public RayCastedTerrainTile(TerrainTile tile)
        {
            ShaderProgram sp = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.RayCastedTerrainTile.TerrainVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.RayCastedTerrainTile.TerrainFS.glsl"));

            _tileResolution = tile.Resolution;
            _tileMinimumHeight = tile.MinimumHeight;
            _tileMaximumHeight = tile.MaximumHeight;
            _tileAABBLowerLeft = Vector3D.Zero;             // TEXEL_SPACE_TODO
            _tileAABBUpperRight = new Vector3D(tile.Resolution.X, tile.Resolution.Y,
                tile.MaximumHeight - tile.MinimumHeight);

            _heightExaggeration = (Uniform<float>)sp.Uniforms["u_heightExaggeration"];
            _minimumHeight = (Uniform<float>)sp.Uniforms["u_minimumHeight"];
            _maximumHeight = (Uniform<float>)sp.Uniforms["u_maximumHeight"];
            _aabbLowerLeft = (Uniform<Vector3F>)sp.Uniforms["u_aabbLowerLeft"];
            _aabbUpperRight = (Uniform<Vector3F>)sp.Uniforms["u_aabbUpperRight"];
            _shadingAlgorithm = (Uniform<int>)sp.Uniforms["u_shadingAlgorithm"];

            HeightExaggeration = 1;

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

            _drawState = new DrawState();
            _drawState.RenderState.FacetCulling.Face = CullFace.Front;
            _drawState.ShaderProgram = sp;

            //
            // Upload height map as a one channel floating point texture
            //
            WritePixelBuffer pixelBuffer = Device.CreateWritePixelBuffer(PixelBufferHint.Stream,
                sizeof(float) * tile.Heights.Length);
            pixelBuffer.CopyFromSystemMemory(tile.Heights);

            _texture = Device.CreateTexture2DRectangle(new Texture2DDescription(
                tile.Resolution.X, tile.Resolution.Y, TextureFormat.Red32f));
            _texture.CopyFromBuffer(pixelBuffer, ImageFormat.Red, ImageDatatype.Float);

            ShowTerrain = true;
        }
示例#2
0
        public TriangleMeshTerrainTile(Context context, TerrainTile tile)
        {
            ShaderProgram silhouetteSP = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteFS.glsl"));

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

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

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

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

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

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

            Mesh mesh = new Mesh();

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

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

            mesh.Attributes.Add(positionsAttribute);

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

            mesh.Indices = indices;

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

            int heightIndex = 0;

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

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

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

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

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

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

            _primitiveType = mesh.PrimitiveType;

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

            //
            // Only depth needs to be cleared but include stencil for speed.
            //
            _clearDepthStencil         = new ClearState();
            _clearDepthStencil.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;
        }
        public VertexDisplacementMapTerrainTile(Context context, TerrainTile tile)
        {
            //
            // Upload height map as a one channel floating point texture
            //
            WritePixelBuffer pixelBuffer = Device.CreateWritePixelBuffer(PixelBufferHint.Stream,
                sizeof(float) * tile.Heights.Length);
            pixelBuffer.CopyFromSystemMemory(tile.Heights);

            _texture = Device.CreateTexture2DRectangle(new Texture2DDescription(
                tile.Resolution.X, tile.Resolution.Y, TextureFormat.Red32f));
            _texture.CopyFromBuffer(pixelBuffer, ImageFormat.Red, ImageDatatype.Float);
            
            ///////////////////////////////////////////////////////////////////

            ShaderProgram spTerrain = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.TerrainVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.TerrainFS.glsl"));
            _heightExaggerationUniform = (Uniform<float>)spTerrain.Uniforms["u_heightExaggeration"];
            ((Uniform<Vector2F>)spTerrain.Uniforms["u_positionToTextureCoordinate"]).Value = new Vector2F(
                (float)(1.0 / (double)(tile.Resolution.X)), 
                (float)( 1.0 / (double)(tile.Resolution.Y)));
            ((Uniform<Vector2F>)spTerrain.Uniforms["u_positionToRepeatTextureCoordinate"]).Value = new Vector2F(
                (float)(4.0 / (double)tile.Resolution.X),
                (float)(4.0 / (double)tile.Resolution.Y));
            
