -1 && lastpos < currentfilteredlist.Count ? currentfilteredlist[lastpos] : null; // see if lastpos is there, and store it if (TravelPathEndDateEnable || TravelPathStartDateEnable) { currentfilteredlist = unfilteredlist.Where(x => (!TravelPathStartDateEnable || x.EventTimeUTC >= TravelPathStartDate) && (!TravelPathEndDateEnable || x.EventTimeUTC <= TravelPathEndDate)).ToList(); if (currentfilteredlist.Count > MaxStars) { currentfilteredlist = currentfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList(); } } else { if (unfilteredlist.Count > MaxStars) { currentfilteredlist = unfilteredlist.Skip(currentfilteredlist.Count - MaxStars).ToList(); } else { currentfilteredlist = unfilteredlist; } } // do date filter on currentfilteredlist lastpos = lastone == null ? -1 : currentfilteredlist.IndexOf(lastone); // may be -1, may have been removed var positionsv4 = currentfilteredlist.Select(x => new Vector4((float)x.System.X, (float)x.System.Y, (float)x.System.Z, 0)).ToArray(); var colours = currentfilteredlist.Select(x => x.JumpColor).ToArray(); float seglen = tapesize * 10; // a tape is a set of points (item1) and indexes to select them (item2), so we need an element index in the renderer to use. var tape = GLTapeObjectFactory.CreateTape(positionsv4, colours, tapesize, seglen, 0F.Radians(), margin: sunsize * 1.2f); if (ritape == null) // first time.. { // first the tape var tapetex = new GLTexture2D(Properties.Resources.chevron, internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8); // tape image items.Add(tapetex); tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat); tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0)); var vert = new GLPLVertexShaderWorldTextureTriStrip(); tapeshader = new GLShaderPipeline(vert, tapefrag); items.Add(tapeshader); GLRenderState rts = GLRenderState.Tri(tape.Item3, cullface: false); // set up a Tri strip, primitive restart value set from tape, no culling rts.DepthTest = depthtest; // no depth test so always appears // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time ritape = GLRenderableItem.CreateVector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, tape.Item1.ToArray(), new GLRenderDataTexture(tapetex)); tapepointbuf = items.LastBuffer(); // keep buffer for refill ritape.Visible = tape.Item1.Count > 0; // no items, set not visible, so it won't except over the BIND with nothing in the element buffer ritape.CreateElementIndex(items.NewBuffer(), tape.Item2.ToArray(), tape.Item3); // finally, we are using index to select vertexes, so create an index rObjects.Add(tapeshader, "travelpath-tape", ritape); // add render to object list // now the stars starposbuf = items.NewBuffer(); // where we hold the vertexes for the suns, used by renderer and by finder starposbuf.AllocateFill(positionsv4); //Vector4[] vectors = starposbuf.ReadVector4s(0, starposbuf.Length / 16); sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) }, autoscale: 30, autoscalemin: 1f, autoscalemax: 2f, useeyedistance: false); // below scale, 1f, above scale, scale up to x times (eyedist/scale) sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()); items.Add(sunshader); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize); GLRenderState rt = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear rt.DepthTest = depthtest; rt.DepthClamp = true; renderersun = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, currentfilteredlist.Count, 1); rObjects.Add(sunshader, "travelpath-suns", renderersun); // find compute var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16); findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null); rifind = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: currentfilteredlist.Count, seconddivisor: 1); // Sun names, handled by textrenderer textrenderer = new GLBitmaps("bm-travelmap", rObjects, new Size(128, 40), depthtest: depthtest, cullface: false); items.Add(textrenderer); } else { tapepointbuf.AllocateFill(tape.Item1.ToArray()); // replace the points with a new one ritape.RenderState.PrimitiveRestart = GL4Statics.DrawElementsRestartValue(tape.Item3); // IMPORTANT missing bit Robert, must set the primitive restart value to the new tape size ritape.CreateElementIndex(ritape.ElementBuffer, tape.Item2.ToArray(), tape.Item3); // update the element buffer ritape.Visible = tape.Item1.Count > 0; starposbuf.AllocateFill(positionsv4); // and update the star position buffers so find and sun renderer works renderersun.InstanceCount = positionsv4.Length; // update the number of suns to draw. rifind.InstanceCount = positionsv4.Length; // update the find list } // name bitmaps HashSet <object> hashset = new HashSet <object>(currentfilteredlist); // so it can find it quickly textrenderer.CurrentGeneration++; // setup for next generation textrenderer.RemoveGeneration(textrenderer.CurrentGeneration - 1, hashset); // and remove all of the previous one which are not in hashset. Font fnt = new Font("Arial", 8.5F); using (StringFormat fmt = new StringFormat()) { fmt.Alignment = StringAlignment.Center; foreach (var isys in currentfilteredlist) { if (textrenderer.Exist(isys) == false) // if does not exist already, need a new label { textrenderer.Add(isys, isys.System.Name, fnt, Color.White, Color.Transparent, new Vector3((float)isys.System.X, (float)isys.System.Y - 5, (float)isys.System.Z), new Vector3(20, 0, 0), new Vector3(0, 0, 0), textformat: fmt, rotatetoviewer: true, rotateelevation: false, alphafadescalar: -200, alphafadepos: 300); } } } fnt.Dispose(); }
// 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 }
public void Start(GLWinFormControl glwfc) { this.glwfc = glwfc; matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = worldsize * 2; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size from mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; displaycontrol.Font = new Font("Arial", 12); gl3dcontroller = new Controller3Dd(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 20e6 * 1000 * mscaling; // zoom 1 is X km gl3dcontroller.PosCamera.ZoomMin = 0.001f; gl3dcontroller.PosCamera.ZoomMax = 300f; gl3dcontroller.PosCamera.ZoomScaling = 1.08f; gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3d(0, 0, 0), new Vector3d(135f, 0, 0f), 0.025F, registermouseui: false, registerkeyui: true); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { double eyedistr = Math.Pow(eyedist, 1.0); float v = (float)Math.Max(eyedistr / 1200, 0); //System.Diagnostics.Debug.WriteLine("Speed " + eyedistr + " "+ v); return((float)ms * v); }; for (int i = 1; i <= 10; i++) { int v = i * i; double f = (gl3dcontroller.PosCamera.ZoomMax - gl3dcontroller.PosCamera.ZoomMin) * v / 100.0 + gl3dcontroller.PosCamera.ZoomMin; System.Diagnostics.Debug.WriteLine($"{i} {v} {f}"); } displaycontrol.Paint += (o, ts) => // subscribing after Controller start means we paint over the scene { // MCUB set up by Controller3DDraw which did the work first // System.Diagnostics.Debug.WriteLine("Controls Draw"); displaycontrol.Render(glwfc.RenderState, ts); }; displaycontrol.MouseClick += MouseClickOnMap; // grab mouse UI displaycontrol.MouseUp += MouseUpOnMap; displaycontrol.MouseDown += MouseDownOnMap; displaycontrol.MouseMove += MouseMoveOnMap; displaycontrol.MouseWheel += MouseWheelOnMap; double startspeed = 60 * 60 * 6; // in sec GLImage minus = new GLImage("timeplus1y", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward); minus.MouseClick += (e1, m1) => { currentjd -= 365; }; displaycontrol.Add(minus); GLImage back = new GLImage("timeback", new Rectangle(40, 0, 32, 32), Properties.Resources.Backwards); back.MouseClick += (e1, m1) => { if (jdscaling > 0) { jdscaling /= 2; } else if (jdscaling < 0) { jdscaling *= 2; } else { jdscaling = -startspeed; } }; displaycontrol.Add(back); GLImage pause = new GLImage("timepause", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause); pause.MouseClick += (e1, m1) => { jdscaling = 0; }; displaycontrol.Add(pause); GLImage fwd = new GLImage("timefwd", new Rectangle(120, 0, 32, 32), Properties.Resources.Forward); fwd.MouseClick += (e1, m1) => { if (jdscaling < 0) { jdscaling /= 2; } else if (jdscaling > 0) { jdscaling *= 2; } else { jdscaling = startspeed; } }; displaycontrol.Add(fwd); GLImage plus = new GLImage("timeplus1y", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward); plus.MouseClick += (e1, m1) => { currentjd += 365; }; displaycontrol.Add(plus); GLImage sysleft = new GLImage("sysleft", new Rectangle(200, 0, 32, 32), Properties.Resources.GoBackward); sysleft.MouseClick += (e1, m1) => { DisplayNode(-1); }; displaycontrol.Add(sysleft); mastersystem = new GLLabel("sysname", new Rectangle(230, 6, 70, 20), "All", Color.DarkOrange); mastersystem.TextAlign = ContentAlignment.MiddleCenter; displaycontrol.Add(mastersystem); GLImage sysright = new GLImage("sysright", new Rectangle(300, 0, 32, 32), Properties.Resources.GoForward); sysright.MouseClick += (e1, m1) => { DisplayNode(1); }; displaycontrol.Add(sysright); timedisplay = new GLLabel("state", new Rectangle(340, 6, 800, 20), "Label", Color.DarkOrange); displaycontrol.Add(timedisplay); datalabel = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange); datalabel.TextAlign = ContentAlignment.TopLeft; displaycontrol.Add(datalabel); status = new GLLabel("Status", new Rectangle(0, 0, 2000, 24), "x"); status.Dock = DockingType.BottomLeft; status.ForeColor = Color.Orange; status.BackColor = Color.FromArgb(50, 50, 50, 50); displaycontrol.Add(status); rightclickmenubody = new GLContextMenu("RightClickMenuBody", new GLMenuItem("RCMInfo", "Information") { MouseClick = (s, e) => { } }, new GLMenuItem("RCMZoomIn", "Track") { MouseClick = (s, e) => { track = (int)rightclickmenubody.Tag; } }, new