            ///////////////////////////////////////////////////////////////////

            ShaderProgram spNormals = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsFS.glsl"));
            _heightExaggerationNormals = (Uniform<float>)spNormals.Uniforms["u_heightExaggeration"];
            _fillDistanceNormals = (Uniform<float>)spNormals.Uniforms["u_fillDistance"];
            ((Uniform<Vector3F>)spNormals.Uniforms["u_color"]).Value = Vector3F.Zero;

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

            ShaderProgram spWireframe = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeFS.glsl"));
            _lineWidthWireframe = (Uniform<float>)spWireframe.Uniforms["u_halfLineWidth"];
            _heightExaggerationWireframe = (Uniform<float>)spWireframe.Uniforms["u_heightExaggeration"];
            ((Uniform<Vector3F>)spWireframe.Uniforms["u_color"]).Value = Vector3F.Zero;
            
            ///////////////////////////////////////////////////////////////////

            Mesh mesh = RectangleTessellator.Compute(new RectangleD(new Vector2D(0.5, 0.5),
                new Vector2D((double)tile.Resolution.X - 0.5, (double)tile.Resolution.Y - 0.5)),
                tile.Resolution.X - 1, tile.Resolution.Y - 1);
            _va = context.CreateVertexArray(mesh, spWireframe.VertexAttributes, BufferHint.StaticDraw);
            _primitiveType = mesh.PrimitiveType;

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

            RenderState rsTerrain = new RenderState();
            rsTerrain.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;

            RenderState rsWireframe = new RenderState();
            rsWireframe.Blending.Enabled = true;
            rsWireframe.Blending.SourceRGBFactor = SourceBlendingFactor.SourceAlpha;
            rsWireframe.Blending.SourceAlphaFactor = SourceBlendingFactor.SourceAlpha;
            rsWireframe.Blending.DestinationRGBFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsWireframe.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsWireframe.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;
            rsWireframe.DepthTest.Function = DepthTestFunction.LessThanOrEqual;

            RenderState rsNormals = new RenderState();
            rsNormals.FacetCulling.Enabled = false;
            rsNormals.Blending.Enabled = true;
            rsNormals.Blending.SourceRGBFactor = SourceBlendingFactor.SourceAlpha;
            rsNormals.Blending.SourceAlphaFactor = SourceBlendingFactor.SourceAlpha;
            rsNormals.Blending.DestinationRGBFactor = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsNormals.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;

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

            _drawStateTerrain = new DrawState(rsTerrain, spTerrain, _va);
            _drawStateWireframe = new DrawState(rsWireframe, spWireframe, _va);
            _drawStateNormals = new DrawState(rsNormals, spNormals, _va);

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

            _heightExaggeration = 1;
            _normalsAlgorithm = TerrainNormalsAlgorithm.ForwardDifference;
            _showTerrain = true;
            _dirty = true;
        }
示例#4
0
        public VertexDisplacementMapTerrainTile(Context context, TerrainTile tile)
        {
            //
            // Upload height map as a one channel floating point texture
            //
            WritePixelBuffer pixelBuffer = Device.CreateWritePixelBuffer(PixelBufferHint.Stream,
                                                                         sizeof(float) * tile.Heights.Length);

            pixelBuffer.CopyFromSystemMemory(tile.Heights);

            _texture = Device.CreateTexture2DRectangle(new Texture2DDescription(
                                                           tile.Resolution.X, tile.Resolution.Y, TextureFormat.Red32f));
            _texture.CopyFromBuffer(pixelBuffer, ImageFormat.Red, ImageDatatype.Float);

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

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

            _heightExaggerationUniform = (Uniform <float>)spTerrain.Uniforms["u_heightExaggeration"];
            ((Uniform <Vector2F>)spTerrain.Uniforms["u_positionToTextureCoordinate"]).Value = new Vector2F(
                (float)(1.0 / (double)(tile.Resolution.X)),
                (float)(1.0 / (double)(tile.Resolution.Y)));
            ((Uniform <Vector2F>)spTerrain.Uniforms["u_positionToRepeatTextureCoordinate"]).Value = new Vector2F(
                (float)(4.0 / (double)tile.Resolution.X),
                (float)(4.0 / (double)tile.Resolution.Y));