GLMenuItem("RCMZoomIn", "Track Central Body") { MouseClick = (s, e) => { int body = (int)rightclickmenubody.Tag; if (bodyinfo[body].parentindex >= 0) { track = bodyinfo[body].parentindex; } } }, new GLMenuItem("RCMZoomIn", "Zoom In") { }, new GLMenuItem("RCMUntrack", "Untrack") { MouseClick = (s1, e1) => { track = -1; } } ); rightclickmenubody.Opening += (ms, tag) => { ms["RCMUntrack"].Enabled = track != -1; }; rightclickmenuscreen = new GLContextMenu("RightClickMenuBody", new GLMenuItem("RCMSysDisplay", "System Display") { MouseClick = (s, e) => { } }, new GLMenuItem("RCMUntrack", "Untrack") { MouseClick = (s1, e1) => { track = -1; } } ); rightclickmenuscreen.Opening += (ms, tag) => { ms["RCMUntrack"].Enabled = track != -1; }; if (true) { var shader = new GLColorShaderWorld(); items.Add(shader); GLRenderState lines = GLRenderState.Lines(1); lines.DepthTest = false; int gridsize = (int)(worldsize * mscaling); int gridoffset = (int)(gridlines * mscaling); int nolines = gridsize / gridoffset * 2 + 1; Color gridcolour = Color.FromArgb(80, 80, 80, 80); rObjects.Add(shader, GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(gridoffset, 0, 0), nolines), new Color4[] { gridcolour }) ); rObjects.Add(shader, GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, gridoffset), nolines), new Color4[] { gridcolour })); Size bmpsize = new Size(128, 30); var maps = new GLBitmaps("bitmap1", rObjects, bmpsize, 3, OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8, false, false); using (StringFormat fmt = new StringFormat(StringFormatFlags.NoWrap) { Alignment = StringAlignment.Near, LineAlignment = StringAlignment.Center }) { float hsize = 40e6f * 1000 * mscaling; // million km -> m -> scaling float vsize = hsize * bmpsize.Height / bmpsize.Width; Font f = new Font("MS sans serif", 12f); long pos = -nolines / 2 * (gridlines / 1000); for (int i = -nolines / 2; i < nolines / 2; i++) { if (i != 0) { double v = Math.Abs(pos * 1000); long p = Math.Abs(pos); maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, vsize / 2), new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt); maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(i * gridoffset + hsize / 2, 0, -vsize / 2), new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt); maps.Add(i, (p).ToString("N0"), f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset + vsize / 2), new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt); maps.Add(i, (v / oneAU_m).ToString("N1") + "AU", f, Color.White, Color.Transparent, new Vector3(hsize / 2, 0, i * gridoffset - vsize / 2), new Vector3(hsize, 0, 0), new Vector3(0, 0, 0), fmt); } pos += 50000000; } } } var orbitlinesvertshader = new GLPLVertexShaderModelWorldUniform(new Color[] { Color.FromArgb(128, 128, 0, 0), Color.FromArgb(128, 128, 128, 0) }); orbitlineshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor()); bodyplaneshader = new GLShaderPipeline(orbitlinesvertshader, new GLPLFragmentShaderVSColor()); // model pos in, with uniform world pos, vectors out, with vs_colour selected by worldpos.w // set up ARB IDs for all images we are going to use.. var tbs = items.NewBindlessTextureHandleBlock(arbblock); var texs = items.NewTexture2D(null, Properties.Resources.golden, SizedInternalFormat.Rgba8); var texp = items.NewTexture2D(null, Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8); var texb = items.NewTexture2D(null, Properties.Resources.dotted, SizedInternalFormat.Rgba8); var texs2 = items.NewTexture2D(null, Properties.Resources.wooden, SizedInternalFormat.Rgba8); tbs.WriteHandles(new IGLTexture[] { texs, texp, texb, texs2 }); // using 0 tex coord, 4 image id and arb text binding var bodyfragshader = new GLPLFragmentShaderBindlessTexture(arbblock, discardiftransparent: true, useprimidover2: false); // takes 0:Vector4 model, 1: vec2 text, 4:matrix, out is 0:tex, 1: modelpos, 2: instance, 4 = matrix[3][3] var bodyvertshader = new GLPLVertexShaderModelMatrixTexture(1000000 * 1000 * mscaling, useeyedistance: false); bodyshader = new GLShaderPipeline(bodyvertshader, bodyfragshader); items.Add(bodyshader); // hold shape var sphereshape = GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, 1.0f); spherebuffer = items.NewBuffer(); // fill buffer with model co-ords spherebuffer.AllocateFill(sphereshape.Item1); spheretexcobuffer = items.NewBuffer(); // fill buffer with tex coords spheretexcobuffer.AllocateFill(sphereshape.Item2); bodymatrixbuffer = items.NewBuffer(); // this holds the matrix to set position and size GLStorageBlock findbufferresults = items.NewStorageBlock(findblock); var geofind = new GLPLGeoShaderFindTriangles(findbufferresults, 16); // pass thru normal vert/tcs/tes then to geoshader for results findshader = items.NewShaderPipeline(null, bodyvertshader, null, null, geofind, null, null, null); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; matrixcalc = new GLMatrixCalc(); matrixcalc.PerspectiveNearZDistance = 1f; matrixcalc.PerspectiveFarZDistance = worldsize * 2; matrixcalc.InPerspectiveMode = true; matrixcalc.ResizeViewPort(this, glwfc.Size); displaycontrol = new GLControlDisplay(items, glwfc, matrixcalc); // hook form to the window - its the master, it takes its size fro mc.ScreenCoordMax displaycontrol.Focusable = true; // we want to be able to focus and receive key presses. displaycontrol.Name = "displaycontrol"; displaycontrol.Paint += (o, ts) => // subscribing after start means we paint over the scene, letting transparency work { // MCUB set up by Controller3DDraw which did the work first displaycontrol.Render(glwfc.RenderState, ts); }; double startspeed = 60 * 60 * 6; // in sec GLImage minus = new GLImage("plus", new Rectangle(0, 0, 32, 32), Properties.Resources.GoBackward); minus.MouseClick += (e1, m1) => { currentjd -= 365; }; displaycontrol.Add(minus); GLImage back = new GLImage("back", new Rectangle(40, 0, 32, 32), Properties.Resources.Backwards); back.MouseClick += (e1, m1) => { if (jdscaling > 0) { jdscaling /= 2; } else if (jdscaling < 0) { jdscaling *= 2; } else { jdscaling = -startspeed; } }; displaycontrol.Add(back); GLImage pause = new GLImage("back", new Rectangle(80, 0, 32, 32), Properties.Resources.Pause); pause.MouseClick += (e1, m1) => { jdscaling = 0; }; displaycontrol.Add(pause); GLImage fwd = new GLImage("fwd", new Rectangle(120, 0, 32, 32), Properties.Resources.Forward); fwd.MouseClick += (e1, m1) => { if (jdscaling < 0) { jdscaling /= 2; } else if (jdscaling > 0) { jdscaling *= 2; } else { jdscaling = startspeed; } }; displaycontrol.Add(fwd); GLImage plus = new GLImage("plus", new Rectangle(160, 0, 32, 32), Properties.Resources.GoForward); plus.MouseClick += (e1, m1) => { currentjd += 365; }; displaycontrol.Add(plus); status = new GLLabel("state", new Rectangle(200, 0, 400, 20), "Label", Color.DarkOrange); displaycontrol.Add(status); datalabel = new GLLabel("datalabel", new Rectangle(0, 40, 400, 100), "", Color.DarkOrange); datalabel.TextAlign = ContentAlignment.TopLeft; displaycontrol.Add(datalabel); gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 3000F; gl3dcontroller.Start(matrixcalc, displaycontrol, new Vector3(0, 0, 0), new Vector3(135f, 0, 0f), 0.025F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms * 100.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLTexturedShaderObjectCommonTranslation(), "TEXOCT"); items.Add(new GLTexture2D(Properties.Resources.golden, SizedInternalFormat.Rgba8), "golden"); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); #region coloured lines int gridsize = (int)(worldsize * mscaling); int markers = gridsize / 20; { GLRenderState lines = GLRenderState.Lines(1); Color gridcolour = Color.FromArgb(255, 60, 60, 60); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(-gridsize, -0, gridsize), new Vector3(markers, 0, 0), gridsize / markers * 2 + 1), new Color4[] { gridcolour }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-gridsize, -0, -gridsize), new Vector3(gridsize, -0, -gridsize), new Vector3(0, 0, markers), gridsize / markers * 2 + 1), new Color4[] { gridcolour })); } rObjects.Add(new GLOperationClearDepthBuffer()); { GLRenderState rt = GLRenderState.Tri(); float sunscaled = sunradiusm * mscaling * sunscaleup; rObjects.Add(items.Shader("TEXOCT"), "sun", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, sunscaled), new GLRenderDataTranslationRotationTexture(items.Tex("golden"), new Vector3(0, 0, 0)) )); } #endregion { // debug check DateTime t = new DateTime(2000, 1, 1, 12, 0, 0); double jd = t.ToJulianDate(); DateTime t2 = jd.JulianToDateTime(); System.Diagnostics.Debug.WriteLine($"Date time {t} JD {jd} back to {t2}"); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // create a matrix uniform block currentjd = KeplerOrbitElements.J2000; jdscaling = 0; bodies = new KeplerOrbitElements[4]; bodypositions = new GLRenderDataTranslationRotationTexture[4]; // earth bodies[0] = new KeplerOrbitElements(true, semimajoraxiskm: 0.38709893 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/mercuryfact.html eccentricity: 0.20563069, inclination: 7.00487, longitudeofascendingnode: 48.33167, longitudeofperihelion: 77.45645, meanlongitude: 252.25084, currentjd); bodies[1] = new KeplerOrbitElements(true, semimajoraxiskm: 0.72333199 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/venusfact.html eccentricity: 0.00677323, inclination: 3.39471, longitudeofascendingnode: 76.68069, longitudeofperihelion: 131.53298, meanlongitude: 181.97973, currentjd); bodies[2] = new KeplerOrbitElements(true, semimajoraxiskm: 1.49596E+08, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html eccentricity: 0.0167086, inclination: 0.00005, longitudeofascendingnode: -11.26064, longitudeofperihelion: 102.94719, meanlongitude: 