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

            ShaderProgram spNormals = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.NormalsFS.glsl"));

            _heightExaggerationNormals = (Uniform <float>)spNormals.Uniforms["u_heightExaggeration"];
            _fillDistanceNormals       = (Uniform <float>)spNormals.Uniforms["u_fillDistance"];
            ((Uniform <Vector3F>)spNormals.Uniforms["u_color"]).Value = Vector3F.Zero;

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

            ShaderProgram spWireframe = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.VertexDisplacementMapTerrainTile.WireframeFS.glsl"));

            _lineWidthWireframe          = (Uniform <float>)spWireframe.Uniforms["u_halfLineWidth"];
            _heightExaggerationWireframe = (Uniform <float>)spWireframe.Uniforms["u_heightExaggeration"];
            ((Uniform <Vector3F>)spWireframe.Uniforms["u_color"]).Value = Vector3F.Zero;

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

            Mesh mesh = RectangleTessellator.Compute(new RectangleD(new Vector2D(0.5, 0.5),
                                                                    new Vector2D((double)tile.Resolution.X - 0.5, (double)tile.Resolution.Y - 0.5)),
                                                     tile.Resolution.X - 1, tile.Resolution.Y - 1);

            _va            = context.CreateVertexArray(mesh, spWireframe.VertexAttributes, BufferHint.StaticDraw);
            _primitiveType = mesh.PrimitiveType;

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

            RenderState rsTerrain = new RenderState();

            rsTerrain.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;

            RenderState rsWireframe = new RenderState();

            rsWireframe.Blending.Enabled                   = true;
            rsWireframe.Blending.SourceRGBFactor           = SourceBlendingFactor.SourceAlpha;
            rsWireframe.Blending.SourceAlphaFactor         = SourceBlendingFactor.SourceAlpha;
            rsWireframe.Blending.DestinationRGBFactor      = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsWireframe.Blending.DestinationAlphaFactor    = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsWireframe.FacetCulling.FrontFaceWindingOrder = mesh.FrontFaceWindingOrder;
            rsWireframe.DepthTest.Function                 = DepthTestFunction.LessThanOrEqual;

            RenderState rsNormals = new RenderState();

            rsNormals.FacetCulling.Enabled            = false;
            rsNormals.Blending.Enabled                = true;
            rsNormals.Blending.SourceRGBFactor        = SourceBlendingFactor.SourceAlpha;
            rsNormals.Blending.SourceAlphaFactor      = SourceBlendingFactor.SourceAlpha;
            rsNormals.Blending.DestinationRGBFactor   = DestinationBlendingFactor.OneMinusSourceAlpha;
            rsNormals.Blending.DestinationAlphaFactor = DestinationBlendingFactor.OneMinusSourceAlpha;

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

            _drawStateTerrain   = new DrawState(rsTerrain, spTerrain, _va);
            _drawStateWireframe = new DrawState(rsWireframe, spWireframe, _va);
            _drawStateNormals   = new DrawState(rsNormals, spNormals, _va);

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

            _heightExaggeration = 1;
            _normalsAlgorithm   = TerrainNormalsAlgorithm.ForwardDifference;
            _showTerrain        = true;
            _dirty = true;
        }
        public TriangleMeshTerrainTile(Context context, TerrainTile tile)
        {
            ShaderProgram silhouetteSP = Device.CreateShaderProgram(
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteVS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteGS.glsl"),
                EmbeddedResources.GetText("OpenGlobe.Scene.Terrain.TriangleMeshTerrainTile.SilhouetteFS.glsl"));

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            _primitiveType = mesh.PrimitiveType;

            _clearColor = new ClearState();
            _clearColor.Buffers = ClearBuffers.ColorBuffer;
            
            //
            // Only depth needs to be cleared but include stencil for speed.
            //
            _clearDepthStencil = new ClearState();
            _clearDepthStencil.Buffers = ClearBuffers.DepthBuffer | ClearBuffers.StencilBuffer;
        }