100.46435, currentjd); bodies[3] = new KeplerOrbitElements(true, semimajoraxiskm: 1.52366231 * AU, // https://nssdc.gsfc.nasa.gov/planetary/factsheet/marsfact.html eccentricity: 0.09341233, inclination: 1.85061, longitudeofascendingnode: 49.57854, longitudeofperihelion: 336.04084, meanlongitude: 355.45332, currentjd); float planetsize = earthradiusm * mscaling * planetscaleup; for (int i = 0; i < bodies.Length; i++) { bodies[i].CentralMass = Msol; System.Diagnostics.Debug.WriteLine($"{i} {bodies[i].OrbitalPeriodS/60/60/24} {bodies[i].CalculateMass(bodies[i].OrbitalPeriodS)}"); bodypositions[i] = new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0)); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEXOCT"), "Body" + i, GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(3, planetsize), bodypositions[i])); Vector4[] orbit = bodies[i].Orbit(currentjd, 1, mscaling); GLRenderState lines = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.LineStrip, lines, orbit, new Color4[] { Color.FromArgb(255, 128, 0, 0) })); } systemtimer.Interval = 25; systemtimer.Tick += new EventHandler(SystemTick); systemtimer.Start(); }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 100F; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; glwfc.BackColor = Color.FromArgb(0, 0, 20); gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 20.0f); }; // this bit is eye candy just to show its working items.Add(new GLColorShaderWorld(), "COSW"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEX"), "sphere7", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 20.0f), new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(0, 0, 0)) )); // Pass vertex data thru a vertex shader which stores into a block items.Add(new GLShaderPipeline(new GLVertexShaderCompute()), "N1"); vecoutbuffer = new GLStorageBlock(1); // new storage block on binding index 1 which the vertex shader uses vecoutbuffer.AllocateBytes(sizeof(float) * 2048 + sizeof(int), OpenTK.Graphics.OpenGL4.BufferUsageHint.DynamicCopy); // set size of vec buffer //Vector4[] data = new Vector4[] { // new Vector4(1, 2, 3, 0), // new Vector4(4, 5, 6, 0) //}; Vector4[] data = GLSphereObjectFactory.CreateSphereFromTriangles(0, 1.0f); GLRenderState rp = GLRenderState.Points(); rObjects.Add(items.Shader("N1"), GLRenderableItem.CreateVector4(items, PrimitiveType.Points, rp, data)); for (double ang = -Math.PI / 2; ang <= Math.PI / 2 + 0.1; ang += 0.1) { Vector3 pos = new Vector3((float)Math.Cos(ang), (float)Math.Sin(ang), 0); Vector3 up = new Vector3(0, 1, 0); float dotp = Vector3.Dot(up, pos); float lens = (float)(up.Length * pos.Length); double computedang = Math.Acos(dotp / lens); System.Diagnostics.Debug.WriteLine(ang.Degrees() + " " + pos + "-> dotp" + dotp + " " + computedang.Degrees()); } items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 }
protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 1f; gl3dcontroller.MatrixCalc.PerspectiveFarZDistance = 1000f; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(110f, 0, 0f), 1F); glwfc.MouseClick += GLMouseClick; gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 40.0f); }; items.Add(new GLColorShaderWorld(), "COSW"); items.Add(new GLColorShaderObjectTranslation(), "COSOT"); #region coloured lines if (true) { GLRenderState lines = GLRenderState.Lines(1); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(-100, -0, 100), new Vector3(10, 0, 0), 21), new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed }) ); rObjects.Add(items.Shader("COSW"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, lines, GLShapeObjectFactory.CreateLines(new Vector3(-100, -0, -100), new Vector3(100, -0, -100), new Vector3(0, 0, 10), 21), new Color4[] { Color.Red, Color.Red, Color.DarkRed, Color.DarkRed })); } #endregion #region Coloured triangles if (true) { GLRenderState rc = GLRenderState.Tri(); rc.CullFace = false; rObjects.Add(items.Shader("COSOT"), "scopen", GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Triangles, rc, GLCubeObjectFactory.CreateSolidCubeFromTriangles(5f), new Color4[] { Color4.Red, Color4.Green, Color4.Blue, Color4.White, Color4.Cyan, Color4.Orange }, new GLRenderDataTranslationRotation(new Vector3(10, 0, 20)) )); } #endregion var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.FromArgb(255, 220, 220, 10), Color.FromArgb(255, 0, 0, 0) }); items.Add(sunvertex); var sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()); items.Add(sunshader); var shapebuf = new GLBuffer(); items.Add(shapebuf); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(1, 0.5f); shapebuf.AllocateFill(shape); GLStorageBlock block = new GLStorageBlock(20); findshader = items.NewShaderPipeline(null, sunvertex, null, null, new GLPLGeoShaderFindTriangles(block, 16), null, null, null); int texunitspergroup = 16; // opengl minimum texture units per frag shader //var textshader = new GLShaderPipeline(new GLPLVertexShaderQuadTextureWithMatrixTranslation(), new GLPLFragmentShaderTexture2DIndexedMulti(0,0,true, texunitspergroup)); var textshader = new TextShader(texunitspergroup); items.Add(textshader); Font fnt = new Font("MS sans serif", 16f); if (true) { int maxstars = 1000; // this is an aspriation, depends on fragmentation of the system dataindirectbuffer = new GLVertexBufferIndirect(items, maxstars * (GLBuffer.Vec4size + GLBuffer.Mat4size), GLBuffer.WriteIndirectArrayStride * 100, true); var textarray = new GLTexture2DArray(128, 32, maxstars, SizedInternalFormat.Rgba8); int SectorSize = 10; { Vector3 pos = new Vector3(-20, 0, -15); Vector4[] array = new Vector4[10]; Random rnd = new Random(23); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); } dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1); Matrix4[] matrix = new Matrix4[array.Length]; for (int i = 0; i < array.Length; i++) { int imgpos = textarray.DepthIndex; textarray.DrawText("A" + i, fnt, Color.White, Color.Blue, -1); var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z), new Vector3(1, 0, 0.2f), new Vector3(-90F.Radians(), 0, 0), imagepos: imgpos); matrix[i] = mat; } dataindirectbuffer.Vertex.AlignMat4(); // instancing counts in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1); } if (true) { Vector3 pos = new Vector3(-20, 0, 0); Vector4[] array = new Vector4[5]; Random rnd = new Random(23); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); } dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1); } if (true) { Vector3 pos = new Vector3(-20, 0, 15); Vector4[] array = new Vector4[10]; Random rnd = new Random(23); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); } dataindirectbuffer.Fill(array, 0, array.Length, 0, shape.Length, 0, array.Length, -1); Matrix4[] matrix = new Matrix4[array.Length]; for (int i = 0; i < array.Length; i++) { int imgpos = textarray.DepthIndex; textarray.DrawText("C" + i, fnt, Color.White, Color.Red, -1); var mat = GLPLVertexShaderMatrixQuadTexture.CreateMatrix(new Vector3(array[i].X, array[i].Y + 0.6f, array[i].Z), new Vector3(1, 0, 0.2f), new Vector3(-90F.Radians(), 0, 0), imagepos: imgpos); matrix[i] = mat; } dataindirectbuffer.Vertex.AlignMat4(); // instancing countis in mat4 sizes (mat4 0 @0, mat4 1 @ 64 etc) so align to it dataindirectbuffer.Fill(matrix, 0, matrix.Length, 1, 4, 0, array.Length, -1); } int[] indirectints0 = dataindirectbuffer.Indirects[0].ReadInts(0, 12); int[] indirectints1 = dataindirectbuffer.Indirects[1].ReadInts(0, 4); float[] worldpos = dataindirectbuffer.Vertex.ReadFloats(0, 3 * 2 * 4); if (true) { GLRenderState rt = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear rt.DepthTest = true; rt.DepthClamp = true; var renderer = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt, shapebuf, 0, 0, // binding 0 is shapebuf, offset 0, no draw count dataindirectbuffer.Vertex, 0, // binding 1 is vertex's world positions, offset 0 null, 0, 1); // no ic, second divisor 1 renderer.IndirectBuffer = dataindirectbuffer.Indirects[0]; renderer.BaseIndexOffset = 0; // offset in bytes where commands are stored renderer.DrawCount = 3; renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride; rObjects.Add(sunshader, "sunshader", renderer); } if (true) { var rc = GLRenderState.Quads(); rc.CullFace = true; rc.DepthTest = true; rc.ClipDistanceEnable = 1; // we are going to cull primitives which are deleted var renderer = GLRenderableItem.CreateMatrix4(items, PrimitiveType.Quads, rc, dataindirectbuffer.Vertex, 0, 0, //attach buffer with matrices, no draw count new GLRenderDataTexture(textarray, 0), 0, 1); //no ic, and matrix divide so 1 matrix per vertex set renderer.IndirectBuffer = dataindirectbuffer.Indirects[1]; renderer.BaseIndexOffset = 0; // offset in bytes where commands are stored renderer.DrawCount = 2; renderer.MultiDrawCountStride = GLBuffer.WriteIndirectArrayStride; rObjects.Add(textshader, "textshader", renderer); } } if (true) { GLRenderState starrc = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear starrc.DepthTest = true; starrc.DepthClamp = true; var textrc = GLRenderState.Quads(); textrc.DepthTest = true; textrc.ClipDistanceEnable = 1; // we are going to cull primitives which are deleted sl = new GLObjectsWithLabels(); var ris = sl.Create(texunitspergroup, 50, 50, shapebuf, shape.Length, starrc, PrimitiveType.Triangles, new Size(128, 32), textrc, SizedInternalFormat.Rgba8, 3); rObjects.Add(sunshader, "SLsunshade", ris.Item1); rObjects.Add(textshader, "SLtextshade", ris.Item2); items.Add(sl); int SectorSize = 10; { Vector3 pos = new Vector3(0, 0, -15); Vector4[] array = new Vector4[10]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "A.r" + i; } var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false); var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(sl.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f); List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>(); sl.Add(array, mats, bmps, bref); GLOFC.Utils.BitMapHelpers.Dispose(bmps); } { Vector3 pos = new Vector3(0, 0, 0); Vector4[] array = new Vector4[20]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "B." + i; } List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>(); sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref); } { Vector3 pos = new Vector3(0, 0, 15); Vector4[] array = new Vector4[10]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "C." + i; } List <GLObjectsWithLabels.BlockRef> bref = new List <GLObjectsWithLabels.BlockRef>(); sl.Add(array, text, fnt, Color.White, Color.DarkBlue, new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false, null, 0.5f, new Vector3(0, 0.6f, 0), bref); } System.Diagnostics.Debug.WriteLine($"Sets {sl.Blocks} Removed {sl.BlocksRemoved}"); } // Sets of.. if (true) { GLRenderState starrc = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear starrc.DepthTest = true; starrc.DepthClamp = true; var textrc = GLRenderState.Quads(); textrc.DepthTest = true; textrc.ClipDistanceEnable = 1; // we are going to cull primitives which are deleted slset = new GLSetOfObjectsWithLabels("SLSet", rObjects, true ? 4 : texunitspergroup, 50, 10, sunshader, shapebuf, shape.Length, starrc, PrimitiveType.Triangles, textshader, new Size(128, 32), textrc, SizedInternalFormat.Rgba8, 3); items.Add(slset); int SectorSize = 10; { Vector3 pos = new Vector3(20, 0, -15); Vector4[] array = new Vector4[10]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "S.A.r" + i; } var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false); var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f); slset.Add("GA", text, array, mats, bmps); GLOFC.Utils.BitMapHelpers.Dispose(bmps); } { Vector3 pos = new Vector3(20, 0, 0); Vector4[] array = new Vector4[10]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "S.B." + i; } var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false); var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f); slset.Add("GB", text, array, mats, bmps); GLOFC.Utils.BitMapHelpers.Dispose(bmps); } { Vector3 pos = new Vector3(20, 0, 15); Vector4[] array = new Vector4[10]; string[] text = new string[array.Length]; Random rnd = new Random(31); for (int i = 0; i < array.Length; i++) { array[i] = new Vector4(pos.X + rnd.Next(SectorSize), pos.Y + rnd.Next(SectorSize), pos.Z + rnd.Next(SectorSize), 0); text[i] = "S.C." + i; } var mats = GLPLVertexShaderMatrixQuadTexture.CreateMatrices(array, new Vector3(0, 0.6f, 0), new Vector3(2f, 0, 0.4f), new Vector3(-90F.Radians(), 0, 0), true, false); var bmps = GLOFC.Utils.BitMapHelpers.DrawTextIntoFixedSizeBitmaps(slset.LabelSize, text, fnt, System.Drawing.Text.TextRenderingHint.ClearTypeGridFit, Color.White, Color.DarkBlue, 0.5f); slset.Add("GC", text, array, mats, bmps); GLOFC.Utils.BitMapHelpers.Dispose(bmps); } } #region Matrix Calc Uniform items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 #endregion }
// Demonstrate buffer feedback AND geo shader add vertex/dump vertex protected override void OnLoad(EventArgs e) { base.OnLoad(e); Closed += ShaderTest_Closed; gl3dcontroller = new Controller3D(); gl3dcontroller.PaintObjects = ControllerDraw; gl3dcontroller.ZoomDistance = 20F; gl3dcontroller.MatrixCalc.PerspectiveNearZDistance = 0.1f; glwfc.BackColor = Color.FromArgb(0, 0, 60); gl3dcontroller.Start(glwfc, new Vector3(0, 0, 0), new Vector3(120f, 0, 0f), 1F); gl3dcontroller.KeyboardTravelSpeed = (ms, eyedist) => { return((float)ms / 20.0f); }; items.Add(new GLMatrixCalcUniformBlock(), "MCUB"); // def binding of 0 { items.Add(new GLColorShaderWorld(), "COS"); GLRenderState rl = GLRenderState.Lines(1); rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, rl, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(-40, 0, 40), new Vector3(10, 0, 0), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); rObjects.Add(items.Shader("COS"), GLRenderableItem.CreateVector4Color4(items, PrimitiveType.Lines, null, GLShapeObjectFactory.CreateLines(new Vector3(-40, 0, -40), new Vector3(40, 0, -40), new Vector3(0, 0, 10), 9), new Color4[] { Color.Red, Color.Red, Color.Green, Color.Green }) ); } { items.Add(new GLTexturedShaderObjectTranslation(), "TEX"); items.Add(new GLTexture2D(Properties.Resources.moonmap1k, SizedInternalFormat.Rgba8), "moon"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("TEX"), "sphere7", GLRenderableItem.CreateVector4Vector2(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateTexturedSphereFromTriangles(4, 10.0f), new GLRenderDataTranslationRotationTexture(items.Tex("moon"), new Vector3(-30, 0, 0)) )); } { var sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) }); items.Add(new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()), "STAR"); GLRenderState rt = GLRenderState.Tri(); rObjects.Add(items.Shader("STAR"), "sun", GLRenderableItem.CreateVector4(items, PrimitiveType.Triangles, rt, GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f), new GLRenderDataTranslationRotation(new Vector3(20, 0, 0)), ic: 1)); items.Add(new GLShaderStarCorona(), "CORONA"); GLRenderState rq = GLRenderState.Quads(); rObjects.Add(items.Shader("CORONA"), GLRenderableItem.CreateVector4(items, PrimitiveType.Quads, rq, GLShapeObjectFactory.CreateQuad(1f), new GLRenderDataTranslationRotation(new Vector3(20, 0, 0), new Vector3(0, 0, 0), 20f, calclookat: true))); } if (true) { Vector4[] pos = new Vector4[3]; pos[0] = new Vector4(-20, 0, 10, 0); pos[1] = new Vector4(0, 0, 10, 1); pos[2] = new Vector4(20, 0, 10, 2); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(3, 10.0f); GLRenderState rt = GLRenderState.Tri(); GLRenderableItem ri = GLRenderableItem.CreateVector4Vector4(items, PrimitiveType.Triangles, rt, shape, pos, null, pos.Length, 1); var vertshader = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Red, Color.Green, Color.Blue }); var shader = new GLShaderPipeline(vertshader, new GLPLStarSurfaceFragmentShader()); items.Add(shader, "STAR-M2"); rObjects.Add(shader, ri); } GLOFC.GLStatics.Check(); GL.Enable(EnableCap.DepthClamp); }
public void Start(string name, int maxstars, float sunsize, float tapesize, GLStorageBlock bufferfindresults, bool depthtest, GLItemsList items, GLRenderProgramSortedList rObjects) { this.MaxStars = maxstars; this.tapesize = tapesize; this.sunsize = sunsize; // first the tape var tapetex = new GLTexture2D(BaseUtils.Icons.IconSet.GetBitmap("GalMap.chevron"), internalformat: OpenTK.Graphics.OpenGL4.SizedInternalFormat.Rgba8); // tape image items.Add(tapetex); tapetex.SetSamplerMode(OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat, OpenTK.Graphics.OpenGL4.TextureWrapMode.Repeat); // configure the fragger, set the replacement color, and set the distance where the replacement color is used for all pixels tapefrag = new GLPLFragmentShaderTextureTriStripColorReplace(1, Color.FromArgb(255, 206, 0, 0), 1000); // create the vertex shader with the autoscale required var vert = new GLPLVertexShaderWorldTextureTriStripNorm(100, 1, 10000); vert.SetWidth(tapesize); // set the nominal tape width tapeshader = new GLShaderPipeline(vert, tapefrag); items.Add(tapeshader); GLRenderState rts = GLRenderState.Tri(OpenTK.Graphics.OpenGL4.DrawElementsType.UnsignedByte, cullface: false); // set up a Tri strip, Default primitive restart rts.DepthTest = depthtest; // no depth test so always appears // now the renderer, set up with the render control, tape as the points, and bind a RenderDataTexture so the texture gets binded each time var zerotape = new Vector4[] { Vector4.Zero }; // just use an dummy array to get this going ritape = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.TriangleStrip, rts, zerotape, zerotape, new GLRenderDataTexture(tapetex)); tapepointbuf = items.LastBuffer(); // keep buffer for refill ritape.ElementBuffer = items.NewBuffer(); // empty buffer for element index for now ritape.Visible = false; // until its filled, not visible (important, we don't want render to execute unless its been fully set up below) rObjects.Add(tapeshader, name + "-tape", ritape); // add render to object list // now the stars starposbuf = items.NewBuffer(); // where we hold the vertexes for the suns, used by renderer and by finder // the colour index of the stars is selected by the w parameter of the world position vertexes. // we autoscale to make them bigger at greater distances from eye sunvertex = new GLPLVertexShaderModelCoordWorldAutoscale(new Color[] { Color.Yellow, Color.FromArgb(255, 230, 230, 1) }, autoscale: 30, autoscalemin: 1, autoscalemax: 2, useeyedistance: false); sunshader = new GLShaderPipeline(sunvertex, new GLPLStarSurfaceFragmentShader()); items.Add(sunshader); var shape = GLSphereObjectFactory.CreateSphereFromTriangles(2, sunsize); GLRenderState rt = GLRenderState.Tri(); // render is triangles, with no depth test so we always appear rt.DepthTest = depthtest; rt.DepthClamp = true; renderersun = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, rt, shape, starposbuf, 0, null, 0, 1); renderersun.Visible = false; // until its filled, not visible rObjects.Add(sunshader, name + "-suns", renderersun); // find compute var geofind = new GLPLGeoShaderFindTriangles(bufferfindresults, 16); findshader = items.NewShaderPipeline(null, sunvertex, null, null, geofind, null, null, null); rifind = GLRenderableItem.CreateVector4Vector4(items, OpenTK.Graphics.OpenGL4.PrimitiveType.Triangles, GLRenderState.Tri(), shape, starposbuf, ic: 0, seconddivisor: 1); // Sun names, handled by textrenderer textrenderer = new GLBitmaps(name + "-text", rObjects, BitMapSize, depthtest: depthtest, cullface: false); items.Add(textrenderer); }